Hey I was wondering, could you give me the name to some of the stage themes you had. Also what you did to Azure Paradise was 'hilarious.'
 

Please be aware that this mod is still in development, as such there are things that are subject to change for varying degrees.


Now without further ado...
Hello and welcome to the CyberDime Realm. A almost complete 10 zone mappack that started development back in the middle of 2018, and is a sort of simple but a fairly large collection of levels that i have been gradually adding and expanding on to. They aren't too terribly organised so the overall challenge factor greatly varies. All the extra characters unlocked from the main game can be played here right from the start.

Now believe it or not, but this thing has a story! Big props to my friend LightSpeedAngel for originally making this.
Immediately following the defeat of Brak Eggman and the destruction that followed forth, Sonic & the gang safely escape from the crumbling space station via a conveniently placed escape capsule. They land safe and sound with the capsule now lying at the bottom of a secluded beach, the area was unusually quiet.
They press forwards for a brand new adventure then suddenly find themselves strangely teleported to a normal looking lush green landscape, which perplexed everyone but they continued to press forward. As the gang moves further and further on they start to see some faint but strange distortions in the land. From familar locations to cold mountains to barren wastelands, deserts and even a abandoned city. It all just seems so...unnatural.
It's almost as if this world isnt real...

Credits for all the reusable content.

  • Everyone who's assets i have used that contributed to the Community Asset Pack

  • Egg Frostburn port by Deus
  • Lat for the AMT Crawla
    (As of 1.4 That Azazel Fire for making new sprites for this)
    Zippy_Zolton for updating the SOC
  • Egg Sandsub by Blade

  • All Super LUA by Aquatic Akito

  • TehRealSalt for the Game Gear Capsules

  • And a very big thank you to all my friends for helping with ideas and playtesting this with me

Changelog
V1.0:
Initial release

V1.1:

  • Green Hill, Bridge, Marble & Hidden Palace Zone are no longer in the level rotation, (though you can still pick them from the level select.)

  • Marble Zone's enemy count has been reduce by a tiny amount.

  • The first checkpoint in Marble 2 has also been moved forward a bit, so you shouldn't get stuck in the doorway anymore.

  • Most of the "Leaps of faith" have removed and replaced with something less confusing.

  • A very small amount of decorative details added to a few of the levels.

  • Some minor texture changes to Shoal Coast.

V1.2:

  • You can now unlock and play Record attack.

  • Ring, Time & Score Emblems have been appropiately added for it aswell.

  • Updated a bunch of old level select pics. (Honestly alot of them were extremely outdated and garbage, didn't reflect the current state of the level very well)

  • Custom boss music has been added in. (Only for eggman as of right now.)

  • Shoal Coast has had more texture changes.

  • The slope at the end of the level has been replaced and made way less arbitrary.

  • Some more texture changes in a few other levels to be slightly less clashing.

  • The classic levels have all been moved and given their own category now.

  • Marble Zone's enemy count has been cut down again, this time to reduce the local Robo-Hood population.

  • All but a select few of the "leaps of faith" are gone.

  • Nightlight Gully & Terrance Trees have undergone theme changes.

  • Certain sections of Chilly Cliffs has been merged into Shrewd Blizzard, (mainly for act 2) meaning there is only one snow level now.

  • Barren Valley has been completely gutted from the mod now.

  • Shrewd Blizzard, Terrance Trees (Now Mountain), Molten Tunnels & Dark Woods (rip Robohood) have different bosses now.

  • Players now start most of the boss acts with 5 rings.

  • Added some TNT barrels to fang's arena to make the fight slightly more entertaining.

  • Fixed a potential softlock in Cyberdime 3.

  • Cyberdime Zone now has a different sky.

  • And many other tweaks that i'm not going to list here. Both in level design and a bunch of minor things.

  • Also updated the credits list.

V1.2.1:

  • Bug fixes.

V1.2.2:

  • Fixed the old Eggscalibur's LUA causing lag in multiplayer.

V1.3:

  • All 3 acts of Dry Gulch have almost been completely reworked. Act 1 is mostly a drastic overhaul, still featuring some old
    familiar areas mixed in with new ones where as Act 2 & 3 is remade entirely. And now has a bigger emphasis on the Desert Temple theme.

