Why the SRB2 hate?
#16
Posted 22 February 2009 - 11:30 AM
#17
Posted 22 February 2009 - 11:51 AM
* A port of SRB2 v1.09.4 to the Mac OS X was released on December 14th, 2008 by Sappharad (Who is sonicblur), If you are a Mac OS X user, the Mac port of SRB2 v1.09.4 is recommended.
* A private beta of SRB2 v1.1 was released for SRB2's tenth anniversary on February 21st, 2008, it was released exclusively on #SRB2Fun (It was in beta testing from Late February to Early March, 2008). There were numerous netgames from the months of February, and March. All of the v1.1 netgames in the Master Server are mainly Match and CTF. The match netgames are done to test the new match system that will be used in SRB2ME. During February, people started leaking the 10th Anniversary beta to the SRB2 Message Board, and they got banned for a month for leaking the SRB2 v1.1 10th Anniversary beta.
* The many betas of SRB2 v1.09.3, which lasted from April 8th, 2006 to August 17th, 2006, during those five months, there were about fourty six v1.09.3 betas released. And the betas are usually known as Release Canidates (Starting with v1.09.3.18), every beta adds new features to SRB2, take v1.09.3.18 for example, one of the new features were the new Knuckles sprites.
* The release of SRB2 v1.09 and Mystic Realm v4 on September 11th, 2005, many people have been waiting for v1.09 and Mystic Realm v4 for a year. Here are two of the changes in v1.09, as mentioned by Mystic:
"Mystic" said:
The first is the big one: Chaos mode was removed.
Frankly, I'm kinda surprised at the reaction from Chaos's removal. No one played it in multiplayer, the way it was designed to be played. A few people did play with it in single player looking for high scores, but even those people (myself included) generally stopped playing. The main thing Chaos was used for was amusement, like bouncing on Crawlas until one hits the sky, or to get to billion points or some other ridiculous point total. The reality is that it was used mostly for random amusement and trying to crash the game, not competition. Chaos had broken gameplay in general, and the fact that even the people that miss it didn't play it in multiplayer sorta put the nail on the coffin for it.
The second is a smaller one, but important none-the-less: Knuckles was nerfed.
The reason for the nerf may not seem obvious, but it's to avoid the exploit where the player bounces off an object, glides to gain height, and then at the top of the arc, lets go of the glide, and lands on another object. They bounce, glide, and repeat the process. This allows people to get VERY high into the air with relative ease. Why do we care? Because Knuckles traditional weakness is his inability to go straight up. He can climb walls, but he can't reach the air above the player without a wall to climb. The multi-glide ignored that balance, and allowed Knuckles to 'fly' better than Tails. The second part of it, the slowdown, is to more accurately mimic the classic games. I don't know if that will have a negative effect on match, but it appears not to be causing many problems, but only time will tell on that front.
It may turn out in the future that we nerfed Knuckles too much, and we may have to provide more buffs for him. However, if that does occur, we will not be returning the ability to glide more than once per jump. Exploits of that nature just ruin gameplay and break the balance between the characters. No matter how amusing they are to play with, they're still deterimental to gameplay in the long run.
* And last but not least, SA-SRB2 (That's right, Blazehedgehog's old SRB2 mod). We last saw a release of SA-SRB2 on SAGE 8 (March, 2004), as well as a Graphics Replacement patch on July 22nd, 2004. And the most recent release is for v1.08, while it was ported to 1.09.4 by Naga (Formerly known as ree-c).
If you have a couple of responses to any of the five things I listed, let me know.
#18
Posted 22 February 2009 - 11:54 AM
Although I can't wait for the final game to come out. It will come out eventually right? I eagerly await to see what Knuckles final sprites look like (Easily the best character out of the bunch, but also the ugliest).
#19
Posted 22 February 2009 - 12:07 PM
Honestly, it feels too loose and the levels are too restricted to Doom type levels to make it feel like a Sonic game. The art and the music are amazingly well done, and it's not horrible or bad, I just wish they would actually put some effort into completing it.
#20
Posted 22 February 2009 - 12:10 PM
Wetflame, on Feb 22 2009, 02:05 PM, said:
Vendettagainst, on Feb 22 2009, 03:07 PM, said:
Everything is solved by pointing to another games =)
#21
Posted 22 February 2009 - 12:24 PM
Anyways, my thoughts. Its too fast for its own good really. Plus its too slippery. Most of the time you end up going all out and too fast, so you end vaulting an entire area of platforming or simply falling randomly into it somewhere, most of the time a pit. So most of the time your edging forward, simply tapping forward, trying not to fall of the edge cause you can't stop. Plus the areas are too sparse and empty. A lot of it simply feels like aimlessy running around.
