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    SRB2 CAPE COD

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    a cat
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    SRB2 CAPE COD

    Post by a cat on Mon Aug 02, 2010 2:45 pm

    This is a demo of my upcoming mod SRB2: Islands. This mod has lots of water so prepare for a long challenge! There will be 50 stages as well. I currently have 7 Acts done. Act 5-7 will be released with the next. Now it is time to explain the Zones. (link at bottom)

    Included Zones:

    Buzzards Bay: A shoreline near the island Cape Cod. If you think this is your average beach guess again as when near the canal, you have a rough challenge.

    Screens: Coming Soon!

    Cape Cod Oil: Factory:This factory is the biggest place on all of Cape Cod, Only if Sonic can avoid the lasers, crushers and badniks around every corner. Once Sonic p************es part 1 he will have to avoid the water room filled with pits. (under construction)

    Bolt Gardens: A floating island above Cape Cod. Rather then worrying about badniks you should worry about the pits they will toss you in!

    Youtube : http://www.youtube.com/watch?v=AQj3Hmd-6ao
    Demo 2_2: 4shared.com/file/BY7EzxkX/SCR_CapeCod_D2_2.html
    Demo 2: 4shared.com/file/t3CNjOp9/_2__SCR_CapeCod_D2_1.html
    Demo 1: http://srb2ffh.supersanctuary.net/179SCR_CapeCod_D1.WAD

    Join the Cat Team!
    Members:
    A Cat (leader) (levels)
    Blahblahbal (sub-leader) (tester,fixing up,misc)
    Bolt the L. (sub-leader) (sprites)
    Dr.Cinefast (special member) (using his exe)
    Sky the Destroyer (special member) (hosting our site, soccing)

    Special Thanks:
    Fawfulfan

    Levels Planned: 1-3 Buzzards Bay
    4-6 Slime level
    7-10 Bolt Gardens
    11-13 Forest


    Last edited by a cat on Sat Aug 21, 2010 4:52 pm; edited 4 times in total
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    Re: SRB2 CAPE COD

    Post by Fawfulfan on Mon Aug 02, 2010 4:30 pm

    This is an improvement over your past work, but it still suffers from crippling flaws. I haven't tried every level yet, but here are my thoughts on what I've tried so far:


    Buzzards Bay Zone 1: It's too flat, plain, and uninteresting. GFZ textures are out of fashion. Don't use the GFZ rock textures, period. And some areas are inexplicably rectangular, despite the fact that this is supposed to be outdoors. Nevertheless, I think this is actually the best level that I've seen in this pack.

    Buzzards Bay Zone 2: Now we have flat and plain interspersed with cramped and needlessly vertical. Here's a way of thinking about it: Nothing should significantly disrupt the speed and flow of the level, unless it's a really interesting and complicated gimmick, and even then it depends. You're constantly forcing the player to stop and turn and make precision jumps. That is just never good.

    Buzzards Bay Zone 3: Oh look, an Eggman battle! Without any originality or fun! When you make a boss battle, that doesn't give you a free pass for making an empty room. Just like in any level, you have to decorate boss levels and add challenges within the level itself. The boss alone is never that interesting.

    Slime Headquarters: This is the worst level so far, I'm afraid to say. Most of it is horribly cramped and filled with way too many enemies. The scenery is sparse, ugly, and doesn't make a lot of sense. The Sunken Plant music is inappropriate for the theme. The concealed death pit at the bottom of the conveyor belt stairs is appallingly cheap. The layout is confusing, and I often found myself going in circles. There's virtually nothing about this level worth saving; I'd recommend you scrap it entirely.

    I haven't try any of the levels after this yet. My only other question is why there are TWO zones named Buzzards Bay. It's confusing as hell.

    Don't be discouraged. You have learned a fair amount since you started making levels. But you really need to get a better understanding of fundamental level design, as it is pretty weak in all your creations. Also, I see fairly nice ideas for level themes, but subpar implementation and a distinct lack of scenery or gimmicks. All your levels seem like barebone skeletons. I'd recommend two things. First, spend way more time on your levels, because they feel distinctly rushed. Second, play through your levels carefully, and replace any parts that you are uncomfortable with (because if you are annoyed by or unsure of some aspect of your levels, I guarantee you everyone else will be too.)


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    Re: SRB2 CAPE COD

    Post by a cat on Wed Aug 04, 2010 7:47 am

    Well I am testing in netgames.

    OK. Is this a good idea? Add a mini act to this level? Then there may be surprise apperencies.
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    Re: SRB2 CAPE COD

    Post by Fawfulfan on Wed Aug 04, 2010 10:53 am

    Uh, what? I have no idea what you just proposed.


