• Do not use Works in Progress as a way of avoiding the releases system! Works in Progress can be used for sharing early betas and for getting suggestions for improvement. Releases of finished content are not allowed in this forum! If you would like to submit a finished addon, click here for instructions on how to do so.

The Sonic Megamix Pack



This is the
SONIC MEGAMIX PACK
a fun little idea I've had for a while which I'm finally giving a shot.


So what the hell is this?

Well, my unknown reader, this is a mappack I'm currently making with one key idea between most zones.
That idea is simple, revisit zones from past Sonic media (with some with changes) some never seen in games before and whatnot.​


Ok that's cool and all but what does that even mean?


Well basically, zones that have appeared in past Sonic games but now with changes from time, or zones that have never been in a playable form.
It'd probably be better to get an example, so you'll understand once we move onto the demonstrations.

I'm also planning for the mappack to be mod-friendly, as in having things like the Shadow Monitors, Minecart Rails with no Minecarts for Modern to use and maybe more!


Alright, what are those demonstrations then?


I have GIFs of Act 1 of the first zone, Greenflower Mountain Zone, starting with...
The starting area:
srb20020.gif


The water tunnel (pt. 1):
srb20021.gif


The water tunnel (pt. 2):
srb20022.gif


The spin path:
srb20024.gif


The first Emerald Token:
srb20025.gif

(Yes, I'm aware of the weird skybox thing with the corner there, I'm working on it.)

The sub-titular Freezing Caves:
srb20026.gif

(The freezing water only appears in this area and the Amy/Fang path, as a tutorial to help differentiate freezing water with the normal water, planned for more of an appearance in Act 2.)


The freezing pool where the split paths re-join (Plus a Water Sheild to show it's immunity to the water):
srb20027.gif


The BIG area, planned for the thumbnail of the stage:
srb20030.gif


The snow halfpipe before a kind of but not really unfinished vacant town, not going to be shown here.
Oh also right after the BIG area:
srb20032.gif


Most of the Greenflower Mountain will use textures and things from the main SRB2.pk3, but later zones will use more and more textures and things from outside SRB2.pk3. don't worry. :threat:

And a Video from Zone 2. What is that Zone? See for yourself!



Yep, that's right.



Desert Dazzle, the cut zone from CD, is being recreated for this mappack.
And what you just saw was an extremely early version of the map, far from ready to play.

There's also going to be the Time Travel signs from the asset linked below, so yes, Time Traveling. I can't imagine making 3 maps with minor differences each must be fun but I've gone too far now.
(EDIT: As said in a comment I left below, I've decided against using the time travel signs for main campaign but I'll still make a version where time travel is possible as a bonus stage. It won't be playable in Multiplayer with how the asset works, unfortunately.)

And since I'm a little exited right now, I'm going to tease the next zone which is currently only in the level header list, it's something from one of the Tails Game Gear games. That's all I'll tell you for now though.​

That's all, folks!

That's all I'm going to show you for this WIP showcase, I'll try to get this done as well as I can but as I have no time limit, only myself making the maps and I procrastinate hard, don't expect frequent updates, nor for this to be finished any time soon.

I'm going to link the currently "in the pk3" addons for reference, and then I'm going to abruptly stop writing.

https://mb.srb2.org/addons/time-warp-signs.4748/

https://mb.srb2.org/addons/slot-machine.59/

https://mb.srb2.org/addons/escape-sequence.4532/

https://mb.srb2.org/addons/shadow-the-hedgehog.517/
(Just the Shadow Monitors.)

https://mb.srb2.org/addons/plushimas-asset-collection-pac.3139/
(Just the absolutely magnificent creation that is the Flight Boosters, modified to fix the depreciated warning.)

https://mb.srb2.org/addons/halfpipe-utilities.4128/
(Will not be used for every stage, but currently is planned for use in GFMZ2 and DDZ1.)

https://mb.srb2.org/addons/esp-extra-shields-and-powerups.68/
 
Last edited:
So this is basically Sonic Generations but longer and fanmade?

Awesome concept, and from the looks of it, awesome zones, too. This is gonna be quite a nostalgic addon.
 
