I don't often post anymore, or even look at the site frequently, but video game level design has always been one of my passions, which I really developed after fucking around in SonED for years.
QUOTE (GT Koopa @ Sep 27 2010, 08:23 AM)

First there is one extreme. One singular long and winding path. Goes back and forth, zig zaging, trying to hit all available space. split paths are rare, if non existant. If there are split paths, they are small and simple shortcuts that connect back to the main path. Takes a long time to beat.
This is the worst possible design direction for a Sonic level. Whether it's fast or not is irrelevant: Sonic is about intuitive platforming first and foremost, and alternate paths are CRUCIAL to achieving that. Levels like Marble and Labyrinth have not aged well in the
slightest, as they play the same each time, and Marble in particular has plenty of gimmicks which throttle your speed and make sure that, no matter how good or bad at the game the player is, it plays the same time and time again. In a level that is constantly forcing the player in different directions, rather than simply OFFERING them, it is nigh impossible to build and maintain momentum and speed.
Considering the relatively simple goal of the 2D Sonic games (go right), you can have as many paths as you want, as long as there are one or two simple ones that less confident players can take. After familiarizing yourself with these, you can tackle some of the more advanced and difficult paths on the top and bottom of the level, and, in risk-reward style, find goodies for your explorative efforts.
Many of my early levels for Megamix were long and winding, and even if you don't consider that they were amateurish and I blew ass at level design at the time, they were still plain BAD, for the reasons laid out above. I have no idea why people whine about Sonic CD's levels and call them "complex and confusing". It's a Sonic game. if you're getting confused by the alternate routes and gimmicks, then just run to the right. When I was new at the game, I never once had a problem finding my way to the end of levels, with the exception of some absolutely horrible ones, most notably WWZ1 and MMZ2.
tl;dr: Alternate paths are pivotal to Sonic's momentum-fueled exploration and platforming. Complexity is always good, so long as the player is given an "if all else fails" option of a simple, straightforward route.
I could continue this post and go at lengths discussing why almost every 3D level starting with Heroes has been poorly designed, but I've ranted enough for now. Maybe later.
This post has been edited by Robjoe: 27 September 2010 - 02:57 PM