Here’s little bit of context I felt like I should add to the points you made here. 6:17 - These levels aren’t actually from the Demo 2 era, the SRB2 3D Levels (THZ2 - ERZ1) were from around 1999 and were made to coincide with a Pre-Halloween Indev version, which is evident by the fact that these levels are mentioned in the DSTRINGS C File in the Halloween Source Code and are labeled on September of 1999, which implies that these maps were likely implemented or being worked on around that time. With that in mind, many of the design choices were built around that version, but these levels would end up in limbo as STJr at the time believed they were getting too ahead of themselves and should focus on the essentials first. These maps were later given to a user named “SONIC LIGHTSPEED” in March of 2002 as a reward for redesigning their website, and later on, these maps would be made public on SSNTails’ SRB2 Subdomain for anybody to download. The underlying issue with these maps is the fact that no official version of SRB2 could work with all of them, the oldest version of SRB2 that was flexible enough to have the most complete campaign when bundled with these maps, most required textures that these maps , and least changes in base-wad assets & XMAS / Halloween specific code modification was Demo 2, so people would often use these maps and make resources so that they could work with that version, and I guess since this practice has become so common place in the community, many people now believe that these maps are associated with Demo 2, when they were actually created well before SRB2 was in those stages, but on a playability and logistical standpoint, Demo 2 is the best option, assuming you don’t want to do extensive modding to any earlier version to make it work. 6:40 - Many of these gimmicks didn’t exist yet. 8:36 - SSNTails was working on many of these levels within the context that SRB2 was functioning like Doom, previously he worked on Sonic Doom 2, which was VERY maze-like at times. So the lack of diversity in these levels mostly boiled down to gameplay limitations. The SRB2XMAS campaign was created after these levels were designed, and at that point, Sonic had much of his control scheme revised. 9:07 - Because they weren’t added yet. 10:47 - Ik that’s probably sarcasm and you probably knew this already, but Castle Eggman was originally intended as only a Demo exclusive bonus level, before it was officially accepted as part of the campaign during the Final Demo Era. 11:11 - Can’t say I like it either, but at the time, it wasn’t up to much. There was little trial and error done with designing SRB2 levels at the time, and most of these levels were the first attempt at trying to bring these ideas that were originally planned for a 2D Fangame, into effectively what was just Doom Engine, so when it comes to that, and the fact that SSNTails primarily only had experience in designing Doom levels, I’m not sure how different it really could’ve been. 11:33 - Those aren’t FOFs, those are actually just several solid midtextures (much like Emerald Coast’s Bridge ceiling in SRB2XMAS.) FOFs weren’t implemented at the time this level was designed, and since the height of these floors depended on the height of the midtexture, they couldn’t be very tall, or else it was waste memory, so you could either have them hang very close to the ceiling or very low to the ground, which may explain why the level is built the way it is. 11:51 - That’s an issue with the resource mod you’re using, it uses those doom graphics to substitute missing ones. SRB2 has these graphics blanked out and / or removed. 12:01 - The thok didn’t exist when these levels were designed, therefore, the thok barrier wasn’t a necessity, since you wouldn’t be traveling at speeds that could clip you out of bounds. 12:59 - Indeed, these early attempts are also interesting because texture alignment couldn’t be easily done, which is also a reason why many hidden areas in Sonic Doom 2 could be easily spotted as they weren’t hidden well enough due to the alignment of the textures. These maps were designed in DCK, (WadAuthor if Sonikku were designing it) and none of them had a visual mode, you had to think like an architect. 13:25 - It actually does baffle me why the arenas got way easier after this one, I’m willing to admit that the difficulty curve was a little bit weird. 14:10 - That was originally a tree object, but in Demo 2, it functions as an invisible boost pad that propels you in the direction of the angle it’s facing. 14:35 - Snow Mountain was based off Rocky Mountain. 18:43 - I believe he’s a reskinned cyberdemon. The cacodemons were replaced by those annoying egghead enemies you see in ERZ1. 