This is already insanely cool looking. And I almost gasped when I saw "Desert Dazzle" appear at the beginning of the video! And I just wanna guess what the Tails Game Gear level might be...Poloy Forest, maybe?
Anyway, COOL MOD!!! It looks SO AWESOME and I can only imagine what it'll be like when it's eventually finished!!
 
So this is basically Sonic Generations but longer and fanmade?

Awesome concept, and from the looks of it, awesome zones, too. This is gonna be quite a nostalgic addon.
Seems like it. Imma give this the nickname, Sonic: Lost Generations.
 
Don't worry, it's been months since I announced this pack but I'm still cookin, I haven't made any progress on zone 3 yet but GFMZ1 is mostly finished and GFMZ2 is getting there. I've also worked out what I'm doing for special stages, all that's left is to fill out the remaining empty zones for campaign, a bonus stage or two and maybe battle stages. Once I finish up the first zone I might quickly throw together a demo pack but no promises :threat:

Also, regarding DDZ, I've decided against using the time travel signs for main campaign, but I'll still make a version where time travel is possible as a bonus stage. It won't be playable in Multiplayer with how the asset works, unfortunately.

Well that's all I got to say, just wanted to quickly update since I haven't said anything about this in months. See you later!
 
Hi there.

I've decided out of nowhere to record a small part of Greenflower Mountain Act 2 and show it off.
(it's compressed from like 50mb so excuse any bad quality)


As you can see, I've made a Sonic R boost pad for some reason.
Do not ever let me near zoom tube components again😭

Jokes aside, this is the area shortly past the stage's first checkpoint. Everything outside of this room will remain a secret for now :)
Don't worry about the automation of that part, it's not a thing for the entire stage, you'll still have to play the game. I'm not making Sonic Forces after all.

Well that's about it, just wanted to show off a little of what I've been doing recently.
By the way, if you're curious about anything then feel free to ask me. I won't reveal everything about the pack yet, but I might let one or two things slip if you ask :threat:
Don't expect an answer instantly though I might not be here when you ask lmao​


Alright, back to Zone Builder hell I go, later!
 
Hi there.

I've decided out of nowhere to record a small part of Greenflower Mountain Act 2 and show it off.
(it's compressed from like 50mb so excuse any bad quality)
View attachment 118328

As you can see, I've made a Sonic R boost pad for some reason.
Do not ever let me near zoom tube components again😭

Jokes aside, this is the area shortly past the stage's first checkpoint. Everything outside of this room will remain a secret for now :)
Don't worry about the automation of that part, it's not a thing for the entire stage, you'll still have to play the game. I'm not making Sonic Forces after all.

Well that's about it, just wanted to show off a little of what I've been doing recently.
By the way, if you're curious about anything then feel free to ask me. I won't reveal everything about the pack yet, but I might let one or two things slip if you ask :threat:
Don't expect an answer instantly though I might not be here when you ask lmao​


Alright, back to Zone Builder hell I go, later!
Looking great man! Looking forward to seeing more progress! I can tell you've been putting a lot of passion into this. Keep up the hard work! you got this! (make sure you don't overwork yourself!)
 

We're closing in on the 1 year anniversary of this mod's announcement. Time flies, I suppose.



Sorry for the long wait in-between progress reports, I never meant for it to get to the level where we're a year past the announcement and all I've shown is a single video. My bad.:worry:

In order to compensate, I'm going to reveal a few plans of the mod. I won't show too much, since I don't want to spoil too much about the mod, but I will reveal a few details about each of the following plans.


First, I'd like to say that not every Act 3 will be a boss fight. Zone 3 will have the first instance of this, although I won't be revealing exactly what replaces the boss fight just yet.


Let's talk about the "Zone 3" I just mentioned and had teased back at the beginning of all this. This zone was teased to be something from one of Tails' Game Gear games, and since then I haven't really said much about it. Well, time to drop the ambiguity.
Cocoa Island Zone (CIZ)
This is the island where all of Tails' Adventure took place, now as a single zone.

Act 1 and Act 2 will be two different parts of the island, each focused on certain parts of Tails' Adventure, mainly two stages from the game, although different parts of other stages will be taken into account in order to truly make this a zone about the entire island.

Act 3 will involve a certain key object from Sonic the Fighters of all things, I know. Again, I won't reveal exactly what replaces the boss fight right now.

