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Aquatic Base V4X [for everyone]

A Map for Sonic Adventure 2

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Updates

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Version 4X for non-mech Tails 11d
  • Suggestion Added objects for non-mech Tails to clear level.
  • Tweak Slight re-work, less cheap enemy placement.
As suggested by *StarwingSilver
Version 4 28d Improvement Adjustment Overhaul Tweak Upgrade by -[DEXTERITY]- 1mo Overhaul

Reworked Internal Engine, improved textures by -[Dexterity]-. Clear-able by non-mech Tails.



As of 22-Dec-2019 a moderate update to lighten colour tone in indoor areas and soften image, higher resolution textures, smoother level flow especially for speed characters with much fewer cheap enemies and better 'flow'. Some additional decorations added and general polish with instances of camera cramp and dodgy collisions removed, especially for mechs. Slightly lower difficulty. 

As of 07-Dec-2019 a smaller update which fixes the homing attack issue has been implemented with a solution given by: BoostedBandCamp . It also slightly improves some textures with colour corrections and adds about 50 new objects to the level mostly to prevent cheap deaths and a couple new pick-ups/intractable objects. 

As of 06-Dec-2019 a major overhaul by -[DEXTERITY]- avatar Marx Team Flag has been implemented which improves texture quality and variety along with a true loop for the ADX music track (no longer stops after 12 minutes and is now a much smaller file). To bring this mod even further into the future consider his other mods to modernise the experience with this one even further:

* HD Modern Models Pack : https://gamebanana.com/skins/172923
* Modern Animations Pack : https://gamebanana.com/skins/173139

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Replaces Eternal Engine (Tail's final level) with an Aquatic Base (Sonic 2006) inspired level, beatable and A-rank-able by any of the 6 main characters (designed around each akin to Sonic 2006).

Use either of the following to allow character selection:
Character Select PLUS: https://gamebanana.com/guis/35023 by Justin113D
Character Select MOD: https://gamebanana.com/gamefiles/6301 by MainMemory (tested with)

Changes:

Green = by  -[DEXTERITY]- avatar Marx Team Flag // Red = by HoppyBoppyBunny 
* Music set to Aquatic Base act 1.
* Textures upgraded to either Sonic 2006, updated originals or plain originals.

* Level design, fairly major, rather than messy design of some of my prior efforts build elements around each play style so have to re-play level as each character type to 100% explore.
* As usual added about 10 more gold bugs, akin to Soleana silver medals from Sonic 2006, 1 is only accessible by the treasure hunters and another only by speed characters (probably). 


Known Issues:

* After invisibility pick-up runs out sometimes take damage.
* Invisible homing attack targets not attached to objects littered throughout level and just general homing attack jank. Fixed thanks to: BoostedBandCamp
* Using bounce attack near air-locks *can* sometimes cause you to fall infinitely, have tried to patch up a couple by placing extra objects underneath.
* Instances of camera cramp and jitter, particularly with non-speed characters in a couple of places.
* Visual errors due to some objects not being best suited for new art style, for example 'holes' in coral reefs or invisible sides to some objects in certain places.

How the level plays:

For mechs: Like a harder version of Internal Engine with more hazards and foes and some slightly re-worked areas, consider it an "adjustment" rather than overhaul. (Difficulty = moderate/hard with easy A rank)

For treasure hunters: Heavy exploration focus with major time-skips possible, basically if they had classic Sonic-style levels rather than treasure hunting. (Difficulty = easy/somewhat tougher to A rank however)

For speed: Similar to Aquatic Base in Sonic 2006, lots of boxes with pick-ups, more foes and exploration, couple of diverging paths and skips. (Difficulty = moderate)

Files

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  • *StarwingSilver avatar
    *StarwingSilver Joined 12d ago
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    access_time 12d edit 12d
    Hello! I'm loving these level expansions, the game really needed it, it's great stuff. But I'm having trouble finishing Aquatic Base with Mechless tails however, about half-way through the level there's a vertical shaft that I can't climb up since the pulleys won't work properly with him. There might be vertical sections later in the level that Tails can't get through either.