19:42 - A lot of this level shows the Doom aspect to creation of these levels, originally this was a damage boost section since lava originally didn’t instantly kill you. 20:29 - That was also a damage boost section, ensuring that you had enough health to finish the zone, or at least that’s what I was able to pick up. 21:19 - Those are Short green pillars (Thing Type 31) 22:33 - I can agree somewhat with your statement, but it is kind of difficult to visualize how a city level would work, especially around this era of SRB2, so I often don’t really have a good answer when people ask me how I would make this level better. 24:05 - There is! DUN DUN DUN! Although the way to get to it is a little concealed so I understand why one would be lost the first time. You have to go into a building with opens an entry point into another building, and that building houses an entry point for the signpost… Remind you of anything? 24:24 - IIRC, that’s a glitch with the width of the texture not coinciding with bounds it inhabits. 24:38 - By blanking it later in development unbeknownst to the fact that it’ll break something. 25:29 - Doom-Esque architecture. 28:33 - All objects do that when crushed / killed. 30:00 - There’s more, it just that you’re never teleported to that section. 31:42 - I believe Dust Hill was once planned as a bonus level for SRB2, which could explain this song’s presence. 31:52 - That’s A Dreams Come True song titled: 彼は友達 ("What a fabulous" VERSION). It was intended for Wood Zone, since SSN believed it could’ve been a canned Sonic track. 32:38 - That’s a translucent Quake graphic that is used for radial light effects in OpenGL mode, you can see these implemented in SRB2 Demo 4 and a few Final Demo builds, OpenGL mode has been in development since 1999 so it would make sense why it’s leftover here.
Wow, thanks for the write up! I will admit, my overall knowledge of the underlying things about Demo 2 and these levels is a bit limited, I mainly just downloaded the levels a couple years ago and went over what I knew about them in this video. But again, thanks for the context. You clearly know a lot more about this stuff than i do, so thanks :)
@@TheAnotherPlayer I might host a Beta Quest on my SRB2 site soon. There are many iterations / resources that have spread through the community + a few ports I made for it to better function with certain versions of SRB2 which I’ve been meaning to share.
These beta levels were made before the engine was modified, which is why they're so small. Greenflower act 1 is actually the original 2 acts stitched together, and Techno Hill 1 used to end much earlier.
Freak Show and Crystal Cave + the others(excluding Hidden Palace) were apparently MP levels that werent created and only their names exist as image lumps iirc
Metropolis Zone had an act 3 in Sonic 2, but with that said they still made their own version just for this game (which I think looks better) Edit: I think i misread your comment, " *they* thought there was no act 3". Either that or they just wanted to make their own because the original looked a bit weird
I just have to say, you are getting the fanfare industry the recognition it so truly deserves. Your commentary was very accurate and it is exactly what I would have done. Your sense of humor set a whole new light and of course, whoever (those fucking "pro gamers") said that Sonic did not work in 3D are liars, and this is proof of what I always said: you don't have to make a whole new game, you can just borrow an engine instead and build on it. No wonder this game is a massive success. KEEP UP THE WORK!!!
I like how you edit your Srb2 videos in the same style Aquarius199 does with his Doom videos. The moment I saw subtitled commentary and showcasing hidden stuff after the playthrough, I instantly remembered his videos and how engaging they are. He doesn't need to be vocal at all, the subtitles are doing the magic for him. Good job bringing this format in Srb2 videos!
I wasn't familiar with his content at first, but I had a quick look at one of his videos and i can definitely see the similarities. Glad you liked it :)
that sort of makes sense, but another point is that the force shield didn't exist at this point (the blue shield is just a regular 1-hit shield iirc), so then why not switch em around at that point
I came to SRB2 during this current era, I would have tried it sooner but I'll be shallow enough to admit the sprites in a 3D platformer put me off. It was the I think his name was chaoticfox? But that guy's models convinced me to try the game out, so looking back at these old levels it's incredible to just see how far this game has come from the earlier demo's to the near masterpiece we have now.
Yeah, I came to SRB2 around the 2.1 era (2013-14) and it really is incredible how far the game has come in the over 20 years it's been a thing. The fact that it is, at its core, a Doom mod (even to this day) is another really incredible thing that goes to show how much effort has been poured into this game over the years.
