Audiosurf 2

Audiosurf 2

Mono Pro (Classic)
48 Comments
Alexifeu 1 Feb @ 4:29pm 
I do not get why they removed this mode was always my favorite. Thx for bringing it back.
Негадяй 22 Apr, 2018 @ 9:14am 
Mod good, sad that you can not return the jump and wide to the buttons X and Z
Levy 5 Oct, 2017 @ 9:19am 
Plays exactly like the old version of the game. I got my groove back! This is a great mode to play if you just need a break from trying to get used to AudioSurf2's changes.
TheTimmoth 20 Aug, 2016 @ 11:07am 
Grat mod, but actually the match11 bonus is not added to the raw points!
Alias  [author] 24 Apr, 2016 @ 5:02am 
I think it also depends on the skin, as when i use the default classic skin i notice the jumps very well. In your video the jump height was indeed somewhat lower, but i still noticed it. I dont know why it appeared that low though.
GRomPES 24 Apr, 2016 @ 3:19am 
То, что действительно не хватает в Audiosurf 2. Даже сохранено количество блоков и что они падают в стакан в не исезают сразу. Единственное что не понравилось, это на некоторых треках плохо видно как корабль подпрыгивает... надо сделать высоту прыжка больше(выше)

Сделал более плавную версию 720 60fps

smooth version
https://www.youtube.com/watch?v=cA9rBPXEkEs
Saulron Goodman 12 Feb, 2016 @ 12:50pm 
Could you? I mean I've been playing this game with gamepad for so long it feels weird to use mouse.
Alias  [author] 12 Feb, 2016 @ 9:02am 
There is no gamepad support for the mod because i never took the effort to add it in.
Saulron Goodman 12 Feb, 2016 @ 12:26am 
Gamepad support?
KID 2 Feb, 2016 @ 2:36am 
THX!
76561198087192928 8 Jan, 2016 @ 3:52pm 
Thanks, but too difficult for me compared with first audiosurf.
NOT TODAY 11 Dec, 2015 @ 8:20am 
thx for that one m8
Mad Cat Lad 1 Oct, 2015 @ 11:34am 
This should be one of the official fucking modes. Too bad Dylan is stuck with his retarded corkscrews.
0Brus_Lee0 30 Jul, 2015 @ 2:09pm 
Thanks, i love this mode :steamhappy:
Alias  [author] 3 Jul, 2015 @ 8:47am 
This mode already has a higher speed than the as1 speed. This mode was never ment to realy match the as2 speeds, it was ment to be as close as possible to as1.
EliteHannsi 2 Jul, 2015 @ 4:53pm 
hi
nice mod, brings back the good old days :)
but it´s kind of slow ...
76561197971787398 5 Jun, 2015 @ 3:21pm 
I love Audiosurf 2 and spend a good deal of time on the newer modes but when it really comes down to playing my top 5 tunes you can't beat the more bouncy tracks of the original and when combined with the Superclassic skin this mod is Awesome. Cheers mate!
Mr.Voyager51 7 Nov, 2014 @ 8:08pm 
just tried doesnt work might need to look into it
Alias  [author] 6 Nov, 2014 @ 9:43am 
I never tested the mode for a controller, i did use some of the button settings from mono so it might work. You will probably have to test for it.
Mr.Voyager51 6 Nov, 2014 @ 6:44am 
hey alias does the jump and widen work with xbox 360 controller
Brodziej Głóg 30 May, 2014 @ 6:20pm 
Thanks, mate! I've just bought the game and this mod was the only reason I'm still playing it. The tracks are as bumpy and hilly as in AS1, the speed is just right, the difficulty is not embarassinly low like in default and not as insanely high as in turbo/nitro. I'm actually feeling the songs again. Much obliged. :)
Alias  [author] 31 Dec, 2013 @ 5:12am 
There are a few reasons why ironmode isnt created yet. The problem is that i have to detect an overfill and end the game on that. Since i cant end the game its not actualy possible. I could make it so the track at least goes on but doesnt give any score.

Still, you could try the elite version which has a far higher difficulty.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=193494723
Again no ironmode for that yet for the same reason.

