This began as a gag level for a stream that eventually showed Unleashed Recompiled. The idea was to do a Werehog dungeon, specifically the Water Temple from The Legend of Zelda: Ocarina of Time. 3D
As development progressed, the idea proved strong enough to expand beyond a short gag. The design now uses the full layout to do something more deliberate.
Since that stream, numerous issues from the original have been adjusted, including several softlocks that were not encountered initially. Multiple variations were created to make use of the DLC Acts to be unique.
Because the original showing was balanced around modified Werehog stats, the mod is now tuned for base Werehog stats. Enemy difficulty has been adjusted across the Acts and remains challenging if not careful.
Since it now features a NavMesh to allow enemies to track you properly.
Would recommend turning off the Battle Music to enjoy the Water Temple to the fullest but does work fine with it turned on as well.
Overall it expects you to know how to move around as the Werehog but doesn't require you to be an expert with any tricks to fully complete the level.
Acts:
To note this replaces Adabats Night Levels and has the stage Icons replaced as well to signify it.
• Act 1: A Remixed take on the Original Version shown on stream in April.
• Act 1-2: A Lightly Modified Variant of the Original that primarily fixes softlocks; the route remains the same to preserve the original layout
.• Act 3: A Different Interpretation, similar in spirit to Ocarina of Time Master Quest routing.
Ranking:
Ranks are now based around on a clear time rather than total overall score. The level can be difficult and repeated deaths are likely due to a certain section, so curving around a time-based ranking doesn't affect as bad when losing points since checkpoints don't keep them by default.
Known Issues:
• Cameras and doors: The door system here differs from how Sonic Team setup in Unleashed. Typically the camera stays fixed until leaving the door area to close. In this version, the camera attempts to pan away, which can clip through geometry. Disabling camera collision in select spots did not fully resolve the issue. A full redesign or a custom object would likely be required and is not currently available.
• Moving floors: On vertically moving platforms, the player can clip into the floor mesh. The game does not push the player out of bounds, and the layout is designed to push the player back out, so softlocks should not occur from this.
• Puzzle Solved Jingle plays when after dying. This is due to tying together playing the sound when activated an object. So when the game reloads its playing that sound again since it seemed to check all the objects. Thankfully it only plays once per death. Maybe there could have been a better way to handle it. But this was the easiest solution to tying something together across multiple objects.
• Since this is replacing an Adabat Night Level that means playing through the Story and doing Missions that use that Level ID will not work correctly and will likely spawn somewhere and cause death upon loading. Only focused on the selectable Acts/DLCs and not the Missions in mind. So it would be expected to play from the World Map Menu when selecting a level as well.