Super Schoolhouse Zone!

[Open Assets] Super Schoolhouse Zone! 1.1.2

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*cough* They *cough* Their *cough*
itsokaythoughimstillthankful
The worst part is that I actually read your profile’s about section maybe a week or two ago! :devastation:

I’m sorry for that, I’ll keep this in mind the next time around, I just completely forgor about it and my brain deafults to he/him while talking about someone. :<

(I feel that being able to see someones pronouns just by clicking on thier name in a thread would be a yet another neat feature behind being able to set a real time clock from your time zone.)
 
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The worst part is that I actually read your profile’s about section maybe a week or two ago! :devastation:

I’m sorry for that, I’ll keep this in mind the next time around, I just completely forgor about it and my brain deafults to he/him while talking about someone. :<

(I feel that being able to see someones pronouns just by clicking on thier name in a thread would be a yet another neat feature behind being able to set a real time clock from your time zone.)
Oof. And it's okAaAay! Mistakes happen! I've done it before, too.
 
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I'm extremely happy to announce that as of writing this, I received a round number of 20 individual posters! :wow:
21 if you count the one I made myself... I made a small, tiny, absolutely subtle hint towards the one I made...

View attachment 149857

I'm extremely grateful for every person that took their time out of their day to make a silly poster for my even sillier stage up to this point.
And I will be even more grateful to see even more posters flow in as the development continues. :3
And this is also the raw concept of how the gallery would work, just all the posters in a hopefully multi room building full of pure insanity.
And the more posters there will be, the more rooms the gallery will have, and when there's going to be a lot of these rooms, then I might think about making a custom music for this area alone. :3

All this support makes me feel kinda guilty that I don't really have a lot to show yet in terms of the stage itself. :C
And about the stage, should I post the w.i.p material here, or should I go back to my ancient w.i.p thread?​
oh my god..... MY POSTER IS REAL! but seriously, good job on the work you've done for this mod
 
Oof. And it's okAaAay! Mistakes happen! I've done it before, too.
My brain forgot that I’m not on twitter and hyped my anxiety up for no reason. :C (And I’ll refer to you as she/her because they/them makes my brain lag, I just can’t wrap my head around how it should be put in a sentence. :dramahog:)
oh my god..... MY POSTER IS REAL! but seriously, good job on the work you've done for this mod
The funniest thing is that this map won’t even be my last BB’s oriented addon, I also plan to make a ”Baldi’s Ultimate Hang-Out Pack!” Which will contain every map from BB’s that I can shove into it. :3

And I have a really cool idea for it too, so every area will have it’s own closed off map. But there also will be the open world map which will contain every map in a huge open world type stage for you to mess around in. :D

1733585451607.png
1733585490755.png
1733585524258.png

I already made the raw layout of the regular school, glitched school and Baldi's basement. (That one is a bit more developed as you can see by the textures.)


And for the main updates. I started testing on implementing the vent mechanic, and apart from some technical issues with the grid that ultimately forced me to make the vent entrances off grid. It went pretty cool. :>

I even made sure that the zoom tube's speed is 1 to 1 with the speed of moving in actual BB+ Mainly because of me watching how fast player moves with the mini-map on both in SRB2 and BB+ (With reference of youtube videos because I'm not a patreon supporter. :C It's not like I will purchase this game both on steam on xbox when it fully comes out with higher price. :knuxsmug: You know that game is good when you want to buy the game 3 times only to support the creator. :3)

The vents will be used either as a extremely hard to reach, yet rewarding short-cut. Or just as a area transition.

