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SRB2Plus, and It's possible Return.

First of all, I do apologize for being somewhat harsh in the previous thread. I'm glad to see actual tangible progress this time around!

However, I'm still surprised at all the interest in this, as I personally think the gifs in the OP don't look that great, and it still seems like it's promising more than it can deliver. It's okay to be ambitious, but be especially careful when you're trying to gather a team, as it could quickly lead to a lot of collective effort going to the wrong places, especially if it ends up in development hell or cancelled altogether. Even if you're editing existing maps, that's still 9 full zones you're promising! Even the most experienced (teams of) mappers have often taken years to finish multiple zones, with people working faster than that being the exception rather than the rule...

While GFZ1 isn't exactly the most impressive map by itself, the new additions visible in the gifs seem very tacked-on. The rooms themselves look quite basic with flat floors/ceilings, little to explore, some texture misalignment, and the big crumbling pillar seems somewhat weird and not telegraphed well. The directioning does seem good enough. Try adding some visual variety, use Zone Builder's Visual Mode to align your textures, make the Crawlas face the right way, and you'll probably get somewhere.

To everyone who plans to contribute to this: I still believe making something new would be a far better use of your time. Studying and editing the vanilla maps can be a good learning experience, but if you're already going to form a team together, why not use that collective energy to create something original? Be creative, come up with some fresh ideas, without using the existing SRB2 maps as a crutch that will likely collapse under all the planned new features.

It can be hard to get motivation for that, so here are some suggestions that might help:
  • Start small! It's easy to get carried away by the idea of your own complete level pack with 9 zones, completely different physics, custom abilities and unique paths for 6 characters, multiple unlockables and whatever else you can think of, but you should definitely focus on finishing just one level first, maybe a full zone afterwards, and slowly work your way up from there. Even if you're working with several other people, you should try making something small and presentable first, before moving on to bigger ideas.
  • Check out the wiki's guides on level creation, especially Level Design 101, or ask the community for level design tips.
  • It can also help to just open Zone Builder, start drawing random shapes without thinking about how to fit them into a level, and then try to move around in it. You could also try using a linedef action, an object or something else that you've never used before, and learn how to work with it. Or try to create an area that is fun to simply move around in, especially if you plan to use Lua or code to change things like momentum, character abilities or other fundamental platforming tweaks.
  • In regards to unique stage themes: Try looking through all of SRB2's textures and things in Zone Builder, which should already give you plenty of options for unique texturing and visuals. Combine whatever textures you can think of, until you find something that you like. If you want to move beyond SRB2's included assets, you could even try recoloring or editing them, importing textures/sprites from other games, or check out the Community Asset Pack which adds thousands of options:
  • Get inspiration from other sources. Maybe there's a really cool level in another game that you like, that you could try to recreate some things from? Maybe there's a cool location (a building, a forest, whatever) in your neighborhood, or photos/images of one that you saw online. You might've heard a really good music track recently, that might just be the perfect starting point and background music for a stage? There's so much in the world to be inspired by, even outside of SRB2 and even outside of your computer/phone! Personally, I've made several areas in SRB2 based on real-world locations, or dreams that I've had, or even simple drawings that I've made while doing something else.

I don't want to ruin your fun, but it just seems redundant to try and "improve" or "finish" SRB2 when there's already an existing development team doing the exact same thing. Just ask yourself: would you rather see 3 variations on 1 concept, or 3 unique concepts? Your answer may vary, but I would definitely prefer the latter, and I'm quite sure I'm not alone in that.
What you saw was old stuff. I'm changing things up, also this is (and was supposed to be) a community project. I'm not improving SRB2, I'm just doing what people did with GFZ2. Basically a reimagining of the stages and game in a different way. Thanks for the advise though, this was really helpful!

Our goals are more solidified though. We MIGHT change some physics and add some abilities. But if anything it's not much on that part.
 
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I realize now that GFZ2 pog was actually a recreation. This makes things easier in a way to apply the ideas. Why didn't I learn this before.
 
Hm. Not a bad idea for a project. I've always imagined what an SRB2 Plus would look like.
That being said, can I help out with this project? The best I have is mastery of Sonic Object Configuration, or SOC for short. In other words, I can handle the level headers.
 

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