Its a nice idea. Its a bit like Paper mario actually. Just without being an RPG. But its just to awkward and twitchy for my liking.
I haven't got around to playing the side scrolling bits, but they look a lot more promising.
#22
Posted 22 February 2009 - 12:26 PM
I admire it for technical innovation, back in the day when SRB2 had a lot of work being done on it, other fangames were mainly Game Creator type affairs. SRB2 was one of the first to break out of that and when you look at it considering the infancy of the scene at the time its pretty amazing
that said the game has it's good points but I've played it only really once proper. It's a tad on the fiddly side but considering the scope of the project it's forgivable. Though the factorly level turned me right off by being too confusing to navigate :\
#23
Posted 22 February 2009 - 12:32 PM
In terms of fangames, it's right up at the top—it had an immense amount of effort put into its creation, it's uniquely constructed, has some pretty cool music, is fun to play through, and aesthetically represents classic Sonic pretty well from a graphical perspective. The environments are rich and colorful, original, and extremely vast—you'll be hard-pressed to find yourself without a multitude of ways to get from Point A to Point B. Add on the fact that custom games are entirely possible with the engine and you've got a pretty wide range of appeal to work with.
At the same time, though, the engine—mainly the physics engine—is extremely difficult to work with, and the camera leaves much to be desired. The level design feels very forced in some places, and you can constantly be overwhelmed by the feeling that you don't know where you're going. The multiplayer concept, while intriguing, is something I never personally bothered with. A lot of the level packs I've seen are pretty boring and uninteresting, and the character packs I've seen mostly consist of recolor fancharacters and different "styles" of player. I also feel that the graphics—whilst tolerable—could use some serious improvement. If you're going to do 3D, you can at least do better than the Doom Engine's default output (if that makes any sense).
Overall, SRB2 can be pretty enjoyable if you decide to give it a playthrough once in a while, but I'd hardly consider it the "perfect 3D Sonic game" by any means whatsoever; as far as I'm concerned, that title is still tied between the Sonic Adventure series and Sonic Unleashed. It is pretty fun, though.
#24
Posted 22 February 2009 - 01:04 PM
#25
Posted 22 February 2009 - 01:06 PM
Lostgame, on Feb 22 2009, 09:39 AM, said:
I'm really interested to hear what people who hate it have to say.
Eh, the SRB2 levels are a bit more open, yes, but I find the game harder to control in pretty much every way, and Heroes is really taking all its cues from the same places in terms of art style. They are quite similar in appearance.
#26
Posted 22 February 2009 - 01:34 PM
Also, porting SRB2 to a new engine probably wouldn't be that difficult. There are programs out there that rip 3D model geometry, so it's simple enough to load up SRB2's OpenGL mode, rip the level, and then import it in to something else. I've seen images of Green Flower Zone for... TF2, I think?
Of course, SRB2 is abolishing OpenGL mode entirely, so that probably won't be possible.
#27
Posted 22 February 2009 - 01:41 PM
Wetflame, on Feb 22 2009, 04:04 PM, said:
Wetflame, on Feb 22 2009, 04:04 PM, said:
EDIT:
BlazeHedgehog, on Feb 22 2009, 04:34 PM, said:
#29
Posted 22 February 2009 - 02:04 PM
BlazeHedgehog, on Feb 22 2009, 01:34 PM, said:
<img src="http://www.fileden.com/files/2006/11/5/352484/sh_map004.png">
Yeah, that was me.
I'll point out that it's not exactly the greatest map ever. I kind of focused a bit TOO much on keeping it 1:1 with the original map, meaning I had to do low-gravity for anyone but Scouts to take the first point - and there's very little cover, so it's Sniper heaven. It was still a good bit of fun to play, though.
However, the conversion was nowhere near as cut-and-dry as you make it sound. It's not really possible to use some kind of GL ripper and port it to Source - I had to convert every sector in the Doom-format map to a corresponding brush in the Source-format map by hand. I even did it such that I could make the ground entirely displacements if I needed to, although I doubt I will (that might actually have been a BAD idea, since that'd drive up the number of brushes... but, well, I did it anyway). And it took me nearly a bloody month just to do Round 1, which only spans as far as the first starpost. I haven't even started Round 2, where we get to the lake - I wonder how well that'd work in <I>TF2</I>, anyway?
<a href="http://www.fileden.com/files/2006/11/5/352484/Levels/cp_greenflower_b1.bsp">Download it here, if you want.</a> It's a little more updated than the version in that screen, with authentic SRB2 water (I wanted the pretty Source water, but the little waterfall winds up causing too many rendering glitches to be practical), the proper SRB2 sky, and (although this may have been a bad idea) the Greenflower Zone music to boot.
#30
Posted 22 February 2009 - 02:11 PM

09