Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
* Removed some elements that didn't work with the camera and/or were confusing (rocket that sent you back, little road with 2 electric enemies that confused the camera).
* Added new lanes either for more ways to skip automation of level or as fall-down back-ups for the upper path, some new pick-ups and enemies added too.
* New mystic warp near goal ring to warp back to start for exploration of all-ring-challenge purpose.
* Fixes to some of the more wonky elements (light-dash-rings at end lead to pick-up properly, crusher instead of spike-balls for road just after first pulley due to wonky collision issues).
* Couple of new skill-points locations added.
* Slightly amended and improved textures.
This is probably still not final, likely not worth re-downloading if you didn't like the original but if you did or are new to Radical Highway FEX version 2 is recommended.
Can add either, or both, new level structures (routes) and textures to Radical Highway for Sonic Adventure 2 on PC.
Version 2 released as of 19-Nov-2019 which includes slightly better textures, multiple added elements to upper path and more safe-guard routes, removed and/or additional options for areas where camera was originally a problem. See all images attached with yellow text to see improvements of version 2.
This is an attempt to add additional routes, textures and slight edits to main routes to Radical Highway. I'd estimate this mod adds around 50% extra content (takes around 1.5 to 2 minutes to explore extra routes) to Radical highway mission 1 (and by extension 2,3 & 4 but not 5).
1.) Install just the textures, split into 4 files (sky-box, objects, structures & title card) so can pick-and choose. 2.) Install the modified level.
1.) New upper path - calling back a little more to classic Sonic level design -that can by-pass all check-points (barely) with over a minute of new content complete with trick point opportunities, enemies, collectables and secrets. 2.) A new integrated action set piece (above the bridge, you'll know it when you see it). 3.) Additional hazards, enemies and secrets added to the main route and even a re-worked area. 4.) New textures for ALL assets divided into 4 classes, or hybrids of the 4: * Up-ressed original textures = very few * Edited photographs = many * New drawn textures = moderate amount * Edited original textures = moderate to high amount 5.) A more Sonic Adventure (1) or Sonic '06 - like experience with regards to design of new routes (including some of the extra "jank" to be honest). 6.) Designed so that it *should* be possible to collect ALL rings in the stage within 1 run-through, didn't say it was easy, but possible.
Hope you enjoy your time in Radical Highway FEX!
Most Up-to-date version
1.) A few folk here and on a YouTube video showcasing this mod have noted a lot of roughness to the design, this will be fixed by removing some of the "just place a hazard/spring here 'cause I don't know what else to put" elements and re-working many routes in particular considering the camera.
2.) I'm currently working on a Metal Harbor version, after it's initial release I'll come back to this one, the textures took a while and not sure they do much for anyone so the Metal Harbor version will have very limited texture work. EDIT: First Alpha of Metal Harbor mod released.
3.) New mid & lower routes will be added to make transitioning between them easier and less time awkwardly falling for 15 seconds.
The response so far is better than I was hoping for so many thanks & I'll try my best to iron out the kinks and fix the even bigger flaws.
Love this so much, i hope to see more mods like this in the future. however during the long bridge section, its hard to tell when you're supposed to jump at the ramp because of the camera view, i suggest having bounce pads at the end that lead to another set that can send you to the lower bridge (like a U-turn)
I created an account just to tell you how much fun I've had with this mod. I must've replayed it several times already and it hasn't even been out that long. I don't know how long this took you to make, but I'd love to see your take on other levels! Great work!
So knowing how this stuff works, it looks like it took some effort and I respect that.
But don't let that effort go to waste. Please take the time to make this SA2 Mod Loader compatible. All you have to is place a "mod.ini" text file laid out like this for example: Name=E-102 Gamma Author=Shadowth117 Description=Replaces Eggman with E-102 Gammma
Your install guide is neat visually, but there's really not a reason for it and it makes it more cumbersome to use in general when you can set it up for the mod loader and not have to worry about backing up and replacing files.
Alright so this is neat, I like the idea of revisiting levels and giving a new spin to them either through new textures or level design. However I have a few suggestions. The texture work needs some work. The concept of the textures are interesting but everything here looks baked. Like it has been cooked in a oven and burnt. Secondly I don't think the camera accounts for this level design or at least it feels like it doesn't and makes it quite awkward to play. Third you used my construction texture I made for my mod and didn't hmu or even credit me so uh either credit me or remove it. (I'm an idiot ignore that)This is cool for a first attempt but i'd revise some of the stuff I listed first.
Would you believe me if I said I only wanted to change 1 texture? (The "stars" of the sky-box) Which lead me down the rabbit hole of making a new upper path.
Known issues: * The upper route above the last check-point allows the player to easily clip through the building back onto the lower path. * Some rockets turns in very bizarre angles once activated. * The camera isn't always friendly, I tried to design around its quirks however (for example if in a certain area it points down have a falling section and so on). * About *that* fall from the rocket just past the last check-point on the upper path, I know it's awkward but you wouldn't believe the bizarre happenings of trying to drop Shadow off in the right place so sliding him off-camera down a roof-top onto the platform is what works best.
Tools used: * Set Adventure (used to place 95% of objects) * Cheat Engine 6.4 (used to check coordinates and place a couple of objects) * Paint.NET (textures)