Oh well...i am a month late huh? but anyways, man this video were so good and funny omg, i caught myself laughing a bit in so many parts, It's very interesting to not say the least the way the zones are and what they have become over the years, i get quite sad that i didn't got to the srb2 community that much as a child (like i think i got into srb2 in 2016?) would be pretty cool to see all the stuff that the game had over the years and most of the fan creations over the years. i really liked the stages introductions you placed before in some acts like the sonic pocket adventures, the sonic 2 sms, and the sonic 3 stage titles that was cool. i really like the at dawn stardust speedway (idk if thats correct name for it and im lazy to search the right name) song from the SADX like seriously if it were completed i would hear for hours because it sounds really great. anyways good and interesting video in general bud.
but btw that doesn't mean you always have to do srb2 content maybe doing some commentary on games that allows you to build stuff like megaman maker or mario maker world engine levels would be fun too
@@-12-. Yeah no I'm not planning on becoming a fully fledged SRB2 youtuber, I'm just covering games I like (and I can talk about without being boring). I've been having fun doing music stuff as well so expect more of that
I'm assuming you forgot to include the 2 secret levels. Speed Highway and Hidden Palace. Speed Highway is located in DSZ2, and Hidden Palace is located in RMZ2. (unless the files you have don't have 'em) But either way, still a great video!
I was completely unaware there were secret exits in these levels. But, even then, I don't have the files for either of those levels (I have files for all the campaign levels, and wood zone). Thank you for letting me know though, I'll see if i can track those down.
8:22 maybe in place of Doom 2 text, there were supposed to be the unused cutscenes put in place? i know SSN has some of them uploaded onto his channel, including the transition cutscene from THZ to DSZ
That's definitely a possibility, I remember seeing those cutscenes a while ago so maybe they were planned to fill those spots. SRB2 Christmas uses those story texts too but they actually change them and use it to tell the story, so maybe they were meant to do that too idk
@@RecordBreakerMuzic ssn's releasing a beta build of srb2 soon, from march 2000, and it appears those beta levels were made for that beta build (which could explain dark city crashing)
it's weird how srb2's level design is a mixed bag during the demo era specially here like you had levels like greenflower,techno hill act 1 and potentially rocky mountain that had good or decent leve design and some levels which while not as good at least like they tried something like red volcano and egg rock but then you had techno hill act 2,deep sea,mine maze and dark city which are so bad like why did something think making a maze level in a sonic fangame was a good idea? thank god that techno hill act 2 had a huge glow up and so is deep sea and red volcano it would be cool if we had an official glow up for mine maze and dark city but at least mods will do for now
this is a very late reply but apparently dark city and doomship will be making returns in new versions in the future, although doomship is now called "grand eggship" zone (most likely due to there being two levels with the initials DSZ if the name weren't changed, the other being deep sea)
That is true! From what I've heard, they plan on redoing Dark City and Doomship (now called Grand Eggship) as returning zones for future versions, but I feel like Mine Maze has unrealised potential that the '99 or SUGOI maps didn't bring
for SURE. But to be fair, they improved a lot on level design in 2.2 so I'd imagine they would at least make it kind of good edit: there's actually a secret mine maze remake track in 2.2 which is pretty interesting th-cam.com/video/vJPJH18hSkI/w-d-xo.htmlsi=b7vpYUbtjWeEFteI
not without heavy modification. and i mean HEAVY modification. these levels are basically just doom levels with a couple new features, and 2.2 levels are almost entirely different with hundreds of new and changed stuff. it is possible, though.
While I am very nostalgic for the 2.1 era for SRB2 (as it was the one i grew up with), I can't help but think that 2.2 is just a straight up improvement on a lot of stuff 2.1 did. But I do respect your opinion, there is a charm to the pre 2.2 graphics i suppose
@@RecordBreakerMuzic ya but you cant help but cry knowing that mods and maps like SUGOI 💢 series and other maps like that one boss rush mod that contained bosses for all over modded srb2 2.1 Its just a sham we will not see them make their way to 2.2 😔 Plus way i think this is because SMS wall Jump was technically nerfed 😂 Soo plz understand that i dont hate 2.2 infact i love it and how it added the functionality of inf fps without an fps cap and But there is a reason I have which will make me angry is the fact that sonic team jr will nerf the thok into a spin
@@m1stq933 all that "remove the thok" shit makes me mad too, the thok has been a thing for over 20 years now, it's served its purpose for that time, it doesn't need to be replaced by a move that does a million things at once
@@ziulight if they do end up removing it there will hopefully be mods to add it back, but yeah edit: community also shouldnt have to re-add a pretty good move just because "beginners arent good with sonic" lol
ignoring the shitty glitches and graphics, and the fact that you missed the secret levels sadly some levels there are nice but then theres mine maze zone and levels that are super fucking small either way nice editing!