I also added new objects, mainly the:
-Pencils and paper,
-Pay phone,
-Papers,
-Notebooks, (Not the one you collect, but the decorative ones you can find in classrooms)
-A regular sized globe and a huge one like in v1.0 of BB-classic,
-Tape player,
-The campfire,
-The almighty banana... (I had the idea to add 'nana peels as a hazard, but I couldn't make something that would be close to a working banana peel without lua, so for now it's scraped. The closest thing I got to making it work semi-similarly is by using the "force spin" sector effect.)
-The food plate

I know that might be a bit late, but do you have some more news about the Baldi enemy? Or at least a way you could lend me it? Because I actually could use this object to make working baldloons in the glitched school for the BUHOP. @dashdahog
 
My brain forgot that I’m not on twitter and hyped my anxiety up for no reason. :C (And I’ll refer to you as she/her because they/them makes my brain lag, I just can’t wrap my head around how it should be put in a sentence. :dramahog:)
I understand. And you can do that, I understand completely! LOL
The funniest thing is that this map won’t even be my last BB’s oriented addon, I also plan to make a ”Baldi’s Ultimate Hang-Out Pack!” Which will contain every map from BB’s that I can shove into it. :3
hangout hangout hangout
And I have a really cool idea for it too, so every area will have it’s own closed off map. But there also will be the open world map which will contain every map in a huge open world type stage for you to mess around in. :D
YAY! Sounds fun!!
View attachment 150367View attachment 150368View attachment 150369
I already made the raw layout of the regular school, glitched school and Baldi's basement. (That one is a bit more developed as you can see by the textures.)
>_>
And for the main updates. I started testing on implementing the vent mechanic, and apart from some technical issues with the grid that ultimately forced me to make the vent entrances off grid. It went pretty cool. :>
View attachment 150370
I even made sure that the zoom tube's speed is 1 to 1 with the speed of moving in actual BB+ Mainly because of me watching how fast player moves with the mini-map on both in SRB2 and BB+ (With reference of youtube videos because I'm not a patreon supporter. :C It's not like I will purchase this game both on steam on xbox when it fully comes out with higher price. :knuxsmug: You know that game is good when you want to buy the game 3 times only to support the creator. :3)
Speed!
I also added new objects, mainly the:
-Pencils and paper,
-Pay phone,
-Papers,
-Notebooks, (Not the one you collect, but the decorative ones you can find in classrooms)
-A regular sized globe and a huge one like in v1.0 of BB-classic,
-Tape player,
-The campfire,
-The almighty banana... (I had the idea to add 'nana peels as a hazard, but I couldn't make something that would be close to a working banana peel without lua, so for now it's scraped. The closest thing I got to making it work semi-similarly is by using the "force spin" sector effect.)
-The food plate
Ooh! More scenery and decor is always nice.
I know that might be a bit late, but do you have some more news about the Baldi enemy? Or at least a way you could lend me it? Because I actually could use this object to make working baldloons in the glitched school for the BUHOP. @dashdahog
oh god the glitchy baldi balloon monstrosities that's right-
This all sounds really cool! Lots of progress! But, make sure not to get burned out!
 
My brain forgot that I’m not on twitter and hyped my anxiety up for no reason. :C (And I’ll refer to you as she/her because they/them makes my brain lag, I just can’t wrap my head around how it should be put in a sentence. :dramahog:)

The funniest thing is that this map won’t even be my last BB’s oriented addon, I also plan to make a ”Baldi’s Ultimate Hang-Out Pack!” Which will contain every map from BB’s that I can shove into it. :3

And I have a really cool idea for it too, so every area will have it’s own closed off map. But there also will be the open world map which will contain every map in a huge open world type stage for you to mess around in. :D

View attachment 150367View attachment 150368View attachment 150369
I already made the raw layout of the regular school, glitched school and Baldi's basement. (That one is a bit more developed as you can see by the textures.)


And for the main updates. I started testing on implementing the vent mechanic, and apart from some technical issues with the grid that ultimately forced me to make the vent entrances off grid. It went pretty cool. :>
View attachment 150370
I even made sure that the zoom tube's speed is 1 to 1 with the speed of moving in actual BB+ Mainly because of me watching how fast player moves with the mini-map on both in SRB2 and BB+ (With reference of youtube videos because I'm not a patreon supporter. :C It's not like I will purchase this game both on steam on xbox when it fully comes out with higher price. :knuxsmug: You know that game is good when you want to buy the game 3 times only to support the creator. :3)

The vents will be used either as a extremely hard to reach, yet rewarding short-cut. Or just as a area transition.

