But as I said you're probably better off finding better grass/foreground objects since mine aren't too great.
Zone 01 : "The Mandatory Green Level"
#31
Posted 10 November 2008 - 02:50 PM
But as I said you're probably better off finding better grass/foreground objects since mine aren't too great.
#32
Posted 10 November 2008 - 02:52 PM
Polygon Jim, on Nov 10 2008, 02:42 PM, said:
No, it's not. If you're going to provide some sort of counter-argument or point against an opinion anyone has, be constructive about it or don't bother posting. There's a reason you were banned from the last Sonic 4 forum.
#33
Posted 10 November 2008 - 02:53 PM
Maybe a later level...?
#34
Posted 10 November 2008 - 02:53 PM
Yes, the level needs more detail, but I don't like the idea of shading the individual hexagons. All the first levels, save AIZ, used a fairly low detail simple pattern.
#35
Posted 10 November 2008 - 02:55 PM
Rika Chou, on Nov 10 2008, 02:53 PM, said:
It's no more "overused" than the pattern you came up with, quite bluntly. Maybe the shapes could be changed around a bit, admittedly, but it already looks much more detailed than what you came up with. If you think you can improve on yours, so be it, but so far this is looking like it could capture the feeling of a first level much better...
#36
Posted 10 November 2008 - 03:05 PM

because circle tool sucks. My alternative isn't perfect but it's an improvement. Personally I think you'd be better off animating it in some way, like Oil Ocean's.
and as far as your hexagonal ground goes

maybe do what I've just done and have one or two a lighter (or darker) shade?
Oh and while I'm here, a while back this little project inspired me to make a few mockups of my own:

I mean I wouldn't recommend using it since there's a lot of sucky parts and I've no intention of going back and finishing the bits I'm missing, but I thought it might be worth posting. I've got an improved tileset if you're interested.[/quote]
HELL TO THE YES.
I've been pushing to see more detailed sprites in S4, but everyone seemed to be under the impression that Sonic CD-esque = better.
#37
Posted 10 November 2008 - 03:12 PM
At this point, I'm thinking maybe I shouldn't be part of this project. I think I have a different vision of this game than what's it's being turned into...
#38
Posted 10 November 2008 - 03:19 PM
Rika Chou, on Nov 10 2008, 03:12 PM, said:
At this point, I'm thinking maybe I shouldn't be part of this project. I think I have a different vision of this game than what's it's being turned into...
You musn't think about backing out. These are simply ideas being brought out for consideration.. no final decisions have been made yet. Besides, I'm leaning more towards your design at the moment as they are more original-looking for a Sonic game.
#39
Posted 10 November 2008 - 03:19 PM
Though maybe a hexagonal pattern would actually work... I don't recall having seen this kind of level with that pattern.
#40
Posted 10 November 2008 - 03:19 PM
Rika Chou, on Nov 10 2008, 12:12 PM, said:
At this point, I'm thinking maybe I shouldn't be part of this project. I think I have a different vision of this game than what's it's being turned into...
All I'm hearing is "BAWWWW I'm GONNA QUIT IF YOU REPLACE MY WORK".
#41
Posted 10 November 2008 - 03:26 PM
Rika Chou, on Nov 10 2008, 03:12 PM, said:
At this point, I'm thinking maybe I shouldn't be part of this project. I think I have a different vision of this game than what's it's being turned into...
People say they like somebody else's work more than yours, and all of a sudden you have to leave the project? I don't get it. This has to be, like, the first time somebody's ever left legitimate criticism of your work in light of a specific goal. All I saw on the old forums were people mindlessly praising you without any constructive discussion. Maybe you're not used to it, and maybe I came on a bit strong, but I see absolutely no reason for that attitude.
There's nothing significantly different going on here, and a "Sonic 4" sort of concept would not have taken a Sonic CD direction in terms of style. That was specific to Naoto Ohshima's way of thinking, and it's pretty obvious that a sequel would have, again, been headed by Hirokazu Yasuhara.
I believe Black Squirrel's mockup is more similar to that style. Why don't you, exactly?
GameNerd Advance, on Nov 10 2008, 03:19 PM, said:
You're not helping at all. Be constructive, or... well, just don't reply. We don't need this crap.
#42
Posted 10 November 2008 - 03:50 PM
Tweaker, on Nov 10 2008, 09:26 PM, said:
Rika Chou, on Nov 10 2008, 03:12 PM, said:
At this point, I'm thinking maybe I shouldn't be part of this project. I think I have a different vision of this game than what's it's being turned into...
People say they like somebody else's work more than yours, and all of a sudden you have to leave the project? I don't get it. This has to be, like, the first time somebody's ever left legitimate criticism of your work in light of a specific goal. All I saw on the old forums were people mindlessly praising you without any constructive discussion. Maybe you're not used to it, and maybe I came on a bit strong, but I see absolutely no reason for that attitude.
Nonononono, this has nothing to do with criticism or whatever. I think it just has to do with creative differences. If this game is going to use an art style that I feel is not the right choice, I might as well just not be part of it. I'm not saying that it's bad, it's just not how I have always envisioned this project. Since this is now officially a community project, I am not going to go out of my way to force my work into this when the community seem to prefer something else more.
So, if my art style is not what is wanted, I see no point in me being part of this. I'm not trying to have a bad attitude or anything, I'm just trying to be sensible. I mean, since this project was first started, people have been complaining about my work on this level and I guess it's about time that I start listening to this...
#43
Posted 10 November 2008 - 03:52 PM

I also have to agree with Guess Who - this is "the Sonic sequel", isn't it? Perhaps we should do something other than just straight up tiles - get a little random with it like AIZ, maybe.[/quote]
Why can't we just continue the changes made here? Keep the pattern but up the detail, maybe throw in a few unique tile sections here and there to mix things up a bit, surely that would meet the best of both worlds?
#44
Posted 10 November 2008 - 04:12 PM
Polygon Jim, on Nov 11 2008, 05:12 AM, said:
#45
Posted 10 November 2008 - 04:26 PM
[/quote]I really like this, since it doesn't look old to me. It looks like something I've never seen before and I like it a lot. If we were
to do something like art-y transitions between acts, like Act 1 Dock -> Act 2 Beach -> Act 3 Overgrown rain forest or something like that, we could make the zones more diverse if we wanted to, but we could keep elements from previous zones sorta. Like, in the rain forest act we could have metal bridges that go over the water, but are broken apart and rusted away from all of the rain and have trees breaking through them making holes leading underwater.
And, to not have to make radically new tiles for each act, we could have similar tiles in each act. So, act 1 could have been bombed by Robotnik before Sonic got there, and as you get closer to shore, you start seeing sand on the docks, so in the beach level, we can have high tech walks that rise high above the beach that Sonic can take elevators up to, that have a small layer of sand on them. Something like that, you know?

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