Super Schoolhouse Zone!

[Open Assets] Super Schoolhouse Zone! 1.1.2

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Aquavine

📀🌻Frutiger Aero enjoyer :3🌻📀
I played through this level. While it is true that Baldi's Basics-style corridor levels aren't exactly a great fit for Faster Sonic-type gameplay, the results were in my opinion, pretty good.

It's not perfect, there are enemies placed in dead-ends when you aren't too careful and in the section where you have to get through 4 of the exits, I got confused with the pit-stop area (turns out you had to activate 2 buttons in order to get through the lockdown door and get the other 2 exits. You will also be hitting the walls in the level often when using faster characters. Apart from that though, it's a really good effort all around and I disagree with yfyfyfyfyfy's review on this map.

Maybe I'm just easier to please with these SRB2 maps. My favourite part was with the presentation and the Hub World at the end of the level.
 
If you want a fusion between Sonic's speed gameplay and exploration from SCD and the corridor-like gameplay of BB, then this neat package is for you.

I've been overviewing this addon's progress for quite some time now, seeing it evolve into what it is now. It's a lot of love and effort being put into trying to make it a peak of its kind. It's great to finally explore around to feel the atmosphere of BB while still pretty much being something you can speed through.


I wish all of you a great time playing it!
 
I played through this level. While it is true that Baldi's Basics-style corridor levels aren't exactly a great fit for Faster Sonic-type gameplay, the results were in my opinion, pretty good.
Just see try to see it as less of a regular sonic stage, because it’s barely a sonic stage, dam, it’s barely even a platformer stage!
It's not perfect, there are enemies placed in dead-ends when you aren't too careful
You mean in the farm field trip? If you read the sign before the main maze then you would know that Baldi told you to look out for traps if you wander too off from the main (arrows and rings) path. I mean, I warned the player of this being the case, so I’m not sure if it’s such a bad level design if you’re technically ahead of the dangers.
and in the section where you have to get through 4 of the exits, I got confused with the pit-stop area (turns out you had to activate 2 buttons in order to get through the lockdown door and get the other 2 exits.
I wanted to have the outside portion closed off the same way as the final exit path. But I couldn’t make it because I would somehow had to make the door paper thin so it wouldn’t stick out, which is pretty much impossible in this engine, so I just decided to make a small room before the switch area to have the lockdown door. I’m sure that it would be clearer where to go if you could see all the closed off portions in the main pit-stop area at the same time.
You will also be hitting the walls in the level often when using faster characters.
I guess you can just get better at it, at first I was pretty much struggling to test my own stage, but after some time I even could run down the halls with speed shoes with barely bumping any walls.
Apart from that though, it's a really good effort all around and I disagree with yfyfyfyfyfy's review on this map.
3 times yes... Overall, I found his review really disrespectfull in some parts, because he just called this stage ”just hallways” it’s like I didn’t spend 4 months of my life and summer just to push it out. :threat: And the thing is that he’s a mapper too (I think that’s the case atleast) he should be the first person to know how much effort this stuff takes to make, yet he still pretty much brushed off this stage and left with his 2 star review that’s mainly opinion based... The fact that he didn’t found this type of gameplay fun then why did he even played this stage in the first place, he should expect hallways from a Baldi stage! :devastation:
Maybe I'm just easier to please with these SRB2 maps. My favourite part was with the presentation and the Hub World at the end of the level.
I’ve put a lot of effort to make this stage as close to BB’s as it could be visualy and I feel that I succeeded in this, I even recreated the dynamic lighting in darker areas! And I also like how the hun turned out, just a calm after the storm type situation with it. (Did you know that this stage takes place throughout a whole day! When you enter the school it’s middle of the day, when you go to the farm it’s already sunset, then it’s night at the camping and schoolhouse escape and finally it’s early morning in the hub area! :D)
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If you want a fusion between Sonic's speed gameplay and exploration from SCD and the corridor-like gameplay of BB, then this neat package is for you.
Wow, I never actually thought of this like that, pretty smart tbh. :knuxsmug:
I've been overviewing this addon's progress for quite some time now, seeing it evolve into what it is now. It's a lot of love and effort being put into trying to make it a peak of its kind. It's great to finally explore around to feel the atmosphere of BB while still pretty much being something you can speed through.
Honestly, this would be an A tier review if it was one. I like to see this stage as Sonic Generations, but for baldi fans instead! That’s why there’s a lot of places in this stage that ripped straight out from all versions of Baldi’s Basics!
 