I also added new objects, mainly the:
-Pencils and paper,
-Pay phone,
-Papers,
-Notebooks, (Not the one you collect, but the decorative ones you can find in classrooms)
-A regular sized globe and a huge one like in v1.0 of BB-classic,
-Tape player,
-The campfire,
-The almighty banana... (I had the idea to add 'nana peels as a hazard, but I couldn't make something that would be close to a working banana peel without lua, so for now it's scraped. The closest thing I got to making it work semi-similarly is by using the "force spin" sector effect.)
-The food plate

I know that might be a bit late, but do you have some more news about the Baldi enemy? Or at least a way you could lend me it? Because I actually could use this object to make working baldloons in the glitched school for the BUHOP. @dashdahog
aight
 
I understand. And you can do that, I understand completely! LOL
Okay, this time I won't forget. :D
hangout hangout hangout
Love me some random out of place maps in my silly sonic fan-game. :knuxsmug: And the maps will based of their classic remastered variants. Because we already have a port of classic BB's maps here. '-'
YAY! Sounds fun!!
I really can't wait to make that open world idea though, it just sounds like such a cool concept. :3 (Ignore BB's roblox RP maps...)
I also plan on making the conveyor belts not it's own gimmick like in v1.0, (because it made some dull and tedious sections...) but instead making them a small change of pace to make regular sections more intresting. Like putting strong conveyor belts on top of platforms in a platforming section. (That's actually the only idea I have for now. :'>)
Ooh! More scenery and decor is always nice.
Here are all of the added decorations for now, I may add all of the items, but I'll still think about it... (I mean, I'll have to add them all to BUHOP either way so I may add them here too.)
srb20200.png

oh god the glitchy baldi balloon monstrosities that's right-
This all sounds really cool! Lots of progress! But, make sure not to get burned out!
I'll maybe add them as dynamic decoration (a.k.a they just follow you. :P) in the secret room of glitched school. And in a planned corrupted secret sections of this stage... But I'll have to think how I should implement those.

And I have 8 hours of school a day, there's no possible way I'll even be able to get burned out seeing that I have a strict dev time per day. :oh:
Thanks for that again. :D



I made some really small progress on the playable part of the stage. I added some clean shading to the first platforming section and added badniks with a risk-reward scenario. (Thanks you SRB2 mapping handbook for the enemy placement scenarios...) I feel like it doesn't make them feel as bland as they were in v1.0, which is a plus to me. :3

And the puzzle section is pretty unfinished, and I'm not sure If I won't scrap it or tweak it a bit. Just see it as a test for now. And about that, do y'all prefer having a lever that you just have to bonk to activate, or should I add some physical button too?

And I started working on the new ost for this stage. :D But this time I actually decided to take inspiration, and I feel like it's a pretty good one. So...
Ye, I used music from sonic schoolhouse as inspiration for the new ost. (Oddly ironic seeing how SS was the main inspiration for BB. :P) My plan is to follow the structure of how this song plays out, which I deeply analyzed. :knuxsmug:

The song starts off slow with no drums, which makes for a safe and calm start, after the first repeat a small bits of drum kit gets added to the music to add a bit of flavor to it, after the second repeat the drums get more audible which makes the music have a bit up-beat and fast feeling to it. After that the music restarts to it's start with some atmospheric tunes after which the loop starts. (My favorite part of this song by the way. :>)

I hope I explained it good enough, and if not then just follow the explanation with the music playing. :P So I will try to follow the structure of this song while making the main theme for this stage, and hopefully it will work out better than the v1.0 aggressive dnb sounding ahh beat. :'D But for the people that liked this version, worry not because it remnants will come back in third repeat. (The faster and up beat one.)
 