The Zone will be designed for exploration, with items and such hidden everywhere.
Too bad TA Tails works based on Emblems and not item boxes, but I digress.

No images, GIFs or videos will be attached, as the zone has not begun development yet.


Now let's shift gears from the Campaign, and talk about Special Stages.
You may be used to the NiGHTS style of SRB2 special stages, right?
Well, we won't be doing that. Instead, all 7 special stages will have different gimmicks, for lack of a better word.
Unlike last time, I have a GIF to go along with this info. Now, I present to you, Special Stage 1.

srb20042.gif


It's a simple concept, and probably quite easy, which is why I chose it as the first special stage you'll play.

The Halfpipe from Sonic 2 has been done to death, but in a pack based on going into past Sonic zones, giving one of the most iconic special stages some love makes sense. I hate sloping this damn thing, but hey.

You can't hear it from the GIF, but the music playing for this stage is the Sonic Colours DS Special Stage music, given it is a halfpipe special stage and that the music is simply really good.

Now, before you get a misconception about the special stage plans, they are not all going to be based on past special stages. While that is something planned for this and at least one other special stage, the remainder can be just about anything, ranging from boss fights to platforming challenges. The only limitation is that they are all based on something from Sonic media.


Finally, I'd like to cover some multiplayer stages.
There are plans for 2 types of multiplayer stages, match and race stages.

First off, match stages. They're exactly what you're thinking of, stages designed for the match gametype. CTF maps aren't planned, but standard ringslinger stages are planned for each campaign stage.


Secondly, and in my opinion more excitingly, race stages. Do not confuse this for circuit maps, these are maps specifically designed to be played on the Race gametype from the base game, where the first to reach the signpost wins.

While match stages are going to be based off the campaign stages, race stages won't be held by the same limitation. They could be just about anything, infact. There are currently 3 stages confirmed for racing, two of which have been raced on in past Sonic games, and one not even from the Sonic series. Any further race stages are TBD for now.

As with the first case, no images, GIFs or videos are attached as these haven't been developed past the planning stage.


Well, that's all I wanted to tell you about. Thanks for the kind replies and also not tearing me apart for taking so long between updates. I appreciate it!


July 18th. I'll see you all again at the anniversary, in one month.

i might miss out on that if some emergency happens in that case it'll be delayed a little but you get the idea lol
 

We're closing in on the 1 year anniversary of this mod's announcement. Time flies, I suppose.



Sorry for the long wait in-between progress reports, I never meant for it to get to the level where we're a year past the announcement and all I've shown is a single video. My bad.:worry:

In order to compensate, I'm going to reveal a few plans of the mod. I won't show too much, since I don't want to spoil too much about the mod, but I will reveal a few details about each of the following plans.


First, I'd like to say that not every Act 3 will be a boss fight. Zone 3 will have the first instance of this, although I won't be revealing exactly what replaces the boss fight just yet.


Let's talk about the "Zone 3" I just mentioned and had teased back at the beginning of all this. This zone was teased to be something from one of Tails' Game Gear games, and since then I haven't really said much about it. Well, time to drop the ambiguity.
Cocoa Island Zone (CIZ)
This is the island where all of Tails' Adventure took place, now as a single zone.

Act 1 and Act 2 will be two different parts of the island, each focused on certain parts of Tails' Adventure, mainly two stages from the game, although different parts of other stages will be taken into account in order to truly make this a zone about the entire island.

Act 3 will involve a certain key object from Sonic the Fighters of all things, I know. Again, I won't reveal exactly what replaces the boss fight right now.

The Zone will be designed for exploration, with items and such hidden everywhere.
Too bad TA Tails works based on Emblems and not item boxes, but I digress.

No images, GIFs or videos will be attached, as the zone has not begun development yet.


Now let's shift gears from the Campaign, and talk about Special Stages.
You may be used to the NiGHTS style of SRB2 special stages, right?
Well, we won't be doing that. Instead, all 7 special stages will have different gimmicks, for lack of a better word.
Unlike last time, I have a GIF to go along with this info. Now, I present to you, Special Stage 1.

View attachment 126936

It's a simple concept, and probably quite easy, which is why I chose it as the first special stage you'll play.

The Halfpipe from Sonic 2 has been done to death, but in a pack based on going into past Sonic zones, giving one of the most iconic special stages some love makes sense. I hate sloping this damn thing, but hey.