  • As part of the second wave of aesthetic upgrades, Desolated City has gone under a bit of a paint job, many of the buildings are
    now sporting different colours, and added a small amount of decorative destruction to the level..

  • Techno Trouble has also undergone a partial theme change. Now called Amaranthine Outpost.

  • Barren Valley returns (and is now called Timeless Wastes) and has been heavily overhauled, all 3 acts have now been merged
    into one level & is sporting some small changes in the level design and many, many decorative details added. Oh and the music has
    been changed aswell. (Unlockable Level)

  • Terrance Trees also returns and has also been merged into a single act (except for act 3), aswell as a few small similar changes
    to it's spookier counterpart. (Also Unlockable)

  • All of the classic levels have been removed from the mod, but they will return in some other fashion.

  • Added in new music for a bunch of levels.

  • Added in some short sections for Fang for the parts he gets stuck/softlocked in Shrewd Blizzard 1 & Terrance Mountain 2.

  • Updated some of the level select pics again.

  • Way too many more texture changes. (are you seeing a pattern here?)

  • And of course a bunch of minor other fixed stuff that i'm not listing here.

V1.3.1:

  • Another bug fix update.

V1.3.2:

  • Even more bugs fixed!

  • Added custom music to Dark Woods 2.

  • Updated the Greenflower section in Cyberdime 1 to feature the 2.2 version now.

V1.4:

  • Overhauled a bunch of levels, some more heavily than others:

  • Added a skybox to Shoal Coast Zone

Sunrise Uplands:

  • Act 1 has been massively overhauled, sporting several areas redone and a ton more new areas added in, the level has also been extended a bit.
  • (Act 2 will recieve its fair share of changes in the next update)

Shrewd Blizzard 2:
  • Altered a few paths a bit in a attempt to make the level less confusing to navigate.

Nightlight Gully:
  • The entire Zone now has a global colourmap.

Dark Woods 2:
  • Altered the level design in a few spots to hopefully make the level a little less difficult to navigate.

Cyberdime Zone:
  • Added some small decorative details in for act 2.
  • Finally added in the missing rvz and erz sections for act 3.
  • Remade the final boss's arena. (And gave him a new theme too.)

  • Updated the AMT Crawla sprites (thanks That Azazel Fire for making them)
  • Updated the old Eggscalibur again (thanks to Sonic1983 for porting and updating this thing)

  • Fixed the title screen map using the wrong sky. (oh god how did i overlook this for so long)

  • And of course the usual fare of a ton of minor changes not worth listing here and
    bug fixes because i apparently don't test my levels enough

V1.4.1:

  • I did a big bruh moment and broke the special stages somewhat, they should be fixed now


  • For the time being until it gets remade, i have decided to gut the entirety of Dark Woods Zone for the mod since i feel like in its current state is a irredeemable mess.

  • Restored the old eggscalibur to Molten Tunnels 3 and remade the arena to accompany it.

V1.4.2

  • Remade the title screen and added music to it.

  • Shrewd Blizzard 3: Remade the boss arena so the fight itself shouldn't be exceedingly difficult anymore.

  • Nightlight Gully 3: Raised the bottom floor height to make the fight less cheap and irritating.

  • Molten Tunnels 3: Scrapped the old eggscalibur entirely and restored the egg sandsub to the map.

  • Digital Destruction: Added in the 2nd phase for the final boss from the Sonic.EXE character mod.

V1.4.3:

  • Removed the 2nd phase for the final boss because of the crashing problem being way worse than I thought, and made it so you start with 5 rings in the level.

V1.4.4:

  • Added new music to Shoal Coast & Nightlight Gully 2.

  • Updated the entirety of Sunrise Uplands Zone to sport a updated and better looking global and water colourmap.

  • Made a small level design change in act 1 in one of the paths to attempt to reduce unnecessary backtracking.

  • Included Zippy_Zolton's updated AMT Crawla SOC.

  • Fixed the final boss map so it's beatable in multiplayer again.

  • Starting from this version and onwards, the file name has been updated as the V prefix is no longer necessary.

V1.5:

Shoal Coast:
  • The entire level has been updated and opened up to feature more areas to explore along with even more visual changes,
    some small level design additions and less awkward thok barrier issues.