I added some new stuff! :D But I feel like it's not a lot for the time I wasn't posting updates. As I said earlier, school interrupting school. -.-
So I added a classroom along with a faculty pathway, another main section, the timer structure introduced in BB+ v0.8 update! :D And as you can see you don't have to worry about running out of time. :>

I also made it so the badniks won't be able to pass through doors. And the cooking in the studio is going pretty smoothly, I already have the main lead music made, now I just have to add rest of the instruments in the style that I mentioned in the earlier update.


And I have a small level design QnA, but it's actually more of a form:
1. What made the exploration in v1.0 fun? And how I could make it more rewarding?
2. Should I add special rewards to a room if you beat all the enemies present in it?
3. What should I give to the player as a reward? (Extra lifes? rings? shields? Heck, brand new and faster paths?)
4. What thingy from BB's would you want to see in this stage?

I'm just afraid that in some unknown way, this version will wind up worse as the version that's just lineral hallways - the game. :C​
 
1. The fact it was BB's, really. You COULD make it better by, oh I dunno, adding a cafeteria?
2. Nah.
3. N/A
4. Probably the Baldi's minigames. Specifically the corn maze.
 
1. The fact it was BB's, really. You COULD make it better by, oh I dunno, adding a cafeteria?
2. Nah.
3. N/A
4. Probably the Baldi's minigames. Specifically the corn maze.
1. There already IS a cafeteria though, even an outdoor one. :C But I plan to add the t a l l variant from the classic version, and maybe have a platforming section in it due to it being vertical. (And that's one of the reasons why I added corded lamps as objects. :>) And I will add way more locations from BB's too, like the principal's office for example, also maybe more varied enviroments and of course, web-like level design, a.k.a something like this:
1734099688449.png

(Screenshot straight from my run by the way. :worry: And when I looked at the timer in-game, I realized that I gave it a bit too light of color, so now I changed it to be more accurate to the source material.)
2. I'll honestly think about it, I mean it's optional, so if you're low on rings or just want a specific route or shield then you can just do that. (And yes, I plan to add whole special pathways that either skip a bit of a level or just contain vents that zoom you across even bigger part of the stage.)
3. I'll wait for other peoples answer then. •3•
4. The funny thing is... that the corn maze is also in v1.0, but I'll probably rework how both of the minigames work so they will be less miserable like searching for buttons in a tight maze that's also dark. :P And the camping field-trips will now look like it does in v0.7 onward.
 
1. There already IS a cafeteria though, even an outdoor one. :C But I plan to add the t a l l variant from the classic version, and maybe have a platforming section in it due to it being vertical. (And that's one of the reasons why I added corded lamps as objects. :>) And I will add way more locations from BB's too, like the principal's office for example, also maybe more varied enviroments and of course, web-like level design, a.k.a something like this:
View attachment 150970
(Screenshot straight from my run by the way. :worry: And when I looked at the timer in-game, I realized that I gave it a bit too light of color, so now I changed it to be more accurate to the source material.)
2. I'll honestly think about it, I mean it's optional, so if you're low on rings or just want a specific route or shield then you can just do that. (And yes, I plan to add whole special pathways that either skip a bit of a level or just contain vents that zoom you across even bigger part of the stage.)
3. I'll wait for other peoples answer then. •3•
4. The funny thing is... that the corn maze is also in v1.0, but I'll probably rework how both of the minigames work so they will be less miserable like searching for buttons in a tight maze that's also dark. :P And the camping field-trips will now look like it does in v0.7 onward.
Man, I needa explore way more. :dramahog:
 
