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.
Design Choices in the Post-Generations Era
#47
Posted 17 November 2011 - 01:01 PM
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...)
(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
Posted 17 November 2011 - 01:05 PM
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.
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.