Aquavine updated Super Schoolhouse Zone! with a new update entry:

Enemy rebalancing, small annoucments and some more stuff!

Due to some criticism I received, I decided to change some things about this stage that will hopefully make it more fun to play than it already was!

CHANGES:
-I re balanced the enemy placement and now lance-a-bots have "rare enemy" status which means that they only appear in:
-Optional areas with extra goodies.
-Some specific areas so they won't be literally everywhere.
-Most frequently in late stage, but it's still balanced in such way...

Read the rest of this update entry...
 
Heyyyy dude! When I tried the first version of this map, I had a lot of fun, for sure! You really captured what we all BB fans love, however... uh... when I updated to the latest version... I had a bit of an issue.

The spawn is literally at the end.
 

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Heyyyy dude! When I tried the first version of this map, I had a lot of fun, for sure! You really captured what we all BB fans love, however... uh... when I updated to the latest version... I had a bit of an issue.

The spawn is literally at the end.
Thank you so much for pointing this out to me, I kinda rushed the release of this update because I was about to go to church and I had no time left for testing it. Sorry for any inconvenience!
 
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Aquavine updated Super Schoolhouse Zone! with a new update entry:

Rushed stupid oversight fix! D: (D:)

My dumb-ahh forgor to change the spawn position that I left here while testing the stage! :devastation:
Thanks to @ZrUltra for pointing this out to me, I don't want to know how long this would be left like this if not for you.
I feel like I need to apologize for any ruined experiences of this stage to anyone that was unfortunate enough to play this stage in the time frame of this stage being in this state. :dramahog: (Yes, I got a bit stressed out because of this...

Read the rest of this update entry...
 
Thank you so much for pointing this out to me, I kinda rushed the release of this update because I was about to go to church and I had no time left for testing it. Sorry for any inconvenience!
No problem dude!

You're incredible lucky I pointed that out like 20 minutes after you updated the mod and you fixed it quickly...
otherwise... imagine how terrible it would have gone if this stayed for longer. ☠️
 
@GLide KS, I found your video... :knuxsmug:

All these showcases are probably a sign that I should make another map showcase video for my channel. -.-
 
Aquavine updated Super Schoolhouse Zone! with a new update entry:

The "0.7" update! (And some more really small visual updates.)

This update is pretty tiny compared to 1.1, but it still has some neat things worth checking out. (And I wouldn't able to sleep at night If wouldn't release this update.)



CHANGES:
-I changed the campfire sprite to one from the 0.7 update and now it's animated too! (WOW!)
-I changed the sky from flat textures to skyboxes so you'll be able to see the celling and stuff. It's most noticeable in the...

Read the rest of this update entry...
 
i have a baldi enemy object i think this level could use

View attachment 145534
it looks really accurate to the way he moves in-games, but I made a rule that I’ll never add any baldi characters as enemies because it’s kinda odd seeing 50 different Baldi’s running through the whole school. (But looking at Sonic’s Schoolhouse logic it could work somehow.)

But to me adding baldi characters as enemies is kinda balancing at making something baldi based, only so it could be baldi based. It just seems jarring to me.

You need that perfect balance of knowing when to use elements from baldi and sonic franchise. And I know that I should use badniks as enemies so it would look like they invade the whole schoolhouse while other either ran away from school or just weren’t present in the first place. (And going by that logic, then Baldi throughout this whole stage is ”camping” in the bus. Pun unintented by the way, I just realized what I wrote...)



And I have one more thing, I can’t find this addon at your submissons. Or basically anywhere.

And now I’m not sure if you just made this enemy for fun and the stars aligned or if you made it for use in this stage only.

And now I don’t know if I’m coming off as rude by saying all that. I hope you just had this addon ready way before SSZ started development because if that’s not the case then it will make feel sad. :C

But I feel like with some tweaking, this guy can still be useful as a baldoon. I would just get rid of damage hit-boxes, change the sprites and it would be good! (And it would be used for my large BB’s project that’s still in the concept stage. :knuxsmug:)
 

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