@@hiccupbro666 if you look through the comments here you can find another person asking for the "betaquest.bat" file, and in the replies i put the code used to load all the wads. copy that into a .bat file and put it in the same folder as your demo 2 installation
I just edited them directly into the video, using various sources for the fonts (mainly spriters resource). Sonic 1 and 2's title cards were made with deathgenerator.com
Here’s little bit of context I felt like I should add to the points you made here.
6:17 - These levels aren’t actually from the Demo 2 era, the SRB2 3D Levels (THZ2 - ERZ1) were from around 1999 and were made to coincide with a Pre-Halloween Indev version, which is evident by the fact that these levels are mentioned in the DSTRINGS C File in the Halloween Source Code and are labeled on September of 1999, which implies that these maps were likely implemented or being worked on around that time. With that in mind, many of the design choices were built around that version, but these levels would end up in limbo as STJr at the time believed they were getting too ahead of themselves and should focus on the essentials first. These maps were later given to a user named “SONIC LIGHTSPEED” in March of 2002 as a reward for redesigning their website, and later on, these maps would be made public on SSNTails’ SRB2 Subdomain for anybody to download. The underlying issue with these maps is the fact that no official version of SRB2 could work with all of them, the oldest version of SRB2 that was flexible enough to have the most complete campaign when bundled with these maps, most required textures that these maps , and least changes in base-wad assets & XMAS / Halloween specific code modification was Demo 2, so people would often use these maps and make resources so that they could work with that version, and I guess since this practice has become so common place in the community, many people now believe that these maps are associated with Demo 2, when they were actually created well before SRB2 was in those stages, but on a playability and logistical standpoint, Demo 2 is the best option, assuming you don’t want to do extensive modding to any earlier version to make it work.
6:40 - Many of these gimmicks didn’t exist yet.
8:36 - SSNTails was working on many of these levels within the context that SRB2 was functioning like Doom, previously he worked on Sonic Doom 2, which was VERY maze-like at times. So the lack of diversity in these levels mostly boiled down to gameplay limitations. The SRB2XMAS campaign was created after these levels were designed, and at that point, Sonic had much of his control scheme revised.
9:07 - Because they weren’t added yet.
10:47 - Ik that’s probably sarcasm and you probably knew this already, but Castle Eggman was originally intended as only a Demo exclusive bonus level, before it was officially accepted as part of the campaign during the Final Demo Era.
11:11 - Can’t say I like it either, but at the time, it wasn’t up to much. There was little trial and error done with designing SRB2 levels at the time, and most of these levels were the first attempt at trying to bring these ideas that were originally planned for a 2D Fangame, into effectively what was just Doom Engine, so when it comes to that, and the fact that SSNTails primarily only had experience in designing Doom levels, I’m not sure how different it really could’ve been.
11:33 - Those aren’t FOFs, those are actually just several solid midtextures (much like Emerald Coast’s Bridge ceiling in SRB2XMAS.) FOFs weren’t implemented at the time this level was designed, and since the height of these floors depended on the height of the midtexture, they couldn’t be very tall, or else it was waste memory, so you could either have them hang very close to the ceiling or very low to the ground, which may explain why the level is built the way it is.
11:51 - That’s an issue with the resource mod you’re using, it uses those doom graphics to substitute missing ones. SRB2 has these graphics blanked out and / or removed.
12:01 - The thok didn’t exist when these levels were designed, therefore, the thok barrier wasn’t a necessity, since you wouldn’t be traveling at speeds that could clip you out of bounds.
12:59 - Indeed, these early attempts are also interesting because texture alignment couldn’t be easily done, which is also a reason why many hidden areas in Sonic Doom 2 could be easily spotted as they weren’t hidden well enough due to the alignment of the textures. These maps were designed in DCK, (WadAuthor if Sonikku were designing it) and none of them had a visual mode, you had to think like an architect.
13:25 - It actually does baffle me why the arenas got way easier after this one, I’m willing to admit that the difficulty curve was a little bit weird.
