CesarOG922
Member
Something that I always found interesting about 1.09.4 was its "Adventure Mode", a gameplay mode one could make stages with which changed some mechanics of the game, as well as adding new things like the Light Speed Dash, to be more like the Sonic Adventure titles. Only one stage ever used it, and it was an extremely short Metal Harbor-esque stage that only existed to demonstrate the gameplay mode's features. I kind of wondered what it would be like if SRB2 2.2 had an actual full stage in this style, since this mode ended up being removed later on and the mods I played in 1.09.4 that featured it were kinda rough. So when I learned MIDIMan made a port of this gameplay mode to 2.2, I decided to make a map using it, with some modifications.
With this stage I'm kind of trying to get a Sonic Adventure 1/DX type of level design, very linear, but with somewhat open sections you can do cool skips in. The length of the stage should be about 2 minutes for an average run, though I'm only like 40% there.
This is my first post here that has stuff like images on it so maybe when I first post this it will look a bit strange, but here's some images of what I'm working on:
(This intro area looks kinda bland, I'll probably try to make it look nicer later.)
(Homing Attack Tutorial.)
(Another Homing Attack area but with a mid-air light speed dash at the end, this is the first kinda open area.)
(More stuff.
Here's a somewhat long thing about the Water:
The water and the Thok Barrier water are supposed to be seamless in appearance, though I've disable the Horizon effects for now because the level isn't done. Sadly, one of the visual effects with the water, having the Thok Barrier and regular water overlap by placing a transparent Sky-textured FOF in the in-map water, looks broken in OpenGL, and the Horizon effect thing doesn't look right either, so I guess once you guys get to play this, make sure you're using Software Rendering. Also, the cloud reflections. Do they need to be a bit more visible or are they fine as is? I've asked myself that a few times.)
(Image of a bottom path if you mess up a Homing Chain.)
(Another lower path.)
(A cool temple with 3 different ways of getting through, a Homing Chain, pillar platforming, and springs from a Knuckle's path)
GIF:
Maybe it's weird for my first custom level to be something which does not play like regular SRB2, but it seems to be turning out okay.
With this stage I'm kind of trying to get a Sonic Adventure 1/DX type of level design, very linear, but with somewhat open sections you can do cool skips in. The length of the stage should be about 2 minutes for an average run, though I'm only like 40% there.
This is my first post here that has stuff like images on it so maybe when I first post this it will look a bit strange, but here's some images of what I'm working on:
(This intro area looks kinda bland, I'll probably try to make it look nicer later.)
(Homing Attack Tutorial.)
(Another Homing Attack area but with a mid-air light speed dash at the end, this is the first kinda open area.)
(More stuff.
Here's a somewhat long thing about the Water:
The water and the Thok Barrier water are supposed to be seamless in appearance, though I've disable the Horizon effects for now because the level isn't done. Sadly, one of the visual effects with the water, having the Thok Barrier and regular water overlap by placing a transparent Sky-textured FOF in the in-map water, looks broken in OpenGL, and the Horizon effect thing doesn't look right either, so I guess once you guys get to play this, make sure you're using Software Rendering. Also, the cloud reflections. Do they need to be a bit more visible or are they fine as is? I've asked myself that a few times.)
(Image of a bottom path if you mess up a Homing Chain.)
(Another lower path.)
(A cool temple with 3 different ways of getting through, a Homing Chain, pillar platforming, and springs from a Knuckle's path)
GIF:
Maybe it's weird for my first custom level to be something which does not play like regular SRB2, but it seems to be turning out okay.