742mph
My work is never done yet
I swear, this one isn't going to die like The Rift and Silver the Hedgehog.
Now that I've gotten that out of the way, this is the topic for my in-progress full-length modification The Solar Quest. Basically, this is my attempt to pick up the pieces (just the concepts, not the actual content, except for the things I made) of the recently deceased level collab project and put them together with my own ideas to create a complete level pack for SRB2 akin to Mystic Realm and Tortured Planet (and possibly of slightly lower quality). Before I begin to explain what exactly this pack will be like, I would like to give credit to Whackjood, Charybdizs, and everyone else who contributed to the level collab whose level ideas I sto-uh, borrowed.
After his most recent defeat in Vanilla SRB2 and the destruction of his base on the Black Rock, Eggman was distraught. He really and truly believed that he would succeed in conquering the world that time. Then, however, he hit upon an idea for a magnificently malicious scheme! He used the remaining mining machinery inside the Black Rock over a period of months to shred it into tiny pieces of rock and metal. He then processed the pieces in his factories and began to assemble them into a Dyson Sphere around Mobius' sun. (For those of you who don't know, a Dyson Sphere is a fictional structure composed of a mechanical shell around a star that is either designed as a residential area or to collect solar energy.) When it was completed, it would allow him to harvest vast amounts of solar energy--enough to easily take over Mobius--as well as completely blocking out the sun within, leaving the planet dark, cold, and powerless to stop him as a result!
Meanwhile, back on Mobius (specifically Storm Swamp Zone), Sonic, Tails, and Knuckles were getting concerned about the ever-growing dark splotch on the sun that now covered half of its visible surface. Tails sets up his portable telescope to invesigate, only to find out about the Dyson Sphere and quickly deduce who's behind it (considering it has a Death Egg face). The three of them locate Eggman's largest ground base and reason that Eggman has to have some way to transport badniks and materials to and from the sphere, and that's where it's most likely located. Perhaps they could use it to sneak onto the Dyson Sphere and shut it down!
Unfortunately, Eggman was aware of Sonic, Tails, and Knuckles' presence in Storm Swamp and sent a swarm of robots to stop the group from leaving alive! Can the three heroes escape the swamp, infiltrate the ground base, travel to the "Dyson Egg", and foil Eggman's nefarious plot?
Meanwhile, back on Mobius (specifically Storm Swamp Zone), Sonic, Tails, and Knuckles were getting concerned about the ever-growing dark splotch on the sun that now covered half of its visible surface. Tails sets up his portable telescope to invesigate, only to find out about the Dyson Sphere and quickly deduce who's behind it (considering it has a Death Egg face). The three of them locate Eggman's largest ground base and reason that Eggman has to have some way to transport badniks and materials to and from the sphere, and that's where it's most likely located. Perhaps they could use it to sneak onto the Dyson Sphere and shut it down!
Unfortunately, Eggman was aware of Sonic, Tails, and Knuckles' presence in Storm Swamp and sent a swarm of robots to stop the group from leaving alive! Can the three heroes escape the swamp, infiltrate the ground base, travel to the "Dyson Egg", and foil Eggman's nefarious plot?
Zone 1--Storm Swamp
This forested area is constantly plagued by torrential rains, and its low-lying regions are mostly flooded as a result. Flora and fungi thrive here in the form of lily pads, vines, and enormous bouncy mushrooms--at least in the areas where Eggman's processing plant isn't poisoning the water.
Difficulty--Easy
Progress--Acts 1-3 complete (100%)
Concept Credits--Whackjood, Chrome
Zone 2--Crystalline Caverns
(no image)
Inside of a towering mountain close to Storm Swamp lies a vast network of river-eroded caves sparkling with jewels waiting to be mined--which they are by Eggman, and that mining is causing the entire system to crumble apart, so watch out for ledges that break on contact and lava rising from deeper inside the planet.
Difficulty--Easy
Progress--None (0%)
Concept Credits--N/A
Zone 3--Parched Processing
Eggman has set up a solar power plant in the middle of a scorchingly hot desert to provide energy for his badniks, and it's up to you to disable it. It isn't spewing toxic chemicals like the last one was, but you should still be wary of the earthquakes emerging from the nearby Crystalline Caverns, the dangerously powerful guard lasers, and the exposed wires that send thousands of volts through any object that touches them.