14:10 - That was originally a tree object, but in Demo 2, it functions as an invisible boost pad that propels you in the direction of the angle it’s facing.
14:35 - Snow Mountain was based off Rocky Mountain.
18:43 - I believe he’s a reskinned cyberdemon. The cacodemons were replaced by those annoying egghead enemies you see in ERZ1.
19:42 - A lot of this level shows the Doom aspect to creation of these levels, originally this was a damage boost section since lava originally didn’t instantly kill you.
20:29 - That was also a damage boost section, ensuring that you had enough health to finish the zone, or at least that’s what I was able to pick up.
21:19 - Those are Short green pillars (Thing Type 31)
22:33 - I can agree somewhat with your statement, but it is kind of difficult to visualize how a city level would work, especially around this era of SRB2, so I often don’t really have a good answer when people ask me how I would make this level better.
24:05 - There is! DUN DUN DUN! Although the way to get to it is a little concealed so I understand why one would be lost the first time. You have to go into a building with opens an entry point into another building, and that building houses an entry point for the signpost… Remind you of anything?
24:24 - IIRC, that’s a glitch with the width of the texture not coinciding with bounds it inhabits.
24:38 - By blanking it later in development unbeknownst to the fact that it’ll break something.
25:29 - Doom-Esque architecture.
28:33 - All objects do that when crushed / killed.
30:00 - There’s more, it just that you’re never teleported to that section.
31:42 - I believe Dust Hill was once planned as a bonus level for SRB2, which could explain this song’s presence.
31:52 - That’s A Dreams Come True song titled: 彼は友達 ("What a fabulous" VERSION). It was intended for Wood Zone, since SSN believed it could’ve been a canned Sonic track.
32:38 - That’s a translucent Quake graphic that is used for radial light effects in OpenGL mode, you can see these implemented in SRB2 Demo 4 and a few Final Demo builds, OpenGL mode has been in development since 1999 so it would make sense why it’s leftover here.
Wow, thanks for the write up! I will admit, my overall knowledge of the underlying things about Demo 2 and these levels is a bit limited, I mainly just downloaded the levels a couple years ago and went over what I knew about them in this video. But again, thanks for the context. You clearly know a lot more about this stuff than i do, so thanks :)
Theres a page with the demo 2 wads?
@@TheAnotherPlayer Someone sent them to me on the SRB20YA server, but you can probably find them somewhere else if you need them
@@TheAnotherPlayer I might host a Beta Quest on my SRB2 site soon. There are many iterations / resources that have spread through the community + a few ports I made for it to better function with certain versions of SRB2 which I’ve been meaning to share.
fun fact
there arent solid midtextures they used a object that has a wide collision box that could be stood on
These beta levels were made before the engine was modified, which is why they're so small. Greenflower act 1 is actually the original 2 acts stitched together, and Techno Hill 1 used to end much earlier.
Interesting
28:50 > "trolled"
29:00 > got trolled back by the game
Freak Show and Crystal Cave + the others(excluding Hidden Palace) were apparently MP levels that werent created and only their names exist as image lumps iirc
i love how they had to make their own 3 for the zone number because they thought there was no act 3 in sonic 2
Metropolis Zone had an act 3 in Sonic 2, but with that said they still made their own version just for this game (which I think looks better)
Edit: I think i misread your comment, " *they* thought there was no act 3". Either that or they just wanted to make their own because the original looked a bit weird
@@RecordBreakerMuzicalso fun fact, dark city 1 does have an exit. its just hidden in an unfair way and it took me like 20 minutes to find it
@@tunafissh yeah i played through srb2: the past's beta quest and found the exit a while ago. i'll cover that in an addendum video i'll make soon
my left ear really liked that dark city music.
Both of my ears really liked the old MIDI soundtrack
@@midi_feline very true
I just have to say, you are getting the fanfare industry the recognition it so truly deserves. Your commentary was very accurate and it is exactly what I would have done. Your sense of humor set a whole new light and of course, whoever (those fucking "pro gamers") said that Sonic did not work in 3D are liars, and this is proof of what I always said: you don't have to make a whole new game, you can just borrow an engine instead and build on it. No wonder this game is a massive success. KEEP UP THE WORK!!!
Hey, I'm super glad you enjoyed the video! I do plan on making more stuff like it, so stay tuned for that!!
