The quickstep sections may not be all that engaging, but they're usually where you rack up score (or not) just based on figuring out the best method to grab rings and blow up as many chasers as possible. Granted, scoring isn't nearly as tight in Generations as it is for Unleashed's S-Ranks (and I'm not sure how it even applies for custom stages) but the chaser sections in Unleashed definitely had their place.
When initially working on S-Rank for Rooftop Run that section would make or break considering how herpaderp the rest of the level can be just due to length. I'm just bad at games though.
Also, I just realized something: With this mod, you actually have to work for the S-Rank, unlike the normal Generations levels, but so much like the games before Generations, which I actually find awesome.
I dunno, I ran headlong into a sword swing in my uploaded run and still got an S-rank. Only level I can think of where you could do that in the original was pretty much Adabat, and even then only early on.
edit: although if you're talking about simply not dying from start to end, yeah in that sense Unleashed levels are way harder than Generations levels, Planet Wisp included.
edit2:
This post has been edited by Falk: 13 July 2012 - 10:21 PM
The delay is actually applied by the dash pad, it's a weird issue that I'm not sure how to fix. If you reach the dash pad without boosting it doesn't happen. Sometimes boosting just seems to override whatever cameras are active, like offset them by a certain distance or apply delays.
There's a setting in each dashpad that controls the camera delay, the setting IsUseDelayCamera should be disabled.
I dunno, I ran headlong into a sword swing in my uploaded run and still got an S-rank. Only level I can think of where you could do that in the original was pretty much Adabat, and even then only early on.
edit: although if you're talking about simply not dying from start to end, yeah in that sense Unleashed levels are way harder than Generations levels, Planet Wisp included.
That, plus the fact that the time portion of the ranking is calibrated to Speed Highway, and Dragon Road is much longer, so it's harder to get an S-Rank than other levels through time alone. In my uploaded run, you can see that I failed a lot, and still managed to get an s-rank by having plenty of rings at the end.
Hey! Dumbass, it's Skyscraper Scamper, not Empire City.
Neat work, Dario, Chimera and TwilightZoney. I would just suggest, as a modification, to raise a bit those spiky things on the rotating plataforms due their colision I often got stuck onto them (couldn't jump them, had to walk back a bit and then jump) which resulted on a cheap death and some frustration. If they're raised, Sonic would be able to go under them while down. Either that or make their colision as a square.
Other than that, the mod works greatly and flawless, may need to tweak a camera or two in a section or another, but other than that, perfect. Can't wait to see Adabat (Pretty sure that's the most loved level on SU)
Ah, yeah... Quick question, the other acts of the zones will be released in the form of challenges? That makes me think about Windmill Isle as well since the act 1 is that morning themed stage that you released a couple of months back and the act 2 is the actual main stage.
Ah, yeah... Quick question, the other acts of the zones will be released in the form of challenges? That makes me think about Windmill Isle as well since the act 1 is that morning themed stage that you released a couple of months back and the act 2 is the actual main stage.
The only thing holding me back from doing this the right way is that I can't figure out yet how the game controls loading additional PFDs for stage, like for example, the sunset Sonic vs Knuckles race. I was willing to bet it wasn't hardcoded to load it, but I can't find among all these xmls what's the relevant thing to modify! Sure, there were some obvious configuration settings here and there that seemed to point in the right direction, but it didn't seem to work. If I can figure out how to do that, I can load any terrain I want in a mission. For now, all I can do is reuse the main stage's geometry.
This post has been edited by Dario FF: 13 July 2012 - 01:27 PM
Runs quite beautifully; I've encountered no problems thus far, and it's nice to finally see these levels at a solid framerate.
That said, this might be a bit silly, but neither of these ports seem to be quite as hardware-friendly as the standard maps. I originally ran this game on an 8600GTm, notably below the minimum requirements, but it still handled everything at about 20 FPS. With both the Windmill Isle level, and this one, the level loads fine 'n dandy, but within a few seconds the screen is filled with either garbage or part of Sonic's texture; you might be a bit VRAM happy.
Still, it's below the minimum requirements, so I wouldn't bother with it too much.
I find it funny how everyone complains about the robots, yet those are already bugged in the game in Rooftop Run. I literally changed nothing in their configuration nor Physics files. Nothing better than being blamed for the Game's bugs.