SRB2 : Project Junio

[Open Assets] SRB2 : Project Junio 1.0.0.0

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Mostly loving this so far, I'd say up through Crimson Shrine but I might have missed some levels, it's hard to tell with the hub. The stages are all great, my only real complaints really just stem from "honestly, I'd rather just play all the levels in a linear fashion and go replay as other characters."

That said, in less "just completely change the metastructure of the mod and make it more typical," (maybe for a multiplayer patch), some more specific notes on that:

1. The performance even on the SD version varies wildly pretty often, but the hub world has especially big issues there.
2. There's a huge lack of conveyance for where to go in the hub world, what stages are unlocked, which ones you've already done, how many stages are unlocked, really anything but wandering around.
3. There's not really any conveyance that I should be hunting for emblems to unlock new zones in general! If I hadn't read Othius' review, I'd probably have been wondering "where are the other stages?" pretty early. It doesn't help that the stages are slope filled with excellent flow (not a complaint) and you're automatically locked to Sonic with a drop dash! That immediately puts me into "casual speedrunning" mode.
4. Honestly, if you're gonna ask me to hunt down emblems, I would really like emblem hints, and maybe even the emblem radar way earlier. Hunting for anything but ring and speedrunning emblems just feels like wandering around in the dark without them. (Is there a way to do a stage entrance radar, too? That would be helpful.)

Less of a complaint request and more of a selfish one:
Getting a shield disables the drop dash, which makes sense for vanilla since there is no shield button. But it'd be nice if builds with the shield button could skip that check, at least if it's not there as a balance consideration. Personally I mostly play redberries, because I really like the shield button.

(I mean I can also just disable it on my own copy of the files, it's one line and one function commented out, but it'd be cool if it was automatic, and there is a check for it available according to the redberries mod page.)

But besides my complaints about the very structure of the mod, and my one little thing I'd like better for a non-standard exe I use, this is great. I should probably leave a review, but I'm both not finished and not sure what to do with "this is great, but some of it does not match my own personal preferences."

--edit
Also I thought Sunset Grove was pretty fun, definitely better than most stages that use the flipping upside down gimmick.

--second edit
Oh right. Also with how out of the way some of the stages are, it would really be better to spawn at the entrance of the last stage you did in the hub world instead of at spawn. But then I suppose that would also make getting back FROM some stages an issue, too . . .
 
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Yeah, I was just playing this pack last night and quite enjoyed Sunset Grove, so I was surprised to wake up this morning to find out you removed it lol

Definitely a fun pack so far, a lot of room for improvement, but nothing I should say you should outright scrap rather than just polish up
 
I'd also like to add that while I absolutely begrudge it it's purpose as a hub world, and think locating stages is way too difficult, and wish the framerate was more stable (not sure what can be done there):

The hub world has cool vibes and some absolute banger platforming challenges. Big thumbs up on that.

Also, PSA for anyone else who likes to use RPhys Lite:
This mod has it's own water running that obviously works WAY better for it than this, and honestly feels like it probably has some kind of momentum mod included already (could just be the heavy use of slopes and Junio having a boost mode, though.) Go ahead and disable your Rphys Lite for now. Or don't, the stages are 5/5 either way, but if the water running sections seem extra finicky to you that's why.

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So is Stormspire Heights 3 an absurd difficulty spike that uses most of the most annoying enemies in the game and does not have a checkpoint in between it's two most difficult sections on purpose? Because wow that stage is difficult, I cleared Act 2 in one life, then died like 20 times in Act 3, and then I got to Act 4 and it was mostly fine until it said I was out of memory and crashed. Dunno if the crash is repeatable, I'm not 100% sure I have it in me to replay Act 3 again right now.

Also is there an Act 1 I missed?

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Didn't get a crash the second time. That finale was great, maybe could have used a checkpoint at the start though.
 
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Also is there an Act 1 I missed?
For some reason, Stormspire Heights Act 1 is only playable after beating Aeon Skydrift. Aeon Skydrift sends you into Stormspire Act 1 instead of back to the hub
 
I managed to get to Stormspire Heights by accident when I fell out of the hub while in reverse gravity and was teleported to the area where the portal was. The hub stopped making things clear where to go next since the barriers did not retreat as expected when the third zone was complete.

Speaking of Stormspire, I noticed it has an electrical theme to it, but the lightning shield does not give any protection against the bolts and the electric floors. It seems there was no use of any of the unique damage types other than the generic one, so you are not near as protected with the shield as you think.
 
I don't think it's a good level. It's the first level I've done so compared to the other ones it's the weakest and probably where a lot of people will stop playing the mod
if it's not removed because it's frustrating.
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I would love to listen to your suggestions
I disagree; I think sunset grove was the best level out of the 7 levels I've unlocked thus far, especially including its overall atmosphere. It was the only level that I'd actually felt compelled to do speedruns of.
All you really need to do to sunset grove is remove the dev exit and dev score monitors, and move the emblems to actual hidden locations, and then it'll be a mostly-good level.

I also will say, however, that you need to work on your pterabyte placements, and that you'd forgotten to increase the size of crushtacean & banyapura appendages. Some of the pterabytes you'd placed in the volcano level don't even do anything, and one of them are just stuck in the wall because it was placed improperly.
I'll also say that some enemy placements in sunset grove felt unfair; specifically the turrets, and in the little vertical into diagonal spring section after the mace-lined spiral there's a red buzz up there that punishes you for not being able to hit the springs the first time you bounce up the vertical springs.

I really hope you add sunset grove back into the level pack soon because that level doesn't need much work to be good.
 
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I want to enjoy this, but it's beyond frustrating to have level unlocks tied to collectibles. Having extremely fast paced and fluid movement and gameplay that flows so well with the stage design only to have non-optional collectibles that force you to stop playing how you want to play and instead slowly comb through the whole stage, and replay it dozens of times to find everything is just... not fun. Preemptively being told "don't rush it, take your time" doesn't really help in this regard.

Slow methodical exploration/curiousity based gameplay and Blood-pumping high-speed raction-based gameplay are two polar opposites and conflict with one another.
 
Okay so I just found Vulcanic Rave 3 by cheating and Foxboting in Knuckles and gliding and climbing around, and there seriously needs to be more signposting, maybe even literal signs, for both stage locations and, honestly, whether you should be looking for new stages at all.

Like I'm pretty sure I just skipped that one? I was actually looking for emeralds and loose emblems. Even just some kind of "you have a stage you haven't been to yet" indicator in the hub world would be really helpful.

(Also the stage itself is good. Every stage in this is good, although Stormspire Heights 3 could really, really use an extra checkpoint between the "rising platform jump while hoping the invincible spinner bots don't get you" and "the ceiling is trying to crush you, and also there are invincible spinner bots and crawla commandos" sections.)
 

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