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    Re: SRB2 CAPE COD

    Post by a cat on Sun Aug 08, 2010 7:51 am

    Remember Sonic 1? It had a entire act before the boss. Thats what I want. Also a youtube video is up!
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    Re: SRB2 CAPE COD

    Post by Fawfulfan on Mon Aug 09, 2010 2:41 pm

    Sure, go ahead if you want, but that would mean even more work. I think that, given your skill level, you need to think small. Make less content, but dramatically increase your efforts to make that content good.


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    Re: SRB2 CAPE COD

    Post by a cat on Tue Aug 10, 2010 12:19 pm

    New version coming soon. It will feature:

    1. Expanded Acts 1 and 2 of Buzzards Bay!
    2. Easier Slime Headquaters act 1!
    3. Finished Slimed Headquaters with 2 new acts!
    4. Bolt Gardens Act 1!
    5. Fixed past levels!
    6. Emerald Tokens!
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    Re: SRB2 CAPE COD

    Post by FonicX on Wed Aug 11, 2010 6:54 am

    wow I wish I can be as good as you
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    Re: SRB2 CAPE COD

    Post by a cat on Wed Aug 18, 2010 10:57 am

    Demo 2 is out!
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    Re: SRB2 CAPE COD

    Post by a cat on Sat Aug 21, 2010 4:51 pm

    Demo 2_2 is out!
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    Re: SRB2 CAPE COD

    Post by FonicX on Wed Aug 25, 2010 10:49 am

    can I join the team and what do I have to do to join?
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    Re: SRB2 CAPE COD

    Post by a cat on Mon Aug 30, 2010 2:55 pm

    Yes you can. You can do anything. Sprite, level, test, soc,etc.
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    Re: SRB2 CAPE COD

    Post by GigabrowserX on Tue Aug 31, 2010 6:30 am

    I'll rate the first act of the modification now.

    Buzzards Bay Zone Act 1:
    Well, this level is "OK." But, you should add more scenery a bit more.



    You should move the Star Post to place where player (in the picture) is standing.
    There's some ways to not see the Star Post, like in those little "pools."



    Make pusher to this water to make the player fall into the water, and to make the level better.
    http://wiki.srb2.org/wiki/Pusher_Tutorial



    Aww.. that place is way too bland, only two springs, three sectors and water.



    ...
    You should place some sectors here to make hills and waterfalls.
    Plus some enemies. There's only some little sprites and four Item Boxes.
    The level contest version was better, because you did make the scenery, like the trees.

    Overall: 6/10
    Needs more work, and remember, making very good level can take weeks to finish it.
    It's been one four days and my level isn't finished yet. I'll rate the other levels soon.
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    Re: SRB2 CAPE COD

    Post by a cat on Sun Sep 05, 2010 9:45 am

    OK. Also what photo?
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    Re: SRB2 CAPE COD

    Post by Fawfulfan on Mon Sep 06, 2010 11:48 am

    In the place with that star post, I notice that the ceiling has an awkward jumble of textures. Did you just forget to retexture the ceiling of every sector? Either do that, or create some vertical variation in the ceiling. The former method is easier, but the latter method might end up looking better.


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    Re: SRB2 CAPE COD

    Post by a cat on Sun Sep 12, 2010 3:02 pm

    OK. Also I am making demo 3.
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    Re: SRB2 CAPE COD

    Post by L.T.B on Sat Sep 18, 2010 6:38 pm

    can i join the team? if i can i want be a tester
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    Re: SRB2 CAPE COD

    Post by Mystic Mandeus on Sat Mar 05, 2011 8:27 pm

    This is a nice wad you have here. Here are some pictures that I took.

    The levels were pretty good but the bosses need to be a little more chalenging.



    Last edited by Mystic Mandeus on Sat Dec 17, 2011 9:58 pm; edited 1 time in total (Reason for editing : Rather not say.)
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    Re: SRB2 CAPE COD

    Post by Fawfulfan on Sun Mar 06, 2011 8:33 am

    Why do you keep posting "Sonic the hedgehog 360 rules!" at the end of your statements? If you want it to go after everything you say, make it your signature, don't just keep repeating it manually.


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    Re: SRB2 CAPE COD

    Post by Mystic Mandeus on Mon Mar 07, 2011 1:44 pm

    Signature? Um, I don't really get it. What's a signature? confused Or would it just be better to stop saying that at the end of my messages?
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    Re: SRB2 CAPE COD

    Post by Fawfulfan on Tue Mar 08, 2011 11:15 am

    Click PROFILE, then click SIGNATURE, and you can set a message to automatically appear after all your messages.


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    Re: SRB2 CAPE COD

    Post by Mystic Mandeus on Tue Mar 08, 2011 1:05 pm

    Oh ok it works now! Thanks!

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