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- No
Since SRB2Workshop is done (sorry yeah, took it kinda long enough), why not just re-release my own small level pack?
Bricked Busted Zone - One of the first levels to which I devoted a lot of effort, and I spent approximately a year creating it. Back then, I aimed to make the level quite engaging for both playing and exploring; I had a strong vision or concept for it. Nowadays, the level has numerous issues that I would address in a REMAKE, which (possibly) will be released in the future and divided into two acts.
Dawn Sandfall Zone - This one of the fastest own SP levels I even made. Made this in one month, if being exactly. Inspired by one of the Digital Empire levels - Sand Valley. I was also inspired by various doomer shooters like Quake and Unreal (it was from this game that I chose the track to fit the exact aesthetic I want), exploring the different architecture and atmosphere of the games themselves.
Aurora Antithesis Zone - This was the first level I created in UDMF (!!!), and I made this map even faster than Dawn Sandfall, completing it in about 3 weeks for sure. The UZB experience was mostly pleasant, and there was much less discomfort compared to when I mapped in Binary format.
I drew inspiration directly from the fan game Sonic Classic, specifically from Crystal Caverns Zone, where the idea of combining Fire and Ice really captivated me. For a long time, I tried to bring this idea to life through concept art (including custom textures, skybox, and overall visuals).
Previously, I showed an earlier iteration that I did in Binary format; this version differs significantly from what I have now. Unfortunately, the Binary version was lost because my PC's hard drive was partially wiped, including my work-in-progress files. Nevertheless, I'm still happy with what I managed to create the second time around with this level.
Horseradish Holm Zone - Attempt to remake the old Horseradish Holm, but ends up it just being too laggy, so I abandon that. But it's still big enough level to run around.
Tropical Island Zone - One of the old projects that I worked on a long time ago with Sonic1983. There's not much to add here.
That's it for now!
Aaand don't worry, I'm not done mapping yet (I hope so atleast)! There's something I'm doin' now, but can't show it for now. I will be show something a bit later.
Xntimodern, romineblox0, DarkWra1th, ChetTJ, Sirexer
Lua Coders:
Sonic1983
Resources used:
Sonic Robo Blast 2 (Vanilla assets)
WS Resource Pack
Mystic Realm - Community Edition
Music used:
Bricked Busted - Sonic Robo Blast 2 - Waterfall
Dawn Sandfall - Unreal - Nali Chant
Aurora Antithesis - Willrock07 - Lava Reef Zone Remix
MAIN LEVELS
Bricked Busted Zone - One of the first levels to which I devoted a lot of effort, and I spent approximately a year creating it. Back then, I aimed to make the level quite engaging for both playing and exploring; I had a strong vision or concept for it. Nowadays, the level has numerous issues that I would address in a REMAKE, which (possibly) will be released in the future and divided into two acts.
Dawn Sandfall Zone - This one of the fastest own SP levels I even made. Made this in one month, if being exactly. Inspired by one of the Digital Empire levels - Sand Valley. I was also inspired by various doomer shooters like Quake and Unreal (it was from this game that I chose the track to fit the exact aesthetic I want), exploring the different architecture and atmosphere of the games themselves.
Aurora Antithesis Zone - This was the first level I created in UDMF (!!!), and I made this map even faster than Dawn Sandfall, completing it in about 3 weeks for sure. The UZB experience was mostly pleasant, and there was much less discomfort compared to when I mapped in Binary format.
I drew inspiration directly from the fan game Sonic Classic, specifically from Crystal Caverns Zone, where the idea of combining Fire and Ice really captivated me. For a long time, I tried to bring this idea to life through concept art (including custom textures, skybox, and overall visuals).
Previously, I showed an earlier iteration that I did in Binary format; this version differs significantly from what I have now. Unfortunately, the Binary version was lost because my PC's hard drive was partially wiped, including my work-in-progress files. Nevertheless, I'm still happy with what I managed to create the second time around with this level.
BONUS LEVELS
Horseradish Holm Zone - Attempt to remake the old Horseradish Holm, but ends up it just being too laggy, so I abandon that. But it's still big enough level to run around.
Tropical Island Zone - One of the old projects that I worked on a long time ago with Sonic1983. There's not much to add here.
That's it for now!
Aaand don't worry, I'm not done mapping yet (I hope so atleast)! There's something I'm doin' now, but can't show it for now. I will be show something a bit later.
CREDITS
Additional Help (Beta Testers, helpers, ideas):Xntimodern, romineblox0, DarkWra1th, ChetTJ, Sirexer
Lua Coders:
Sonic1983
Resources used:
Sonic Robo Blast 2 (Vanilla assets)
WS Resource Pack
Mystic Realm - Community Edition
Music used:
Bricked Busted - Sonic Robo Blast 2 - Waterfall
Dawn Sandfall - Unreal - Nali Chant
Aurora Antithesis - Willrock07 - Lava Reef Zone Remix
Horseradish Holm, unfortunately, will not continue in the form I currently left it in the level set, as it has performance issues, FPS can literally drop down to 10-15, which is why I left this level as a bonus "archive" level.
Regarding Dawn Sandfall and Aurora Antithesis, I can understand your frustration with the tight spaces and the abundance of obstacles in some areas... But that's actually the point, as strange as it may sound. My goal with these two zones was to make them challenging levels, similar to Haunted Heights or even Aerial Garden. To be honest, I was partly inspired by the classic Mystic Realm. It was precisely there that I found inspiration in its clearly structured platforming, which offers much more of a challenge compared to levels in the Vanilla campaign. Overall, this was my desire to create these challenging levels because I believe that among many custom levels, there is a lack of levels like these that can truly showcase the potential of platforming design in SRB2.
Of course, this doesn't mean I'm saying something like, "I won't change anything because I like it this way." I'll take your feedback into account, and in the future, I might try to adjust the levels to make them smoother to play through.
Additionally, during the beta testing of Dawn Sandfall, in one of the early iterations, there were a lot of Turtle Badniks from Arid Canyon Zone, and people already complained about that back then LOL.