Im still thinking to at least release an partial ironmode that has the abilities removed and a faster track.
Mary Woof Woof 31 Dec, 2013 @ 2:36am 
im really glad that some one brought back this mode :3 you should make an option for iron mode as i find this too easy :)
Spazzola 25 Dec, 2013 @ 4:35am 
Good job, I'm glad that someone bought this mode back :)
Scaalees 23 Dec, 2013 @ 3:48pm 
Awesome mod, this was by sar my favorite game mode on the first game wish it was a little quicke... Thanks for making this :D
Alias  [author] 2 Nov, 2013 @ 6:29am 
That indeed would have to be a seperate mod as what you describe is mono casual classic. I also have to create a mono ninja classic mode. But its that tf2 keeps me busy atm and later on ill make those. There are still a few things i would like to exist before actualy making those modes. (overfilling is still broken in this state since i cant make the player a ghost and its detection can be better)
Rich 1 Nov, 2013 @ 11:35pm 
Its nice, but i've got a few suggestions (possibly to be added in a seperate mod if you could)
*Increase hitbox for colored tiles
*Add more colored tiles
*Add to more 'lanes" that are free of traffic, one on the left side one on the right
*????
*Profit

Basically a more casual version of the current one. The more i think about ye, this would have to be a seperate mod, but i guess it could be made easily as an update for this one (but seperate)

Also to bug report; sometimes a black wall will block parts of the screen


otherwise like this mod, cant belive this wasnt an official game mode
Alias  [author] 26 Oct, 2013 @ 5:26am 
Another update!
- This time the greys will not be instantly removed and wait 20 seconds instead (no breaking animation though)
- corkscrews are added in again. And they are also random so you realy dont know if you are going to see one. (low jumptime requirement but a high randomness)
andrew_berge 23 Oct, 2013 @ 7:54pm 
Aaaah! Much as i'll enjoy trying out the new game modes, i'm happy i can still have my old favorite too. Thanks.
Alias  [author] 20 Oct, 2013 @ 1:40pm 
The mod has been updated with alot of changes again:
- It now uses the new way of bumps again which should later allow loops and such. This again was a complete change in the way the track gets created. Last update caused the whole road to go mad (some songs were unplayable again).
- Jumping is now visible
- During pause the character no longer moves
- Custom skins are now allowed (if they dont load, remove the skins folder from the mod - i dont know if it automaticly does that)
Alias  [author] 19 Oct, 2013 @ 4:36am 
I noticed that all of a sudden it took a min combo of 5. which should have been 3. i now ensured it remained 3. And i have used the new track chaning system to make it a little more bumpier
EAS 14 Oct, 2013 @ 7:32pm 
very good this mod <3
KnewZy 14 Oct, 2013 @ 5:23am 
Love this mod, keep it up.
BambinoPinguino 13 Oct, 2013 @ 9:56pm 
Awesome! A thousand times better than the "new" Mono. Please keep updating this mod! I will be playing it a lot :)
Alias  [author] 12 Oct, 2013 @ 5:47am 
And the mod is updated. There should now be a more fun balance between colors and greys. And the speed should be more similar to audiosurf 1.
Alias  [author] 11 Oct, 2013 @ 9:33am 
(post part 1)
The way it decides the lane you have and the size of the cars/ship is all default of a2. The problem i am mostly facing is that although i have control of the track i have less control on the spawn positions (i am able to change the size of the palyer though). So i have been trying to change the algorithm so it feels more similar to a1 in vehicle count (both greys and color). but its a hard thing to do as measuring time isnt done in seconds but done if vehicle ticks.

Still, i do have a few tracks on which im able to check diffirent environments:
Aux raus - Snails
Red hot chili peppers - walking down the road
red hot chili peppers - skinny sweaty man
John frusciante - slow down (yes, ironic name i know as its one of the fastest i have that still has some variety)
Audiobullys - shotgun
Noisia - machine gun
Bloc party - ratchet
Alias  [author] 11 Oct, 2013 @ 9:33am 
(post part 2)
But to match a1 is hard since a2 has alot of diffirent settings.

A few things i managed is to get tracks bumpy again. And i was able to set the distance between the cars to reduce the overal count.

Its hard to find a balance though since every aspect you change (speed or traffic density) decides alot. And when you randomly select greys its hard to get them at a rate that they feel balanced. I have a speed that should match a1 more now. But the block spawn rate is broken atm (either too much overal or too less, and let too much be grey).