I added more web-like pathways and a bit more sections of the main path, it I will introduce some gimmick of the stage, but I'm still not sure which, probably the levers/buttons or the lockdown doors, the thing is that these gimmicks kinda over lap and I'm not sure what I should do now, but I maybe will use the first wooded platforming section from v1.0 as a introduction to switches by having an open tall room that's empty at first and you need to flip a lever to rise the floor into a platforming section letting you progress further. I think that's a good idea. •3•



[Fun fact: the wooden classroom with the circle tables is loosely inspired by my actual chemistry class that only has hexagon tables instead. I hate chemistry by the way... -_-] Anyway, do y'all think this layout plays well? Because I lately got hyper focused on trying to make the side rooms actually useful instead of them just being a highly advanced decoration. :C


I was thinking about something, and I realized that this addon is pretty much a BB's asset dump for use at SRB2 maps that everyone can use with the amount of features I want to add from the original game, maybe someone will find this useful in making some other BB's maps? (I hope so, some custom multiplayer maps based off BB's would go hard. :>)

And now a thing that people from the times of the W.I.P thread might remember, after v2.0 gets finished, I'll probably try messaging Mystman12 again, I just hope he will respond this time... :'D

And for anyone that made custom posters for this stage, they will probably be implemented as close to last thing in this stage, mainly because I want these to be evenly spread out through out the whole stage, and at this point in time It's kinda worthless to dump them all in the limited space I have here.

And the main theme is going pretty smoothly now, I just found a great sounding drum pattern for the second repeat of the song. :D​
 
I added more web-like pathways and a bit more sections of the main path, it I will introduce some gimmick of the stage, but I'm still not sure which, probably the levers/buttons or the lockdown doors, the thing is that these gimmicks kinda over lap and I'm not sure what I should do now, but I maybe will use the first wooded platforming section from v1.0 as a introduction to switches by having an open tall room that's empty at first and you need to flip a lever to rise the floor into a platforming section letting you progress further. I think that's a good idea. •3•

View attachment 151120

[Fun fact: the wooden classroom with the circle tables is loosely inspired by my actual chemistry class that only has hexagon tables instead. I hate chemistry by the way... -_-] Anyway, do y'all think this layout plays well? Because I lately got hyper focused on trying to make the side rooms actually useful instead of them just being a highly advanced decoration. :C


I was thinking about something, and I realized that this addon is pretty much a BB's asset dump for use at SRB2 maps that everyone can use with the amount of features I want to add from the original game, maybe someone will find this useful in making some other BB's maps? (I hope so, some custom multiplayer maps based off BB's would go hard. :>)

And now a thing that people from the times of the W.I.P thread might remember, after v2.0 gets finished, I'll probably try messaging Mystman12 again, I just hope he will respond this time... :'D

And for anyone that made custom posters for this stage, they will probably be implemented as close to last thing in this stage, mainly because I want these to be evenly spread out through out the whole stage, and at this point in time It's kinda worthless to dump them all in the limited space I have here.

And the main theme is going pretty smoothly now, I just found a great sounding drum pattern for the second repeat of the song. :D​
Nice!!!
 
A LOT OF NEW POSTERS COMING UP!
PCOUNT.png
PREWARD.png
PHOMEWORK.png
1734532548240.png
sped.png
1734532058195.png

So here's the thing, I made a new version of the brick poster, but white variant is for the non-white brick walls, (because the classic wall texture. :>) and the original one is for white walls. I want to keep the original because it's a tiny obscure reference to the windows 3D maze screensaver. :>

And I got kinda poetic with the new gradient poster... (Love me some inspirational quotes on random posters...) And I think I will replace the "flow" poster with this one instead, because it looks kinda messy when looking at it in retrospective. -.- And this one has more softer gradients which looks way prettier than the sharp colors of the other poster.

