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McGuirk's EHZ Remake I like it. Maybe you will too.

#1 User is offline McGuirk 

Posted 10 August 2011 - 06:42 PM

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I started this hack a little over a year ago with the intention of remaking Sonic 2's levels to be a bit more difficult, aimed at long time Sonic players. However, unlike many level hacks, I wanted to retain the feel of the original zones. But, between college and so on, I haven't done any work on it in exactly one year, so I figure I'll release what I have and when I get re-motivated, you can have more =)


What I have so far is:

Most of EHZ Act 1

...Joy!


I actually really like what I've got, and I hope you will too. I've remade the level layout with the intention of keeping it feeling like Emerald Hill Zone. But, I feel a like there's a little Palmtree Panic and GHZ influence in there as well too. I've done my best to avoid cheap deaths, add rewards for exploring, add branching paths and secret rooms, and overall make it more difficult while still keeping it in line with a first level.

Clicky

I've played with the code a little and added a custom monitor that is hidden somewhere in the level. It's just for fun, nothing legitimate or fair happens if you find it =P

I've also messed with the tiles and fixed a good bit, but not all, of the tiling errors, and added a custom tile too.


If I get around to it, I'd like to finish EHZ2 and "alter" the boss, and maybe add my own badniks if I find a need. I do have good Ideas for CPZ as well.


Try it out, check out the different ways through to level, and try to get to the secret areas. Let me know what you think. If/when you beat EHZ1, the other zones are there, but there's no rings, have fun!

EDIT: Also kindly note anything you thought was dickish or any bugs you find other than tiling errors. I'm also aware of the fading palette issues if you find the secret monitor. Trying to find the code that handles the fade out and fade in has been a bitch, and I'm still looking.
This post has been edited by McGuirk: 10 August 2011 - 07:31 PM

#2 User is offline Selbi 

Posted 10 August 2011 - 08:02 PM

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Now that's some nifty layout you got there. You didn't lie with making it feel like an original Sonic level. Layout was cleverly built and the object/enemy placement is also very good. The only thing I would change though, is the incredible ammount of "OH NO FUCK YOU, YOU GO THE OTHER WAY" red springs, some of them even launching you straight into spikes or pits. You aren't Dimps, now are you? =P

Also, that monitor is cool, simple concept, well excecuted (though I have no freaking idea what that monitor icon has to do with what it actually does).

#3 User is offline McGuirk 

Posted 10 August 2011 - 09:15 PM

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View PostSelbi, on 10 August 2011 - 08:02 PM, said:

Now that's some nifty layout you got there. You didn't lie with making it feel like an original Sonic level. Layout was cleverly built and the object/enemy placement is also very good. The only thing I would change though, is the incredible ammount of "OH NO FUCK YOU, YOU GO THE OTHER WAY" red springs, some of them even launching you straight into spikes or pits. You aren't Dimps, now are you? =P

Also, that monitor is cool, simple concept, well excecuted (though I have no freaking idea what that monitor icon has to do with what it actually does).


Much appreciated. The monitor icon is a leftover from when it did something completely different. I'll make a new one sometime, but I really don't have an idea what it should be yet.

As for the springs... I had a good laugh at your comment. Yes, there's a lot. I take it they gave you some trouble? :v: Other than the first one, they're only there if you take the lazy mook path. A few actually can be used to your advantage, but perhaps I could tone it down a bit.
This post has been edited by McGuirk: 10 August 2011 - 09:22 PM

#4 User is offline Trunks 

Posted 14 August 2011 - 03:19 PM

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I don't like games that punish their players for playing, and I feel that's what this did exactly. No matter where I went, there was a god damn trap. Grats on making something, but it's absolutely not fun.

#5 User is offline Sparks 

Posted 14 August 2011 - 04:01 PM

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Too many spike traps, springs pushing me the wrong way. There's a lack of flow in the terrain. Feels more like an obstacle course.

#6 User is offline Mosqui 

Posted 16 August 2011 - 04:45 AM

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This layout is a bit strange. On the one hand, the layout fits together without hardly and problems and I didn't find any game-breaking glitches but on the other hand, the game suffers too much from stopping and starting, there are way too many springs that force speed only to be stopped 2 seconds later and death pits don't belong in Emerald Hill Zone, in my opinion. You need to find a healthy balance between speed and platforming for it to work. Try looking at how the original layouts were created and use that as a guide. I'm not saying copy the layout, I'm just saying that using the original layout as a large, working, idea piece isn't a bad thing.
This post has been edited by Mosqui: 16 August 2011 - 04:46 AM

#7 User is offline FIFE Productions 

Posted 16 August 2011 - 09:41 PM

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Ha, took me a while to find that monitor, but I must say that was pretty cool. Gave me a strong Sonic CD vibe: I hope to see it in other hacks.

As for the level itself however, it feels... like it was developed by Dimps. While having new paths is great, the layout made me feel a little claustrophobic and felt more like "STOP. GO FAST." than an evenly flowing pace or rhythm. As for promoting exploration, I died the first time I tried going to a lower path. Death pits should be harder to access and there should be a LOT less spikes everywhere. The spring placement is good, but the power on some of those things feels unnecessary. It feels less strategic than a normal Sonic game and more like "Should I get hurt this way, or go back and take the long way?"

However, it was nice to have so many new paths to choose from and explore (sans some of the traps), and did feel a lot like Sonic CD in terms of exploration. Despite the issues, I see high potential for this, as there were parts of the layout that felt like a normal Sonic game.

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