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Design Choices in the Post-Generations Era

#46 User is offline Scarred Sun 

Posted 17 November 2011 - 12:55 PM

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Actually, since I'm thinking of writing a follow-up piece to discuss some of the critique said here and elsewhere on the Internet and my knowledge of modeling is...amateurish, is it possible to do a shot of a level cross-sectionally? I'm thinking the "design as tunnel" thing may have some validity to it, but it's hard to say that outright without actually showing a level in its full scope.

#47 User is online Dude 

Posted 17 November 2011 - 01:01 PM

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Well I could get you some shots of sonic adventure levels and how they cross-over eachother, but other games would require someone else. But there are plenty of people here who have dolphin who can do level rips for you and I think polygonjim has perfect colors rips.

(I can't seem to get SADXLVL working on my laptop right now, hold on...)
This post has been edited by Dude: 17 November 2011 - 01:39 PM

#48 User is offline Jayextee 

Posted 17 November 2011 - 01:05 PM

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It would be worth looking at, that's for sure.

I remember that it was noted how Sonic Advance 2's levels are mostly in a downward-sloping configuration, I wonder if there are similar emergent trends in the 3D games. I'd imagine Sonic Heroes' levels to mostly look like interwoven pieces of string from a plan view.

#49 User is offline Dr. Mecha 

Posted 18 November 2011 - 03:54 PM

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If I were them, I just combine the two.

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