Sunrise Uplands:

  • All 3 acts have undergone a big theme change. Act 1 has also had it's ugly thok barrier problem fixed which should improve navigation.

  • Act 2 has been extended by a bit and small level design changes/additions to the already existing areas.

  • Act 3 now has a new boss fight.

  • Added new music in for Act 1.

Nightlight Gully:

  • Act 1 has been opened up a smidge and has been extended.

  • Minor similar edits to act 2.

  • Adjusted the global colourmap so it's not as strong now.

Terrace Mountain:

  • Edited the zone name a tad as *Terrance* apparently sounds really stupid to a lot of people.

  • Act 3's arena has been remade and now has a unique boss fight courtesy of Spectra.

Molten Tunnels:

  • Act 1 has now been completely gutted from the mod due to serious optimization issues. Act 2 is now Act 1 in it's place.

Amaranthine Outpost:

  • Remade act 3 and added in another unique boss just for it, also by Spectra.

Dry Gulch:

  • Added a few new areas to act 2, extending the level a bit and the split path part way through the level is now gone.

Cyberdime Core:

  • Updated the level name a tad to reflect what the level really is.

  • Act 2 has been removed with Act 3 now taking it's place, and formerly Digital Destruction zone is now act 3.

  • Made some small level design changes to act 2.

  • Added some decor to act 1 and 2. (mostly act 2)

Extra Stuff:

  • 2 more levels have been included, the first level i ever made: Frozen Valley Zone makes it's overly long grand return as a VERY short and simple unlockable level.

  • The boss rush level has been re-added in from a very old version of CDR and has been remade. (Doesn't include two certain bosses for being a nightmare to get working)

  • Made Timeless Wastes even more moody than it already was.

  • Most importantly that the gamedata for the mod has been changed. Apologies if you have multiple save files but the old save data was too much of a mess to deal with after so many massive changes.

  • And of course many minor changes to a couple of the levels that i'm not gonna go into detail here.

V1.5.1:

  • Fixed a nasty visual bug in NGZ1 in software mode and a misplaced death pit in MTZ1
  • Fixed CCZ2 being accidentally skipped over

Supporters/Co-Authors:
Now i hate Pumpkins
 
Some of the music files in the PK3 have notes added to them regarding their identity that SLADE can read. Interestingly, a lot of them seem to be IT, XM, or MOD module music made by independent artists. Here's a partial music list for v1.5.1:
  • Title Screen: "Three Wheels Turning" by Straylight
  • Character Select: "I chill you" by Vhiiula
  • Shoal Coast: "Dash for Freedom" by Rapture
  • Cyberdime outro for Shoal Coast: No idea
  • Sunrise Uplands 1: "Sagacity" by Stunner/VORTEX
  • Sunrise Uplands 2: "A Rose of Gold" by DRAX
  • Eggman Boss: Boss music from Sonic 3D Blast (Saturn version)
  • Shrewd Blizzard 1: Scorching Subzero (Parhelion Peak Act 3) - Sonic: After the Sequel
  • Shrewd Blizzard 2: Holoska Cool Edge Night - Sonic Unleashed (thanks The Real Inferno)
  • Nightwash Gully 1: No idea
  • Nightwash Gully 2: No idea
  • Badnik Boss: No info given, but I know this one: F.O.E. - Persona Q
  • Terrace Mountain 1: "Malfunctioning ghost" by Beyond
  • Terrace Mountain 2: No idea
  • Molten Tunnels 1: No idea
  • Amaranthine Outpost 1: Tempest Valley - Mystic Realm (currently used for Clockwork Towers in vanilla SRB2)
  • Amarenthine Outpost 2: Floria Plant - Spark the Electric Jester 2
  • Dry Gulch 1: No idea
  • Dry Gulch 2: "Desert Highway" by Wurka
  • Desolated City 1: "City Nights" by iXupi
  • Desolated City 2: "Reborn - Onyx" by Amethyst
  • Metal Sonic Boss: "the dark half" by mosez
  • Cyberdime Core 1: "flexible" by Patrik Wallander
  • Cyberdime Core 2: "digital azimuth 2" by paralyses
  • Cyberdime Core 3 (pre-boss): Anticipation (Black Core Act 2) - Vanilla SRB2
  • Final Boss: "Cybernetic demon" [author unknown]
  • Frozen Valley: No idea
  • Terrace Trees 1: Turquoise Paradise (Foliage Furnace Act 1) - Sonic: After the Sequel
  • Terrace Trees 2: No info given, but I know this one: World to Explore (Horizon Heights Act 2) - Sonic: After the Sequel
  • Timeless Wastes 1: Phosphor - Oneshot
  • Timeless Wastes 2: Odd, the info given is the same as the one above
  • Digital Memories: "Cybernoid remix" by Robin Velu
  • Secret music 1: No idea
  • Secret music 2: Accumula Town - Pokemon Black/White
I'd like to provide another update to this: Molten Tunnels 1 is just Eggmanland Night from Sonic Unleashed.
 
