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Sonic needs level design like THIS.
Topic Started: Apr 28 2015, 04:04 PM (361 Views)
ashesfromsegaforums
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Character Select
Edited by ashesfromsegaforums, Apr 28 2015, 04:05 PM.
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Cee Jay HaychPosted Image
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"I didn't use the whole thing ...."
Firstly the rules state that you must have at least 3 words in each post.
But more importantly you really need to start putting more explanation in your post.
Try to explain your reasoning as to why you think they should make a level like this.
Any more post like this one and it could be considered spam.
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SXR123
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Blue streak, Speeds by... SONIC THE HEDGEHOG!!!
Honestly the level design is pretty bad. there's no clear indication on where you can or can't go. I mean the underwater parts are fine, but when designing a level you need some way to direct the player on where the can go or can't go. If not, you're confusing the player and having them waste time on trying to figure out where they need to go.

Some games do that purposely but do it in a tasteful way, and sonic games are usually straight forward. I understand having exploration like in adventure, but that had clear level design and the player always knew where they needed to go.

this however, is far too big.
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Ludichaos
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[Outrealm Vagabond]
Big wide open levels with no sense of direction which are easy to get lost in? No thanks.

Sonic games are best when they're tightly tuned experiences in my opinion.The fun comes from becoming familiar with the level layouts and being able to react to them without messing up and losing momentum. Branching paths are fine but ideally they should all meet at a certain point. This level design feels like it would have you hopelessly wandering around looking for a goal ring rather than taking the quickest path to it.

On a separate style note: Far too realistic. Sonic clashes with it. Kind of looks like it fits better in something like Skyrim too.
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Chompman
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The Jaw-ggernaught of Justice.
Sorry Ashes, but i have to agree with these guys and gals. That really did seem too big and open-ended. For a hub world, that would be ideal (Scale it down, trim it up a bit and bam, instant hub world,) but for level design, a little too.....large for our tastes.

A valiant try though. What Sonic needs is a return to his roots, like the good ol' days. Level design was a plus, but what we really need for a complete sonic revival is just Sonic being sonic and beating up ol' Eggy. No gimmicks, no complex storylines (Lookin at you, Sonic 06,) just getting from point A to Point B as fast as you can, and getting Chaos Emeralds. That's what we need.
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HollyYoshiPosted Image
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I object to your claims
No. No it does not.


There's being open and there's being too open. It's not made clear where you're supposed to be going. It seems like it'd be easy to get lost in. Multiple paths are good, but they need to have a clear goal.

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What Sonic needs is a return to his roots


They tried that.

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It did not end well.
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Chompman
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The Jaw-ggernaught of Justice.
Wasn't talking about THAT return to roots. I'm talking about the ORIGINAL 16 BIT here.
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HollyYoshiPosted Image
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I object to your claims
You missed my entire point.

Going back to one's roots does not guarantee quality. It has never guaranteed quality. And the graphics? No, just no. Making the graphics of a future Sonic game 16-bit is also not an end all solution to make a good game. It's only a small part of it. The graphics are there only to make the game look good visually. That's it. They affect nothing else.

You want to know why I hate Sonic 4: Episode 1? The art style of the game has very little to with it. Actually, I'd argue to it being the only decent part of the game. But here are my issues with the game;

First, it's lazily designed. Instead of having all new stages, enemies, and bosses, as a proper sequel should have, we get assets from the past games and nothing else. There is no one here that can tell me with a straight face that Mad Gear is not Metropolis Zone. Because it freaking is.

Second, the gameplay is horrible. Shitty physics, combined with all the dash panels and springs makes for a rather unfun experience. When I roll down a hill, I don't want to stop in the middle. It makes the entire game awkward to play.

You know why I consider the original Genesis classics to be good games? Yes, they looked great graphically, but that's not the only reason. The music was fantastic. The levels were well designed and something I could go through again and again. And, most importantly, the gameplay was great. It was simplistic, but it did it's job and it did it's job well. And that is what Sonic needs - to have a competently-made game, regardless if the game is 16 bits or a new 3D title.
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Chompman
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The Jaw-ggernaught of Justice.
that's what I meant! only I was tired, and when I'm tired, my ideas don't flow well. They get jumbled. sorry.
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Jenna Jay
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Stealing Talents!
Nah mate, they need a level design like this.
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