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Why the SRB2 hate?

#31 User is offline Diablohead 

Posted 22 February 2009 - 02:16 PM

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The last time I played SRB2 it was tricky to handle, way too fast accel and speed to do any serious platforming and the slope physics were far from sonic standards, kind of like sonic adventure :P

I never been a big fan of it because of how different it feels, like wetflame said it's more of a fast mario platformer with springs.

#32 User is offline Lostgame 

Posted 22 February 2009 - 02:19 PM

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Are there any programs that can convert WAD to OBJ or 3DS or the like? As far as I could think that'd be stupid easy to do.

#33 User is offline Damizean 

Posted 22 February 2009 - 02:29 PM

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Oogaland programmed a small converter in the Doom Build editor so I could generate a Wavefront OBJ file from that, wich I used to port one of the levels to BlitzSonic once. Sadly, I've lost the source code for the converter, so I guess it's unavailable for now (until someone else creates one).

#34 User is offline Guess Who 

Posted 22 February 2009 - 02:39 PM

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The controls are painfully slippery, the Doom engine does not lend itself to Sonic gameplay, and there's simply not enough levels.

Don't bullshit yourself regarding the level design. It's not classic Sonic by any measurement. Fuck, there's not even slopes.

#35 User is offline Phos 

Posted 22 February 2009 - 02:43 PM

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If they were going to switch engines to allow for better I HAVE NO UNDERSTANDING OF THE SONIC ENGINE, they'd have to remake the levels pretty much from scratch in order to take advantage of the new physics.

I find SRB2 to be kind of annoying to play. It's way too easy to get lost.

#36 User is offline Jen 

Posted 22 February 2009 - 02:44 PM

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I've briefly played SRB2 in the past, and it seemed like an ok game. I physically couldn't play it for very long though, as it gave me REALLY bad motion sickness after a while (it's literally only the second game I've ever played that's done that to me, it's not like I'm prone to it or anything), presumably because of the way the camera moves x_x
This post has been edited by Jen: 22 February 2009 - 02:46 PM

#37 User is offline GeneHF 

Posted 22 February 2009 - 02:49 PM

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To be honest, I really didn't like it much. Controls were very much a pain and some jumps felt very sketchy, as if you needed luck to make them. I think the only thing they got down was music, but even then, only Techno Hill Act 2. The rest of it sounded pretty bad. It was amusing for a little bit, but for the most part I'll probably never play it again unless the team makes some significant changes.

#38 User is offline Afti 

Posted 22 February 2009 - 02:51 PM

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View PostDiablohead, on Feb 22 2009, 02:16 PM, said:

The last time I played SRB2 it was tricky to handle, way too fast accel and speed to do any serious platforming and the slope physics were far from sonic standards, kind of like sonic adventure :P

I never been a big fan of it because of how different it feels, like wetflame said it's more of a fast mario platformer with springs.


If anything, SA1 is better as a platformer and a Sonic game. Jump cancel makes precision jumps far easier than in SRB2.

#39 User is offline SMTP 

Posted 22 February 2009 - 02:55 PM

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View PostVendettagainst, on Feb 22 2009, 12:07 PM, said:

Because since I first found them back in 2003 they've made very little progress in making demos, or even levels. They've had 1 more single player level made in 6 years. And it's not even done yet. Wow.


Um. No.

The other levels HAVE been worked on and completed. They don't put them in the demos for a reason. You have to have SOMETHING for the final release here in a few months....

#40 User is offline BlazeHedgehog 

Posted 22 February 2009 - 03:04 PM

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View PostShadow Hog, on Feb 22 2009, 03:04 PM, said:

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.


I think that's more the nature of the Source engine. You see piles of model ports for stuff like Garry's Mod, but map ports are almost non-existent. There is no reliable way (or at least, no publicly-known way) to import a map from another game in to Hammer - they always have to be remade from scratch.

But getting SRB2 level data in to something else probably wouldn't be that difficult. Even ignoring 3D data ripping tools, as Damizean said, making a converter probably wouldn't be too difficult.

View PostSMTP, on Feb 22 2009, 03:55 PM, said:

View PostVendettagainst, on Feb 22 2009, 12:07 PM, said:

Because since I first found them back in 2003 they've made very little progress in making demos, or even levels. They've had 1 more single player level made in 6 years. And it's not even done yet. Wow.


Um. No.

The other levels HAVE been worked on and completed. They don't put them in the demos for a reason. You have to have SOMETHING for the final release here in a few months....



Vendettagainst needs to watch this, I guess.

#41 User is offline saxman 

Posted 22 February 2009 - 03:06 PM

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The DOOM engine isn't the problem regarding physics, it's how it's setup. It could be tweaked to have better physics. But regardless of some of these problems, I have always been impressed by SRB2. I think people tend to forget where it came from. It's come a long ways, and for getting it where it is I think the team has done a wonderful job. It's too easy to look at where you want it to be rather than what it's taken to get where it is right now. Don't overlook that.

#42 User is offline Hodgy 

Posted 22 February 2009 - 03:21 PM

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To say that this is an old fan made game I always thought it was pretty good! I certainly wouldnt be able to do anything near that good. Its fun but at the end of the day it lacks loops and gimmicks :specialed:

#43 User is offline BlazeHedgehog 

Posted 22 February 2009 - 03:30 PM

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View Postsaxman, on Feb 22 2009, 04:06 PM, said:

The DOOM engine isn't the problem regarding physics, it's how it's setup. It could be tweaked to have better physics. But regardless of some of these problems, I have always been impressed by SRB2. I think people tend to forget where it came from. It's come a long ways, and for getting it where it is I think the team has done a wonderful job. It's too easy to look at where you want it to be rather than what it's taken to get where it is right now. Don't overlook that.


Yeah, but to be blunt here, hard work or not, it could be seen that SRB2 made a bad design decision early on (then again, back when SRB2 was started, I don't even think Quake 3 was out yet) and now, 13 years down the line or whatever, it's made the game look and feel comically dated.

Yes, they've come a long way, but to what end? So they can release an ugly 3D platformer with 2D sprites? Some of what they're doing looks really awesome, and I really wish I didn't get stupidly lazy doing textures for SSNTails, but it could be so much better in a better engine with better physics. If the thought of "This could be so much better" overrides the enjoyment of the game itself, that's a problem that should be addressed.

And it won't be addressed. The game has been in development longer than some of its fans have been alive on this planet. SSNTails is getting married, and he wants to put SRB2 down once and for all. Not that I blame him - it's great they're putting the hammer down and stopping all of this feature creep - but in the time they spent making this one game, a completed game could have been remade in six different engines.

(This is all, of course, terribly hypocritical, considering my own game has been going strong since late 1999/early 2000 - nor do I want it to seem like I hate SRB2, because I really do like the game, but still).

#44 User is offline Wetflame 

Posted 22 February 2009 - 03:44 PM

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So Blaze when IS The Fated Hour coming out :P

#45 User is offline BlazeHedgehog 

Posted 22 February 2009 - 03:52 PM

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View PostWetflame, on Feb 22 2009, 04:44 PM, said:

So Blaze when IS The Fated Hour coming out :P


I'll get back to you on that, but I'm more confident about TFH actually getting somewhere now than I have been in years.

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