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Zone 01 : "The Mandatory Green Level"

#451 User is offline Galaxia 

Posted 20 February 2009 - 02:31 PM

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View PostRedStripedShoes, on Feb 20 2009, 03:17 PM, said:

View PostIce Sonic, on Feb 20 2009, 06:55 AM, said:

View Postjman2050, on Feb 20 2009, 02:35 AM, said:

Volcano->Exit into Desert

Volcano in a desert? What?


That's nothing compared to the volcano under a desert in S&K.


Could've been towards the center of the earth, if you want to argue that.

#452 User is offline Aerosol 

Posted 20 February 2009 - 02:53 PM

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Ah. Now I understand your viewpoint Matwek. I'm just looking to minimize unnecessary, extra work. The way Chimpo suggested it, I figured he meant only a change in scenery, like Unleashed (which he referenced to). Different areas in Unleashed didn't play differently at all, so I figured that's what you were referring to.

In short, I agree with you.

#453 User is offline STHX 

Posted 21 February 2009 - 06:11 AM

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QUOTE (muteKi @ Feb 19 2009, 09:40 AM) [post="281015"]Posted Image

Start far away the main island, you see it approaching during the Zone (the Zone appear just like Green Hill: green speedway which appear suspended over the sea), then the main island approach and you go to a beach area (think the start of Angel Island, just slighty longer), and in the end you enter the forest near the just after the beach area (background changes, but the core of the Zone not. This can be achieved by using platforms with similar patterns and/or colors as the foreground in every area)

#454 User is offline jman2050 

Posted 28 February 2009 - 04:44 PM

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So does anyone have ideas for potential gimmicks or level design set pieces for this zone? Or at least a recap of ideas that might've been expressed earlier in the thread?

After all, it's one thing to consider the theme of the level and another to work on the details.

#455 User is offline synchronizer 

Posted 28 February 2009 - 05:30 PM

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Well-hidden switches that dam waterfalls in order to allow the player to access important secret passages?

#456 User is offline Firion 

Posted 28 February 2009 - 05:41 PM

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Burrowbot badniks hidden in the sand perhaps?

Or vine traps that pull you up instead of down like in Mushroom Hill?

Even going as far as to have something like a termite badnik drop tree limbs in your path, so you either take damage or have to speed into the passageway the tree would block.

#457 User is offline Kamon62 

Posted 28 February 2009 - 07:27 PM

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View PostFirion, on Mar 1 2009, 09:41 AM, said:

Burrowbot badniks hidden in the sand perhaps?

Or vine traps that pull you up instead of down like in Mushroom Hill?

Even going as far as to have something like a termite badnik drop tree limbs in your path, so you either take damage or have to speed into the passageway the tree would block.


I had a sketch for a bot that burrow's in the original first stage thread, so we can use that when it comes time to work on the badniks. :(

#458 User is offline BlackHole 

Posted 28 February 2009 - 07:42 PM

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View PostSTHX, on Feb 21 2009, 11:11 AM, said:

But, going from a beach to a volcano?
This change is pretty drastic.


Depends, do you go from beach to the interior or beach to the exterior?

Interior, easy enough, Sonic can enter a cave and drops into it, ala the Lava Reef and Sandopolis Pyramid.

Exterior, Tropical Island, Sonic climbs up a cliff-face and ends up running up a volcano (erupting if neccisary)

On-topic; I believe I said it somewhere on this before, Quicksand that either sucks you onto another path or into a bottomless pit, marked by being darker than the sand around it and/or moving in a downward motion.

#459 User is offline jman2050 

Posted 28 February 2009 - 08:48 PM

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THat's a lot of sand gimmicks for something that is presumably only a small portion of the level.

Although I wouldn't know exactly what Chimpo and company have in mind for that.

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