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Post by SkyeWeeb on Oct 9, 2023 0:55:17 GMT -6
A little while ago, I mentioned in this thread that I was working on a full-game S3AIR mod that tweaks the level layouts ever-so slightly, but I was having some issues trying to build off of the AIR layouts. Well, now that mod is here. Sonic 3K, contrary to popular belief, does not have perfect level design. There is still plenty of linear stages in the game like ICZ1 and SOZ2, there's plenty of waiting still involved, and there's still a fair share of bad object placement. This mod aims to remedy this, and more. Explore Carnival Night like never before, bring Mighty up to the new top route in Hydrocity 1, outsmart Knuckles in Lava Reef 2, speed through Flying Battery, or even explore some new Knuckles routes through the whole game!
Like the Sonic Lore Master once said, "It's my Sonic 3 and I need it NOW!"
Explore the mod for yourself, I put a LOT of stuff in here for you to find!
Note: This mod is incompatible with any mods that modify level layouts. You should also disable "AIZ/LRZ Mighty Paths" if you combine Extra Slot Mighty with this mod, and put this mod above mods such as Misc. Fixes and Tweaks.
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Post by v2gogh on Oct 9, 2023 9:12:00 GMT -6
From what I've tried so far, this is a pretty nicely done level tweak mod! Almost like another take on "Encore-style" S3K level redesigns. However, I noticed a few major bugs with this mod active on HPZ: - If any non-Knuckles character doesn't move off of the first teleporter after using it the first time, it will try to teleport him again, scrolling out of normal bounds and (in my experience) leaving the character stuck in the ceiling.
- The end-of-level cutscene is completely broken; the characters zip towards the center of the emerald altar when the scene starts (often causing any partner character to die and respawn), Eggman never comes down, the screen scrolls in wrong ways, and the teleporter to SSZ activates and sucks NPC Knuckles into it while the player controls are locked without using Debug Mode.
Any idea what causes these bugs to occur with this level? The Knuckles-specific route seems to work normally. The glitches will even occur when this mod is the only one active, so it can't be a mod conflict/incompatibility.
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Post by SkyeWeeb on Oct 9, 2023 12:33:49 GMT -6
From what I've tried so far, this is a pretty nicely done level tweak mod! Almost like another take on "Encore-style" S3K level redesigns. However, I noticed a few major bugs with this mod active on HPZ: - If any non-Knuckles character doesn't move off of the first teleporter after using it the first time, it will try to teleport him again, scrolling out of normal bounds and (in my experience) leaving the character stuck in the ceiling.
- The end-of-level cutscene is completely broken; the characters zip towards the center of the emerald altar when the scene starts (often causing any partner character to die and respawn), Eggman never comes down, the screen scrolls in wrong ways, and the teleporter to SSZ activates and sucks NPC Knuckles into it while the player controls are locked without using Debug Mode.
Any idea what causes these bugs to occur with this level? The Knuckles-specific route seems to work normally. The glitches will even occur when this mod is the only one active, so it can't be a mod conflict/incompatibility.
All these should be fixed now.
I know exactly why those happen, it's just due to a hastily-done job decoupling the mod from being dependent on other mods that modify HPZ. I added back the missing emerald objects, removed the teleporter at the shrine, and set the first teleporter to how it is in S3K. It all should work fine now.
Note to pretty much anybody creating anything: Don't assume something's working fine without testing it beforehand.
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KaylinMajestic
Administrator
Queer Queen
21 | AUS | She/They
Posts: 12
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Post by KaylinMajestic on Oct 9, 2023 20:27:48 GMT -6
This mod is KaylinMajestic approved (had fun playing around with a pre-release version)
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Post by Trimint on Oct 14, 2023 7:31:32 GMT -6
Too bad this ain't compatible for Classic Shield. Hopefully in the future.
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Post by SkyeWeeb on Oct 14, 2023 21:06:33 GMT -6
Too bad this ain't compatible for Classic Shield. Hopefully in the future. I don't get what you mean. Classic shield toggle should just override all elemental shield monitors to become classic shield monitors, and the mod shouldn't screw with that. It seems fine to me, as you can see. (This shield is normally a lightning shield with the mod enabled, bubble shield in vanilla S3AIR)
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Post by Trimint on Oct 14, 2023 23:08:50 GMT -6
Too bad this ain't compatible for Classic Shield. Hopefully in the future. I don't get what you mean. Classic shield toggle should just override all elemental shield monitors to become classic shield monitors, and the mod shouldn't screw with that. It seems fine to me, as you can see. (This shield is normally a lightning shield with the mod enabled, bubble shield in vanilla S3AIR) Huh, so that's how it works. Nevermind then. I just noticed the ones with the bubble shield on the beginning of AIZ became a normal bubble shield instead of classic shield and thought it was a bug.