You can't hear it from the GIF, but the music playing for this stage is the Sonic Colours DS Special Stage music, given it is a halfpipe special stage and that the music is simply really good.

Now, before you get a misconception about the special stage plans, they are not all going to be based on past special stages. While that is something planned for this and at least one other special stage, the remainder can be just about anything, ranging from boss fights to platforming challenges. The only limitation is that they are all based on something from Sonic media.


Finally, I'd like to cover some multiplayer stages.
There are plans for 2 types of multiplayer stages, match and race stages.

First off, match stages. They're exactly what you're thinking of, stages designed for the match gametype. CTF maps aren't planned, but standard ringslinger stages are planned for each campaign stage.


Secondly, and in my opinion more excitingly, race stages. Do not confuse this for circuit maps, these are maps specifically designed to be played on the Race gametype from the base game, where the first to reach the signpost wins.

While match stages are going to be based off the campaign stages, race stages won't be held by the same limitation. They could be just about anything, infact. There are currently 3 stages confirmed for racing, two of which have been raced on in past Sonic games, and one not even from the Sonic series. Any further race stages are TBD for now.

As with the first case, no images, GIFs or videos are attached as these haven't been developed past the planning stage.


Well, that's all I wanted to tell you about. Thanks for the kind replies and also not tearing me apart for taking so long between updates. I appreciate it!


July 18th. I'll see you all again at the anniversary, in one month.

i might miss out on that if some emergency happens in that case it'll be delayed a little but you get the idea lol
I can't wait for this to come out
 
Since this is a quick little update, I'm not going to bother with the well formatted post this time and simply show this GIF.

srb20051.gif


This is one of many paths in GFMZ2, this one being specifically designed for Modern.

I'll admit, the rails are more than a bit wonky, but this is a preview of the type of "mod friendliness" I was going for. Paths designed around what specific custom characters can do, basically.

This one is short and simple on purpose, as it's the first one you'll encounter in the mappack. I'm planning to make longer paths like this, preferably with better rails for Modern's sections. I didn't have a lot of room to work with the rails here, but I'll probably redesign them sometime.

Well, that's it. I'm going to go finish up the last path in GFMZ2 before I add decor and whatnot to finish the map. Bye!
 
Oh, hey, look. It's July 18th. Officially 1 year since the mod's development began.

Well, I'm glad to announce that the mod's first demo has been submitted to the message board and awaiting approval!

With it, I threw together a logo for the mod, to make it feel more "proper" I guess.

FULLLOGO.png



It sucks I didn't finish it fast enough for the demo to release today, but I suppose announcing it is good enough.
(Hey, who knows, maybe I'll get lucky and it's approved same-day.)
I can't wait for you all to play what I've been making and let me know what you think about it!

Beyond that, I don't have any information to share about the pack this time. Once the first demo has been officially released, you can play it and experience it yourself instead of just reading and watching what I show you.

Reminder that once it's up, any feedback is welcome. I'm trying to improve my map making skills as much as possible, after all.

Well, I'll let you go now. I'm going to go sleep or something.​
 
Oh, hey, look. It's July 18th. Officially 1 year since the mod's development began.

Well, I'm glad to announce that the mod's first demo has been submitted to the message board and awaiting approval!

With it, I threw together a logo for the mod, to make it feel more "proper" I guess.

View attachment 131020


It sucks I didn't finish it fast enough for the demo to release today, but I suppose announcing it is good enough.
(Hey, who knows, maybe I'll get lucky and it's approved same-day.)
I can't wait for you all to play what I've been making and let me know what you think about it!

Beyond that, I don't have any information to share about the pack this time. Once the first demo has been officially released, you can play it and experience it yourself instead of just reading and watching what I show you.

Reminder that once it's up, any feedback is welcome. I'm trying to improve my map making skills as much as possible, after all.

Well, I'll let you go now. I'm going to go sleep or something.​
yo that logo goes so hard, can't wait for this mod! good luck!
 
ok so uh i might have forgotten that i submitted act 1 to oldc 2024

that means that the pack got removed since it was approved early by accident

once that's released i can (and will) resubmit the pack

my bad chat:dramahog:

you will get to play the demo eventually i promise lmao
 

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top