Credits: SEGA/Sonic Team: Sonic Generations, of course! Dario FF: For SonicGLVL Dude: Sonic Adventure running animation (unrelated to the mod)Sonic Generations: Windy Valley v1.2 Release!Sky The Destroyer2016-09-28 | It's been a while, hasn't it? Over 3 years!
I've just haven't had the motivation to work on Windy Valley a whole bunch. I've worked on it here and there, until recently where I found a decent amount of motivation and pushed through to a release.
What changed in v1.2? Just a lot of cleaning up and revamping layouts. Most notably, Rhinobots have been added, and now the windy paths are actually paths instead of invisible rails, both thanks to CorvidDude letting me use some assets from his Sonic Adventure Generations mod!
Download: drive.google.com/open?id=0B2gKGcMefspNcEV2cGp4RXE5cHMSonic Generations: Speed Booster ZoneSky The Destroyer2013-09-01 | The video ends where it does because everything beyond that point is unchanged. This is a very old, incomplete mod that I've never shown before that dates back before even CPKREDIR was made. Don't kill me.
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I don't think there was enough speed boosters at 1:01.
I've fixed up some bugs and changed certain parts, like cameras. I've listened to some people and reduced the automation in the level to the best of my ability.
Credits are as same as the first video, except I'd like to thank a few speedrunners for showing off that rainbow ring glitch. That's been fixed now. No more anti-gravity flight!
Also, ranks have been implemented. S-Rank is 1:30 while D-Rank is 3:00. Have fun!
It's been a while since the last update/release, huh?
Again, it replaces City Escape Act 2 (cte200 for you modders), and replaces #Application.ar.00 as well for some things.
This has no GIA yet and has no lightfield. That will come in v2.0 when I get it ready and when Dario releases the lightfield tools respectively.
Feedback is very appreciated. I'd like to see some of you speedrun this level too!
...you'll have a fun time trying to jump over the entire level, I'm sure...
Credits! ---------------- Dario FF: SGLVL, help, and being the father of Sonic Generations modding. Dude: Spline Exporter, 3ds Max help. KatamariParadox: Getting me started on The Air section, and help. SonicHyuga: Help. Faseeh and TGE: Feedback and help. TtTxFTW: Moral support. Me: Everything else
I was randomly messing around with some files, then I accidentally replaced #blb.ar.00 with #Application.ar.00, and then, for some unknown reason, the stage defaulted to the Perfect Chaos boss fight. Unfortunately, when you hit Perfect Chaos, it crashes. It also crashes if you switch to Classic Sonic.
The level is about finished. I just need to tweak it a bit more and render GIA somehow, and it'll be finished.
This is beta 3 of my Windy Valley level import. Changelog copied and pasted from the info document:
*Changelog* - The end has a new segment now, completely built from scratch - Custom cameras - Imported Spinners and Spanners (electric Spinners) from Speed Highway, thanks to EsmeraldMaster - More lives! The reason why there are so many lives is because I want you to play the level. I don't want you to just be bored with the 30 second level. - Other various tweaks - SECRET SECTION UPDATED! Look around the beginning, and you'll see a secret path.
This beta contains extensive changes to the level. It now is imported over Sky Sanctuary Act 2. The music from Sonic Adventure has also been ported and looped correctly.
There's a secret path added to this level (that's not shown). It's in the first half. Think you can find it? If you do and manage to get through the secret path, you'll find many lives. It's early in the level, even before the first ring that you see in the video.
The reason why there is so many lives in the level is because of the fact that it's short and doesn't have too much replayability without those lives.
This is Windy Valley 1 from Sonic Adventure DX: Director's Cut. I will work on this until it is finished, unlike all of the other imports I've done. I'm getting sick of doing incomplete ports, so from now on, all videos will be beta version or higher. No more alphas unless if it's something that really needs to be shown (looking at you, my previous video of Ice Cap).
There might be a Beta 2, and there might not.
This is more of a bonus level for everyone instead of an actual full-fledged level. That's why one-ups are sprinkled throughout the level.
Please note that this video is a demo of me testing out various stage geometry into Sonic Generations. I have no plans to develop this particular mod further myself. However...
8 years from this video's original posting...
There has been a person working on giving this stage geometry life! Check out their GameBanana page here: gamebanana.com/maps/213245
If anyone wants to add objects and stuff and develop your own version of Ice Cap, you can use the geometry. Just give credit as the above person did, and it'll be fine!
Credit to "killercracker" on the Sonic Stadium for ripping the stage for me!Sonic Generations: Peachs Castle (SSBM Version) TestSky The Destroyer2012-06-11 | Read the description!
This is an alpha release. I don't have any plans on developing this mod any further than shown.
This is Peach's Castle from Super Smash Bros. Melee. The textures here are a bit less colorful, but they're much nicer and they don't glitch.
I prefer this version because behind Peach's Castle there's a lot of running space. I find it enjoyable to just run freely over at the hills.
This is a Sonic Generations level import. My first one, in fact. It was for pure testing; there's no plans to develop this any further than shown.
As you can see, there is no GIA rendered, and the textures are terrible. The water is solid because I don't know how to make water in Generations yet. The default camera has been modified for better viewing.
Oh, and there is a secret somewhere in the level. It's an extra life. Go and try to find it.