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Post by SkyeWeeb on Oct 18, 2023 20:16:20 GMT -6
Update time! Carnival Night's Knuckles routes have been expanded upon, adding new paths to the Sonic Forces-like levels he got originally. You can also weave between the Sonic/Tails and Knuckles paths in Act 1 at certain spots. Download link should still be the same.
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Post by Awesome Donkey on Oct 25, 2023 7:56:17 GMT -6
Update time! Carnival Night's Knuckles routes have been expanded upon, adding new paths to the Sonic Forces-like levels he got originally. You can also weave between the Sonic/Tails and Knuckles paths in Act 1 at certain spots. Download link should still be the same. Greetings! I don't think the link in the first post is the latest version with the CNZ Knuckles route changes, appears to be the same as before. Looking at the files in the archive at the download link, the last modified file was on October 9th, so my guess is the download link is out-of-date. Thanks for creating this mod! It certainly helps in certain annoying parts of the game.
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HattiiCD
Hyper Soinic
Im trans ig
Posts: 306
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Post by HattiiCD on Oct 25, 2023 8:53:40 GMT -6
Update time! Carnival Night's Knuckles routes have been expanded upon, adding new paths to the Sonic Forces-like levels he got originally. You can also weave between the Sonic/Tails and Knuckles paths in Act 1 at certain spots. Download link should still be the same. thats a very good change! Good job.
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Post by SkyeWeeb on Oct 25, 2023 16:21:39 GMT -6
Update time! Carnival Night's Knuckles routes have been expanded upon, adding new paths to the Sonic Forces-like levels he got originally. You can also weave between the Sonic/Tails and Knuckles paths in Act 1 at certain spots. Download link should still be the same. Greetings! I don't think the link in the first post is the latest version with the CNZ Knuckles route changes, appears to be the same as before. Looking at the files in the archive at the download link, the last modified file was on October 9th, so my guess is the download link is out-of-date. Thanks for creating this mod! It certainly helps in certain annoying parts of the game. Should be fixed now. I have no clue how that slipped past me for this long, thanks for telling me.
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Post by SkyeWeeb on Nov 10, 2023 20:32:54 GMT -6
Big update, I should probably be numbering these but whatever. Changelog: - HCZ2's shortcut has been made harder to access
- New route has been added to HCZ2
- Knuckles can enter Sonic's CNZ1 at the start of the stage now
- A big ring has been added to ICZ2's upper path
- A hidden area has been added to the start of Sonic's MHZ1
- A big ring in MHZ2 has been moved to a better location
- FBZ1's Knuckles route has been made harder
- LRZ1 has a new secret upper path
- Several pacing changes and bugfixes in AIZ2, HCZ1, ICZ1+2, FBZ2, SOZ1, SSZ, and DEZ1
Link's the same as the original post. Enjoy!
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Post by SkyeWeeb on Nov 29, 2023 18:08:04 GMT -6
It's been a few weeks, time to update a few things that were bothering me. Version 1.2 of the mod should fix up most of the little problems in the S3 half. Retroactively, the last releases can be referred to as 1.0, 1.0.1, 1.0.2, and 1.1, respectively. There is one issue I'd like for people to look out for though; big rings with the same ID. If you collect some big rings and notice some of my new big ring placements don't show up, that's due to the IDs being the same. Report those locations to me and I'll try to get them fixed by the next release. Thanks! Anyway, here's your changelog. Link's the same as the original post. Enjoy! - Small changes to AIZ1's object layout
- Moved one of Knuckles' big rings in AIZ2, old location has a fire shield now
- Improved pacing in HCZ1's upper route
- You cannot jump through the ceiling of the big ring location in the HCZ1 upper route anymore
- MGZ1's new shortcut has been overhauled to be Knuckles-only
- ICZ1 has its first spindash wall thing replaced with a crusher object
- Several fixes and changes to ICZ2's upper route
- New ICZ2 big ring no longer shares an ID with another big ring
- Tails' LBZ1 route has been overhauled
- Several big changes to LBZ1's upper route
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mrhedgehog1990
Orbinaut
I read stuff on The Cutting Room Floor.
Posts: 164
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Post by mrhedgehog1990 on Nov 29, 2023 22:01:55 GMT -6
I know you just updated this mod 3 hours ago but I found an issue in angel island act 1. There is a trapezoid/trapezium of rings which is nice but due to the rings being shifted to the left, one ring is inside the roof of the level meaning you can't collect it. Can you update this mod again?
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Post by lipezm22 on Nov 30, 2023 5:10:51 GMT -6
Hey, this mod is really good!! But I have a question, do you think you will add different routes for the extra slots? If so, it would be the best level design mod
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