    If at somepoint in the future you could add springs specifically for mechless Tails to get him through those sections that would be cool. Cheers.
    Bananite
    URL to post:
  • access_time 1mo
    For the "Invisible homing attack targets not attached to objects littered throughout level and just general homing attack jank" issue

    there is an object in every mech stage by the name of "stoplockon" or something close to that. This object has homing attack priority for some reason. Getting rid of these objects will solve most of the jank at the expensive of having mechs being able to shoot through walls more often.

    Hope this helps.
    Bananite
    URL to post:
  • OmegaPineapple avatar
    OmegaPineapple Joined 2mo ago
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    115 points Ranked 66174th
    access_time 2mo
    Eternal Engine was always one of my least favorite stages, so giving it a new coat of paint and and completely changing how it plays is definitely welcome. I loved the aesthetic of Aquatic Base but disliked how it played, so bringing it over to SA2 albeit just through music and textures gets my excited. There could stand to be a few less enemies imo, but other than that this is amazing. It's legit your best texture work yet. Paired with the music, it really went a long way in changing the feel of the stage. Good work!
    Bananite
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  • Nightfox_ avatar
    Nightfox_ Joined 3y ago
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    2,058 points Ranked 20712th
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    access_time 2mo
    Hoo'whee, just reading the title of this one got me excited.
    Especially knowing that custom stages are possible...

    Interesting concept, but I think you'll want to use a different texture for the bits that used to be the animated green bits between creases. A tile-able water texture will probably do the trick.
    What you see is what you get. avatar
    Mantra
    What you see is what you get.
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  • -[DEXTERITY]- avatar
    -[DEXTERITY]- username pic Joined 2y ago
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    Marx Team Flag Affiliation: Marx Team
    521 points Ranked 45364th
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    -[DEXTERITY]- avatar
    -[DEXTERITY]-
    Marx Team Flag
    Affiliation
    Marx Team
    access_time 2mo
    Back again with another banger!
    I can help you with the ADX loops and probably also the 06 textures if you want!
    Azarath Metrion Zinthos!
    URL to post:

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Credits

Key Authors
HoppyBoppyBunny
HoppyBoppyBunny Joined 2mo ago
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Level design, 30% textures
-[DEXTERITY]- avatar Marx Team Flag
Affiliation
Marx Team
-[DEXTERITY]- username pic Joined 2y ago
Offline
Marx Team Flag Affiliation: Marx Team
521 points Ranked 45364th
15 medals 2 rare
  • Returned 1000 times Medal icon
  • Thanked 50 submitters Medal icon
  • Submitted 1 Tool Medal icon
  • One month a member Medal icon
  • Submission featured Medal icon
  • Returned 100 times Medal icon
70% textures, ADX audio loop
Original Authors
SEGA and Sonic Team
Publisher and Developer respectively
Contributors
BoostedBandCamp
Bug fixing
Special Thanks
Justin113D
Justin113D Joined 1y ago
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3,427 points Ranked 2394th
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Character Select PLUS
MainMemory
MainMemory Joined 2y ago
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16,196 points Ranked 348th
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Character Select MOD
*StarwingSilver
*StarwingSilver Joined 12d ago
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Level design idea for non-mech Tails

Submitter

HoppyBoppyBunny avatar
HoppyBoppyBunny Joined 2mo ago
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3,113 points Ranked 3063rd
12 medals 1 legendary 1 rare
  • 2019 Top Contributor Medal icon
  • 10 submissions featured Medal icon
  • Submission featured Medal icon
  • Received thanks 5 times Medal icon
  • Returned 100 times Medal icon
  • 1 post awarded Exemplary Feedback Medal icon
HoppyBoppyBunny
Creator
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Category

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Details

Version
4X

Attributes

Textures
Custom
Development State
Alpha
Environment
Indoor

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