I like how you edit your Srb2 videos in the same style Aquarius199 does with his Doom videos. The moment I saw subtitled commentary and showcasing hidden stuff after the playthrough, I instantly remembered his videos and how engaging they are. He doesn't need to be vocal at all, the subtitles are doing the magic for him. Good job bringing this format in Srb2 videos!
I wasn't familiar with his content at first, but I had a quick look at one of his videos and i can definitely see the similarities. Glad you liked it :)
2:39 that's to differentiate it from the force shield (since it used to be blue instead of purple)
that sort of makes sense, but another point is that the force shield didn't exist at this point (the blue shield is just a regular 1-hit shield iirc), so then why not switch em around at that point
this guy is absolutely hilarious for some reason LMAO
I came to SRB2 during this current era, I would have tried it sooner but I'll be shallow enough to admit the sprites in a 3D platformer put me off. It was the I think his name was chaoticfox? But that guy's models convinced me to try the game out, so looking back at these old levels it's incredible to just see how far this game has come from the earlier demo's to the near masterpiece we have now.
Yeah, I came to SRB2 around the 2.1 era (2013-14) and it really is incredible how far the game has come in the over 20 years it's been a thing. The fact that it is, at its core, a Doom mod (even to this day) is another really incredible thing that goes to show how much effort has been poured into this game over the years.
You had seen Spamdash, now introducing: Spamattack
It's called multi-thok, how dare you not know about this! 🤓
@@midi_feline i am not the part of SRB2 community, so i don't need to know, plus i just wanted to tell a joke
@@Dreamcasttime Damn, you got the whole squad laughing
@@midi_feline thanks i guess
RVZ2 music got remixed for 2.2 too :0
Oh well...i am a month late huh?
but anyways, man this video were so good and funny omg, i caught myself laughing a bit in so many parts, It's very interesting to not say the least the way the zones are and what they have become over the years, i get quite sad that i didn't got to the srb2 community that much as a child (like i think i got into srb2 in 2016?) would be pretty cool to see all the stuff that the game had over the years and most of the fan creations over the years.
i really liked the stages introductions you placed before in some acts like the sonic pocket adventures, the sonic 2 sms, and the sonic 3 stage titles that was cool.
i really like the at dawn stardust speedway (idk if thats correct name for it and im lazy to search the right name) song from the SADX like seriously if it were completed i would hear for hours because it sounds really great.
anyways good and interesting video in general bud.
and yes im "200" from the last srb2 video
Thank you for the kind words! Really appreciate it :)
@@RecordBreakerMuzic keep up the good work bro!
if you are out of ideas, maybe looking forward to sugoi and oldc levels would be quite fun.
but btw that doesn't mean you always have to do srb2 content maybe doing some commentary on games that allows you to build stuff like megaman maker or mario maker world engine levels would be fun too
@@-12-. Yeah no I'm not planning on becoming a fully fledged SRB2 youtuber, I'm just covering games I like (and I can talk about without being boring). I've been having fun doing music stuff as well so expect more of that
I'm assuming you forgot to include the 2 secret levels. Speed Highway and Hidden Palace. Speed Highway is located in DSZ2, and Hidden Palace is located in RMZ2. (unless the files you have don't have 'em) But either way, still a great video!
I was completely unaware there were secret exits in these levels. But, even then, I don't have the files for either of those levels (I have files for all the campaign levels, and wood zone). Thank you for letting me know though, I'll see if i can track those down.
congrats on 200 subs
8:22
maybe in place of Doom 2 text, there were supposed to be the unused cutscenes put in place? i know SSN has some of them uploaded onto his channel, including the transition cutscene from THZ to DSZ
That's definitely a possibility, I remember seeing those cutscenes a while ago so maybe they were planned to fill those spots. SRB2 Christmas uses those story texts too but they actually change them and use it to tell the story, so maybe they were meant to do that too idk
@@RecordBreakerMuzicyou also automatically got a like by using XboxAhoy's clip, very good channel
Early song ending your name is Arigato im not kidding is in Srb2 demo in emeralds
I think Mine Maze and Rocky Mountain Zone are buggy because they didn't feature thonk-barriers.
