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Level 0 - Level Design

Discussion in 'Project: Sonic Retro (Archive)' started by Chimpo, Mar 1, 2009.

  1. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
  2. synchronizer

    synchronizer

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    I combined some elements from previous concepts to make a quick map. How is it?
    [​IMG]
    Let me know what you think.
     
  3. STHX

    STHX

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    Hmmm....

    2 main paths during the course of the act. One seems faster and one has more platforming.

    Seems interesting, and seems fitting for a first stage, but I'll keep the final word when I'll play it, since you can't never know. Also, do I spot water in some part?

    However, could the map be more horizontal? If we suppose the first stage has Sonic on the island's beach, it makes more sense if the map is horizontal, or ascending, at least.
     
  4. synchronizer

    synchronizer

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    Yes, there are a few pools of water, and waterfall slides. This was just a concept, but I see what you mean about it being a little too vertical. I was sort of thinking about those large waterfall pylons in Palmtree Panic's background. Maybe THIS could be Act 2, while Act 1 centers around the beach. In this, the only part I had with sand dunes was at the beginning. It could be a level transition area. I had difficulty thinking of the level specific gimmicks the classic Sonic levels had.
     
  5. STHX

    STHX

    SEGAAAAAAAAA?!? Member
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    About the level progression, this made me come an idea.

    What if the beach is act 2?
    I'll explain. I don't see a beach to be a whole level, however putting it only at the start, like S3&K, may leave some potential out here.
    Where would you place Green Hill Zone? What does it look like? I always wondered what GHZ truly was: you run on a long grass field with palms and flowers here and there. You suspect you're on an island. But the background is not, and if you take a look at the various 3D redintion it had you understand that GHZ is actually more similar to a green highway suspended (not really. coming out fits more) over the sea. And this is where I got this idea.

    I recovered these 3 mock-ups from past posts to better explain my point:
    [​IMG]
    [​IMG]
    [​IMG]

    1) First, the level starts in what looks like a "green highway" "suspended" above the sea. The first act could be a reminescent of GHZ and similar clichès. However, there could be some differences (some parts would be at the level of the sea, putting some water in, while GHZ was all above). The main concept is that this highway goes straigh to the main island. The level progression goes like this:

    2) You start to see the main island in the background. Then the green highway fuses with the shoreline and the beach area starts. The beach keeps going for a little, while the "sea and island" background turns into a more tropical island background. Then:

    3) The beach ends, and green highway reappears (or something with a similar pattern). But this time, it's on the main island, and it has a more tropical appearance. The backgroung is not really junglish, but it is more green, with waterfalls and trees.


    Classic and new combined in one zone (and it fits with the surreal feels the zones always had).
    This could give a good sense of progression. The beach will be in the zone, but the zone won't be made all of shores (variety man).
     
  6. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    Didn't the beach part come first? It makes more sense, as in Chimpo's story, Sonic, Amy and Tails were sunbathing.
    Adventure and Advance 1 started of the same way


    I got a gripe with the new level design. I fear there are too many preset pieces. Preset pieces are fine since they felt free to use them a lot in S3&K but they should only come once in a few sections, usually 1 after every platforming part.
     
  7. synchronizer

    synchronizer

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    I'm sorry, but what are preset pieces? Are you talking about those depressions in the hills where you can speed up?
     
  8. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    Well, I spot a lot of tunnels, which all act in a different way or direction and few loop-de-loops.

    It could be just my eyes deceiving me though. Could you post a bigger version of the mock-up that contains of 1 piece and has a darker outline?

    Well, I spot a lot of tunnels, which all act in a different way or direction and few loop-de-loops.
    It could be just my eyes deceiving me though. Could you post a bigger version of the mock-up that contains of 1 piece and has a darker outline?
     
  9. BadCopNoDonut

    BadCopNoDonut

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    Actually, now, I'm going to take this back. I think I'm going to keep my art for my own uses for now. Not much seems to be going on with this project and so right now, I won't be doing too much further with it. This isn't one of those things I've done in the past where I take all my shit up and quit hacking/making art altogether. I just have...a different use for it now.
     
  10. synchronizer

    synchronizer

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    There you go:

    http://img385.imageshack.us/img385/2407/le...ectretro015.png