User:Kaysakado/SA City

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SA City was a WAD created for use with unlabeled public beta releases of SRB2 prior to 1.08 in celebration of new features such as scripts defined for execution in map headers and the first implementations of linedef executors. It was intended purely for use in netgames and provided nothing more then an amusing deterrant from the main game.

As such, games were hosted starting in a "Waiting Zone" map which kept players in solitude while the host waited for everyone to join before going to the next map, which used a map script to read them the rules of each minigame in the city. In this map, they were also seperated and constantly floating in what was intended to appear to be a small interdimentional warp tunnel. Absolutely noone paid attention at this time, they were all too busy yelling "OMG, I'M FLOATING!!1" repeatedly, of course.

Upon the warp map's script completion, the map is changed yet again to the true SA City map, where players were set free to roam. The map included:

  • a normal house with very little in it aside from a table, a few chairs, and a simplistic "television"
  • a shop intended for the sales of statues (though everyone simply stole the statues from the shop, since there was nothing to guard them from doing so and no real way to 'pay' for them anyway)
  • a circuit-style racetrack which went around the entire map across the rooftops using various platforms which float high up in the sky for no apparent reason
  • a diving minigame in which players spring off a diving board and try to land as close to the middle as possible, colorful rings judging score
  • a "battle pit" intended to be the only place in which players may duel, one-on-one, with a layer of glass both restricting their vertical movement and providing a way for spectators to watch from any point they please with no danger of being caught in the crossfire
  • an alternate battle platform in the sky intended for more free dueling, with the added danger of falling off the platform and no restrictions on your vertical movement
  • "Livin' in the City" music from Sonic R, which some may find suprising given the name "SA City," though it fit well and got stuck in everyone's heads all the same.

The host may also switch to another map immediately after the SA City map which has scripts to run through "disaster mode," which threw players through an exciting series of scripted events, including:

  • City-wide fires
  • Roof-tall floods
  • A giant tornado full of Jetty-Syns which sucks players up and tosses them into the air

And a grand finale of "The Chaos Machine," which temporarily put the game into the Chaos gametype and constantly spewed enemies in the statue shop. After players successfully beat off the assault for a while, the Chaos Machine is put into overdrive, causing the map to become severely screwed up, interdimentional rifts causing random gravity changes, large pieces of buildings missing, blocks of intangible opaque black fog, random floating blocks of water, and of course, nearly doubled enemy spawning output. The script then makes all players flash gold, silver, and orange in quick succession to give them a glow effect and significantly increases their running speed.

In the aftermath, the city is put into nighttime mode and reset being to otherwise completely normal, only the broken Chaos Machine remaining as a mark of the adventure.

It was later found that the map-based scripts were flawed, in that they relied on each player's system to run properly. If a certain map causes a player to lag to any degree, it throws their script off and they do not get to see the proper text during disaster mode's execution.

An additional gimmic of the SA City wad was that, because it replaced Techno Hill Zone's mechanical flower sprites with the tornado sprites, JTE decided it would be suitable to give the newly found "tornados" the ability to suck up players in that map as well (on a much smaller scale, of course) and rename it "Tornado Hill Zone"... In doing so, he also reworked the map some to include places where players can lightdash and homing attack chains of enemies to get to the end first, making it into a very balanced race map. The doors at the very end which lock behind you and take a while to open were made before linedef executors existed, and were thus fairly groundbreaking for their time.

Every map in SA City used a different, suitable background music, as taken from the Sonic Adventure games. The only non-SA music in the wad is that of SA City's main theme.

SA City is now being recreated in SRB2JTE, with the intention of programming all the scripts into it and making use of the newest features in order to make it a unique, memorable, bug-free, and groundbreaking experience once more.