Yeah no, they didn't exist back when these maps were made apparently
I feel all the beta levels were designed to be played as a tiny sonic bcus of how claustrophobic it is lol
This Would Be Funnier If Every Single Meme Used The Quality Of A Doom Sound And Used The Ancient SRB2 Palette.
now play it as intended
with the slippery halloween physics😈
no.
@@RecordBreakerMuzic ssn's releasing a beta build of srb2 soon, from march 2000, and it appears those beta levels were made for that beta build (which could explain dark city crashing)
@@tetrasonic91 right
@@tetrasonic91 dude pls tell me is the Sage 2000 one :O
@@TheBanditXD its even earlier!
good at making music, goot at playing games, good at editing videos!
thank you so much!!
wait till you see the post-game stuff ;)
These levels can be downloaded on The Cutting Room Floor.
Yes, I realised that a little while after releasing this video. I added the link to the TCRF page to the description of this video.
ayyyy another srb2 video les gooo
it's weird how srb2's level design is a mixed bag during the demo era specially here like you had levels like greenflower,techno hill act 1 and potentially rocky mountain that had good or decent leve design and some levels which while not as good at least like they tried something like red volcano and egg rock but then you had techno hill act 2,deep sea,mine maze and dark city which are so bad like why did something think making a maze level in a sonic fangame was a good idea? thank god that techno hill act 2 had a huge glow up and so is deep sea and red volcano it would be cool if we had an official glow up for mine maze and dark city but at least mods will do for now
this is a very late reply but apparently dark city and doomship will be making returns in new versions in the future, although doomship is now called "grand eggship" zone (most likely due to there being two levels with the initials DSZ if the name weren't changed, the other being deep sea)
I Actually DID know it was called mega mack believe it or not... I just rarely call it that!
I would try this version someday.
Man Your edits is cool and funny
im enjoying this
Glad to hear :)
YESSS FINALLY
Nicely edited my hooglesnooper
Thanks you kindly my himblefibbler
I hope they remake Mine Maze Zone, it has so much potential
That is true! From what I've heard, they plan on redoing Dark City and Doomship (now called Grand Eggship) as returning zones for future versions, but I feel like Mine Maze has unrealised potential that the '99 or SUGOI maps didn't bring
okay i thought this guy had atleast like 2k until i checked
how
You could put the wads on Internet archive and have download link for that
I suppose I could, I might have to ask SSN for permission before i do though
11:10 im glad it was scrapped tho. If it wasnt guess how bad the 2.2 Champaign would be.
for SURE. But to be fair, they improved a lot on level design in 2.2 so I'd imagine they would at least make it kind of good
edit: there's actually a secret mine maze remake track in 2.2 which is pretty interesting
th-cam.com/video/vJPJH18hSkI/w-d-xo.htmlsi=b7vpYUbtjWeEFteI
champaign
i love this video
32:58 what the heck how many levels was this game gonna have
Seemingly a lot! I wonder what "Freak Show" would've been like
okay apparently freak show was supposed to be a boss rush, and sweet tooth a challenge level that was inside a mouth apparently
@@reddyidiot i am much less excited about sweet tooth now
Hey bro, can we collab sometime? Your kinda cool.
Also what's the genesis sounding music at the end of the video?
Column Dive from Columns 3!
th-cam.com/video/2AQ_k_WVs2c/w-d-xo.htmlsi=sRrxUZwgXan0rK1l
this was actually pretty fun to watch,will you be making more srb2 content?
most likely, i'll be doing an addendum video to go over some mistakes and missed things in the three i've done so far next
Nice
You think mine maze was bad? I had to play kine maze act 99 for 100 hours
i dont exactly know what this means but im sorry that sounds very painful
What's the song that starts playing on 30:38 called?
It's Column Dive, from Columns 3! That game has some great music
th-cam.com/video/2AQ_k_WVs2c/w-d-xo.htmlsi=sRrxUZwgXan0rK1l
What's the song at 30:37, thx for letting me bud in
th-cam.com/video/2AQ_k_WVs2c/w-d-xo.html
@@RecordBreakerMuzic thanks for sharing!
could these levels be put into the latest version?
not without heavy modification. and i mean HEAVY modification. these levels are basically just doom levels with a couple new features, and 2.2 levels are almost entirely different with hundreds of new and changed stuff. it is possible, though.