Difficulty--Easy/Medium
Progress--Act 3 complete (10%)
Concept Credits--N/A
Zone 4--Tectonic Temple
In order to reach Eggman's ground base, you'll have to climb a treacherous active volcano and navigate through the ancient ruins sitting atop it. Not only will there be plenty of molten rock, fireballs, and lava geysers, but the ruins are crammed full of traps such as flame jets and falling cages. It'll take quite a bit of skill to not get scorched into oblivion here.
Difficulty--Medium
Progress--Act 3 complete (10%)
Concept Credits--Charybdizs
Zone 5--Honey Hive
You've finally reached Eggman's ground base, and it's... a giant beehive. This fortress of honey is nothing to chuckle at, however. Its insectoid inhabitants are armed with deadly weapons, the hive is partially submerged in quicksand-like honey, and even reaching the hive is a challenge due to the treacherous, half-dead forest outside.
Difficulty--Medium
Progress--Act 3 complete (10%)
Concept Credits/Special Guest--Charybdizs
Zone 6--Greenhouse Globe
(no image)
After successfully locating and using the teleporter that would hopefully lead you to the Dyson Egg, you instead find yourself on an an alien planet suffering from the greenhouse effect that Eggman is excavating and polluting the *spring noise* out of. You'll have to climb your way out from the bottom of the ocean (yes, you have infinite breath here), navigate through the massive castles that have been set up on what little dry land there is left, and invade the enormous fortress city in the center of the largest island. Be prepared to screw up at one point or another.
Difficulty--Hard
Progress--None (0%)
Concept Credits--Chaybdizs, Katmint
Zone 7--Maniacal Metropolis Act 1/Apocalyptic Airship Acts 2-3
Inside the eerie fortress city lurk a myriad of deadly badniks, including Orbinauts that throw their shield in all directions, as well as grind rails, dash rings (what is this, a modern game?), conveyor belts, plenty of 2D sections, and horizontal Thing-based moving platforms. Act 2 of this hectic zone is spent on board Eggman's Dyson Egg-bound spaceship, complete with "smart" crushers, Space Countdown areas, and a confrontation with a silver-armored Metal Sonic.
Difficulty--Hard
Progress--Act 3 complete (10%)
Concept Credits--Zipper
Zone 8--Dyson Doom
(no image)
Here it is: Eggman's massive headquarters at the very center of the solar system. Act 1 is the only full-length level of this zone, and it's a crazy one indeed. Scattered throughout it are devices that increase or decrease your gravity and/or size, trap teleporters, crushers, lasers, and solar flares rocketing up in intervals from the sun's surface. The second act is a furious race to the finish against Metal Sonic, who uses his Maximum Overdrive Attack and energy missiles to speed himself up and send you plunging into the sun if you're not careful.
Difficulty--Very Hard
Progress--None (0%)
Concept Credits--N/A
Zone 9 (All Emeralds, 1 Act)--???
???
Difficulty--Very Hard
Progress--None (0%)
Concept Credits--N/A
(Credit to Blade for some sprites.)
This forested area is constantly plagued by torrential rains, and its low-lying regions are mostly flooded as a result. Flora and fungi thrive here in the form of lily pads, vines, and enormous bouncy mushrooms--at least in the areas where Eggman's processing plant isn't poisoning the water.
Difficulty--Easy
Progress--Acts 1-3 complete (100%)
Concept Credits--Whackjood, Chrome
Zone 2--Crystalline Caverns
(no image)
Inside of a towering mountain close to Storm Swamp lies a vast network of river-eroded caves sparkling with jewels waiting to be mined--which they are by Eggman, and that mining is causing the entire system to crumble apart, so watch out for ledges that break on contact and lava rising from deeper inside the planet.