And someone said to add first prize to this stage, and I already added him as a object, and now I only have to add him as a secret somewhere in the stage. :knuxsmug:
srb20146.gif
 
How about a double update? :D I underestimated what I could manage to get done today so here's that. :P



1. Added a new classroom.
2. I made a introduction section for both the lockdown doors and the room clearing mechanic, along with a poster hinting at what you're supposed to do and an SFX telling you that you fully cleared the room from enemies. (I just wanted to use that SFX in this stage somehow and I feel that's the best way of implementing it. :>)
3. Few sections before a room clearing section you'll be able to find 3 types of monitors that will help you to clear rooms faster. Elemental shield (for making fire trails that hurt enemies, might be placed before rooms with fast grounded enemies.) attraction shield (homing attack... that's all you need to know.) Armageddon shield. (Do I even need to explain this? -.-)
4. Two new posters! :D
PSMART.png
PACHIEVEMENT.png

Did you know that the poster on the right is actually canon to the games? Someone asked Mystman12 about G.S greatest achievement and this is what it was. xD The poster itself will be added in every supply closet/room.
5. I got convinced by someone... to switch to the UDMF format, so going forward you'll need UZB to edit my maps... :C But at least I can do this now! :D
srb20147.gif

And about 1st prize. He will be added as a secret with his own room along with a poster that will say something like "Don't disturb him, he's charging his heart. And no, he's not broken this time, he's just deactivated up until he fully charges." As a node to the an early BB+(?) build in which 1st prize's AI wasn't implemented yet, and he was just there... I'll probably base the poster off the original one, but with other text.
1734543841261.png

And that's it for today... Or is it?
 
How about a double update? :D I underestimated what I could manage to get done today so here's that. :P

View attachment 151441

1. Added a new classroom.
2. I made a introduction section for both the lockdown doors and the room clearing mechanic, along with a poster hinting at what you're supposed to do and an SFX telling you that you fully cleared the room from enemies. (I just wanted to use that SFX in this stage somehow and I feel that's the best way of implementing it. :>)
3. Few sections before a room clearing section you'll be able to find 3 types of monitors that will help you to clear rooms faster. Elemental shield (for making fire trails that hurt enemies, might be placed before rooms with fast grounded enemies.) attraction shield (homing attack... that's all you need to know.) Armageddon shield. (Do I even need to explain this? -.-)
4. Two new posters! :D
View attachment 151442View attachment 151444
Did you know that the poster on the right is actually canon to the games? Someone asked Mystman12 about G.S greatest achievement and this is what it was. xD The poster itself will be added in every supply closet/room.
5. I got convinced by someone... to switch to the UDMF format, so going forward you'll need UZB to edit my maps... :C But at least I can do this now! :D
View attachment 151447
And about 1st prize. He will be added as a secret with his own room along with a poster that will say something like "Don't disturb him, he's charging his heart. And no, he's not broken this time, he's just deactivated up until he fully charges." As a node to the an early BB+(?) build in which 1st prize's AI wasn't implemented yet, and he was just there... I'll probably base the poster off the original one, but with other text.
View attachment 151448
And that's it for today... Or is it?
DAMN
Smol firs priz
He's gotta do it.
 
I started the grind of adding the functionality to every door on the map. And I'm happy to say that with me converting to the UDMF map format, making these doors functional never was easier. Back in the binary format I needed 3 sectors and 2 tags to make the doors function. Now I need only 1 sector and 1 tag, which is a large improvement and this makes the overall dev time way shorter. :D​


And beyond the technical stuff, I added a corn object and new (unfinished) sections along with an introduction to puzzle elements of this stage! Mainly in the form of a switch of some kind. But that still doesn't mean it will be just that. The 90% time I spent making those new sections was spent on making the cool effects of pulling the lever. I especially like the light switch effect and I'm wondering If I should use it somewhere else in the stage too! (Even though my max darkness level for this stage is 150. -_-)

And I'm happy to say that I'm maybe 65% done with the main ost for this stage. I really want to share it, but I'm not sure if I should post it yet seeing how it's a bit unfinished. (Missing a whole section that I have in mind.) So I will give the power to the masses again. Should I post it now? Or should I wait until it's finished?
 

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