@@RecordBreakerMuzic interesting
12:52 These Are Bugged
14:39 Game Over
Bro did you know you can still play netgames using that version? ;)
dayum
no way qrb2 leaked??
qrb2, my favorite game
Aww man life is backwards at most cases..
For example the graphics are amazing is the start-2.1 aura but in 2.2 it isnt much
While I am very nostalgic for the 2.1 era for SRB2 (as it was the one i grew up with), I can't help but think that 2.2 is just a straight up improvement on a lot of stuff 2.1 did. But I do respect your opinion, there is a charm to the pre 2.2 graphics i suppose
@@RecordBreakerMuzic ya but you cant help but cry knowing that mods and maps like SUGOI 💢 series and other maps like that one boss rush mod that contained bosses for all over modded srb2 2.1
Its just a sham we will not see them make their way to 2.2 😔
Plus way i think this is because SMS wall Jump was technically nerfed 😂
Soo plz understand that i dont hate 2.2 infact i love it and how it added the functionality of inf fps without an fps cap and
But there is a reason I have which will make me angry is the fact that sonic team jr will nerf the thok into a spin
@@m1stq933 all that "remove the thok" shit makes me mad too, the thok has been a thing for over 20 years now, it's served its purpose for that time, it doesn't need to be replaced by a move that does a million things at once
@@RecordBreakerMuzicagreed tbh, for me the thok is a huge part of the game's identity and if theyre gonna replace that ill just stay in 2.2
@@ziulight if they do end up removing it there will hopefully be mods to add it back, but yeah
edit: community also shouldnt have to re-add a pretty good move just because "beginners arent good with sonic" lol
You're nice
thank you
24:37 thankfully srb2 the past fixed this. Also yeah HOW THE FUCK DO YOU MESS UP A WALL TEXTURE SO BADLY THAT IT CRASHES YOUR GAME?
unbelievable
well in the prototype that had these maps, this texture is not an issue
Great video! Do you still have that betaquest.bat file? I can only seem to find the wads and they seem very glitchy without it.
I do, I'll send the text string in a couple hours (doing something atm) so you can just copy that into a bat file yourself
@@RecordBreakerMuzic Thanks! Appreciate it
@@shortnameswill im so sorry i honestly forgot about this, i'll get it now
@@shortnameswill Srb2win.exe -file srb2D2resource.wad SRB2Z1M1.WAD SRB2Z1M2.WAD SRB2Z1M3.WAD SRB2Z2M1.WAD Srb2z2m2.wad SRB2Z2M3.WAD Srb2z3m1.wad Srb2z3m2.wad SRB2Z3M3.WAD Srb2z4m1.wad SRB2Z4M2.WAD SRB2Z4M3.WAD SRB2Z5M1.WAD SRB2Z5M2.WAD SRB2Z5M3.WAD SRB2Z6M1.WAD SRB2Z6M2.WAD SRB2Z6M3.WAD SRB2Z7M1.WAD Srb2z7m2.wad SRB2Z7M3.WAD Srb2z8m1.wad SRB2Z8M3.WAD Srb2z9m1.wad
@@RecordBreakerMuzic no problem and thanks again!
ignoring the shitty glitches and graphics, and the fact that you missed the secret levels sadly
some levels there are nice but then theres mine maze zone and levels that are super fucking small
either way nice editing!
How do I load the scrapped maps into the demo? I downloaded them but couldn't load.
@@hiccupbro666 if you look through the comments here you can find another person asking for the "betaquest.bat" file, and in the replies i put the code used to load all the wads. copy that into a .bat file and put it in the same folder as your demo 2 installation
@@RecordBreakerMuzic Ok. Thanks!
how did you do the title cards for each zone?
I just edited them directly into the video, using various sources for the fonts (mainly spriters resource). Sonic 1 and 2's title cards were made with deathgenerator.com
@@RecordBreakerMuzic oh, mkay
Sageremake 2000 music is remicsed
21:57 The fuck- 💀
28:34 tf he got explode? shouldnt have seen it
He explodd!!!
What do you use to edit?
I use CapCut for PC at the moment
Midi music more like mid music
:(
@@RecordBreakerMuzic i meant the game music
@@metalpipesound nah i knew its ok
True
Man i want play this o my dosbox where the link
On the internet
Music sageremake2000 better, than DEMO 2
Than DEMO 2
Говори по-человечески