Hey pal. This mod is great. With the newest version, theres only one place I got stuck on, and it's the ice holes in the frozen lakes. Theres no springs and sonic cant get out by jumping. If you intend on those being death traps then maybe just make it an actual death pit.

Compared to some other mods I've gotten, these levels compare fairly well to the vanilla stages, in terms or quality. Their design is fairly different, but the polish is noticable.

Lastly the music is really good. There are some stages in the later levels that fall short, but overall decent music. In particular I want to ask about Amaranthine Act 1 music. Please release it in some mp3 form or something. Who composed it? It's really good.
 
Upcoming, in an update Soon ...Potentially

KexhhNP.gif

24KIT55.gif
I guess not...?
 
So i figured i would shed a bit of light on this since i've been annoyingly hesitant to talk about where this project has been at for a couple of months now.

So basically for those unaware i decided to take a very long break off from this, mainly due to a lack of motivation, lack of ideas and generally i'm just plain sick of working on this, so that's why there hasn't been any news or new updates to this since then.



though for a while i have been looking to hire some extra help with this in regards to coding and mapping, which would be nice
 
So i figured i would shed a bit of light on this since i've been annoyingly hesitant to talk about where this project has been at for a couple of months now.

So basically for those unaware i decided to take a very long break off from this, mainly due to a lack of motivation, lack of ideas and generally i'm just plain sick of working on this, so that's why there hasn't been any news or new updates to this since then.



though for a while i have been looking to hire some extra help with this in regards to coding and mapping, which would be nice
Well, I hope you feel better soon. It’s good to take breaks, Once in a while ya know?
 
I don't know what you were thinking in terrance trees? It was such a calm level back then. The boss too..... Tbh the bosses are the weak point, the bottomless pits too. Molten ruins boss is specifically bullpoop, it's hard trying to kill that boss without getting hit! Plus if you get hit once. It's almost a goodbye for your rings everytime. I don't like how 5 rings is the bare minimum that the game gives you per boss with an exception for nightgully zone. (Why 10 rings for nightgully zone? That's like the easiest boss!)
Overall just remove a few bottomless pits. the music choice is decent. Should be more jazzy as I think it'd fit. Terrance trees, wanted to be a cool level but failed drastically. It was better off unchanged. (Fix the difficulty of the bosses btw, they're not typically good.)
 
Last edited:
After what feels like well over a year at this point i have finally pushed out another update, a little bigger than the usual mini updates this time already.
As always the changes are in the changelog. (only in the overview tab this time for now while i re-figure out how to edit stuff on this page)
 
After what feels like well over a year at this point i have finally pushed out another update, a little bigger than the usual mini updates this time already.
As always the changes are in the changelog. (only in the overview tab this time for now while i re-figure out how to edit stuff on this page)
took ya time eh? seriously tho kinda interested 2 see what ya got in store for us this time.
 
Well it appears i have to push our another update as i have made a few oopsies i forgot to look over before releasing 1.5.2.
It should be all good now, changes while very minor this time around are in the changelog, like always.
 
I'm kinda getting an issue from Nightlight Gully act 1 where it just straight up crashes with a SIGSEGV whenever the act loads. This seems to be a problem with Linux, and Mac users only. I think it might be an issue from the Pointy enemy.
1653961612277.png

Post automatically merged:

This issue also applies to the original build of SRB2

1653961904454.png
 
I've played this mod a lot lol
Now I wanna know what music was used there
(I've recognized only some of Sonic music and Floria Plant From Spark 2)
 
the greenflower part of cyberdime core guys that would be even better than P A I N. that needs to be an extra reel
 

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