Difficulty--Easy
Progress--None (0%)
Concept Credits--N/A
Zone 3--Parched Processing
Eggman has set up a solar power plant in the middle of a scorchingly hot desert to provide energy for his badniks, and it's up to you to disable it. It isn't spewing toxic chemicals like the last one was, but you should still be wary of the earthquakes emerging from the nearby Crystalline Caverns, the dangerously powerful guard lasers, and the exposed wires that send thousands of volts through any object that touches them.
Difficulty--Easy/Medium
Progress--Act 3 complete (10%)
Concept Credits--N/A
Zone 4--Tectonic Temple
In order to reach Eggman's ground base, you'll have to climb a treacherous active volcano and navigate through the ancient ruins sitting atop it. Not only will there be plenty of molten rock, fireballs, and lava geysers, but the ruins are crammed full of traps such as flame jets and falling cages. It'll take quite a bit of skill to not get scorched into oblivion here.
Difficulty--Medium
Progress--Act 3 complete (10%)
Concept Credits--Charybdizs
Zone 5--Honey Hive
You've finally reached Eggman's ground base, and it's... a giant beehive. This fortress of honey is nothing to chuckle at, however. Its insectoid inhabitants are armed with deadly weapons, the hive is partially submerged in quicksand-like honey, and even reaching the hive is a challenge due to the treacherous, half-dead forest outside.
Difficulty--Medium
Progress--Act 3 complete (10%)
Concept Credits/Special Guest--Charybdizs
Zone 6--Greenhouse Globe
(no image)
After successfully locating and using the teleporter that would hopefully lead you to the Dyson Egg, you instead find yourself on an an alien planet suffering from the greenhouse effect that Eggman is excavating and polluting the *spring noise* out of. You'll have to climb your way out from the bottom of the ocean (yes, you have infinite breath here), navigate through the massive castles that have been set up on what little dry land there is left, and invade the enormous fortress city in the center of the largest island. Be prepared to screw up at one point or another.
Difficulty--Hard
Progress--None (0%)
Concept Credits--Chaybdizs, Katmint
Zone 7--Maniacal Metropolis Act 1/Apocalyptic Airship Acts 2-3
Inside the eerie fortress city lurk a myriad of deadly badniks, including Orbinauts that throw their shield in all directions, as well as grind rails, dash rings (what is this, a modern game?), conveyor belts, plenty of 2D sections, and horizontal Thing-based moving platforms. Act 2 of this hectic zone is spent on board Eggman's Dyson Egg-bound spaceship, complete with "smart" crushers, Space Countdown areas, and a confrontation with a silver-armored Metal Sonic.
Difficulty--Hard
Progress--Act 3 complete (10%)
Concept Credits--Zipper
Zone 8--Dyson Doom
(no image)
Here it is: Eggman's massive headquarters at the very center of the solar system. Act 1 is the only full-length level of this zone, and it's a crazy one indeed. Scattered throughout it are devices that increase or decrease your gravity and/or size, trap teleporters, crushers, lasers, and solar flares rocketing up in intervals from the sun's surface. The second act is a furious race to the finish against Metal Sonic, who uses his Maximum Overdrive Attack and energy missiles to speed himself up and send you plunging into the sun if you're not careful.
Difficulty--Very Hard
Progress--None (0%)
Concept Credits--N/A
Zone 9 (All Emeralds, 1 Act)--???
???
Difficulty--Very Hard
Progress--None (0%)
Concept Credits--N/A
(Credit to Blade for some sprites.)
Besides the secret one-act final zone, there will most likely be emblems hidden throughout the levels in accordance with the 2.0.6 method of collection, if that will even be possible after 2.1 comes out (because believe me, this level pack will not be finished before that). There may also be missions for each act akin to the ones in Sonic Generations, except not as numerous and hopefully not as repetitive. These missions will most likely be limited to a certain character (so you can't cheese your way through all of them with Tails) and award you with an emblem upon completion. I'm not sure what collecting all emblems will unlock yet, if it will unlock anything besides bragging rights.
(Current version: 0.1 (SSZ, PPZ3, TTZ3, HHZ3, AAZ3): http://www.sendspace.com/file/oxryfr)
NOTE: THIS PROJECT IS ON HOLD INDEFINITELY FOR VARIOUS REASONS.
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