When i have an algorithm that i think works ill do a release. I did backup the version of 5-oct and 7-oct so i can still revert to those or release them seperately.
MoeStrif 10 Oct, 2013 @ 6:16pm 
http://youtu.be/-f9YPPODoPU
i've mastered this track, for me it's the best a song can give on audiosurf, it's really fun to play
see the difference, A1 is fast, but not too much, color are here, not a lot but enough to do a match 11 and the wave ... few days ago, your mod was doing same wave, it was really nice !

btw, do u have a control on the ship size ?
MoeStrif 10 Oct, 2013 @ 4:19pm 
i play also on ninja mono ^^
http://www.audio-surf.com/song.php?t=popular#11296914
i haven't play a lot of song on A2, but i think the bonus for matchh 11 ect must be atteinable in a song :p and it's really tough when i play a song i've mastered in A1 who is so hard in a " classic mode " in A2 :D
anyway, gj man, i'll continue to give feedback to this nice mod :)
Alias  [author] 10 Oct, 2013 @ 9:54am 
Well, for me its a bit hard to judge the color count since i mostly played ninja mono which has far less color but i will see if i can increase them again (it isnt hard to do that but i also need to prevent walls from forming).

About the bumping ill have to check aswel as they might have changed a few things for that (note, not all songs had correct bumping).
MoeStrif 9 Oct, 2013 @ 3:51pm 
i don't if it's because of the update, but i didn't have anymore wave on the road :(
and i think speed and grey/color brick are still too high compare to Audiosurf 1
Alias  [author] 7 Oct, 2013 @ 12:24pm 
And i have updated the mode:
- speed changed (about 20% slower)
- grey block count greatly reduced, color blocks should be somewhat equal but more nicely spread and contain some streaks
- jumping no longer can be done infinitely, to compensate the start i made it so the first moment you dont get grey blocks (although the border is kept minimal so you might be unlucky depending on the song)
- scores for clean finish and stealth are now rounded

For the blocks i changed the algorithm of greys by hand to allow a bit more contol on them. it happened too often that a color ended up too close to a grey and that the blocks are too far away from each other. This made the ride quite boring.
Alias  [author] 7 Oct, 2013 @ 10:56am 
And on a side note, i was able to match the audiosurf 1 speed as the current one is a little too fast.
Alias  [author] 7 Oct, 2013 @ 10:56am 
I already did some testing into some improvements. Specificly the grays that are very close to color blocks were an issue, and there was indeed too much spam. I have been able to reduce the blocks alot and have some more streaks of color blocks to be able to get closer to the scores you used to have on audiosurf 1.
The only big problems that still exist are the following 4:
- The puzzle doesnt match its behaviour by droppings greys instantly
- Grey blocks can act as a wall which you cant avoid
- Jumping has no animation (only that green timer)
- No support for custom skins due to being forced to override them with working ones. i already added my own custom skin but ofcourse that isnt enough. I rather would be able to allow all skins except the sandstorm ones.
MoeStrif 6 Oct, 2013 @ 5:48pm 
nice mod :) but i got some improvement to submit
the road is weaving, it's nice :D i feel really well the rythm but there is too many grey, i think convert like 20% of grey in colored one can be better :) and the speed is a bit too much also, sometime i'm a bit lost because of the speed :p

i hope you will make few change to match classic mono :) good job man
( tested with Phoenix Genma Ken - Square Tune Magician )
Alias  [author] 6 Oct, 2013 @ 5:29am 
I just did some testing with the modes and found out what exactly is the issue.

Many skins also make the track shape diffirent. Neon makes it a very calm ride in bumps (although that one actualy works fine for the mode) where sandstorm is a headache mode by having overkill hard bumps in the road making it barely possible to actualy see whats ahead. Classic has a balance between it and is closer to neon.

If i want to have the sandstorm mode in i would have to edit it. Ill put neon back in though since that one works.
Alias  [author] 5 Oct, 2013 @ 1:52pm 
During the testing the other skins broke for me. Probably by other mistakes but didnt bother testing as it was ment to be played under classic. Ill test them later on and add the skins then if they work.
Nyaxx 5 Oct, 2013 @ 1:05pm 
great mode, but why restrict to just one skin?