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Sonic the Hedgehog: Overlooked!! (FIRST PUBLIC RELEASE) My first public hack in seven years

#1 User is offline Ayla 

Posted 29 February 2008 - 12:30 AM

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FIRST PUBLIC RELEASE!! SONIC THE HEDGEHOG OVERLOOKED V. 0.01A: *retracted due to complaints about incompletion*



I wanted to get a little further with this before posting a topic, but I'm pretty excited at the moment -- so here it is! Overlooked was an idea of mine that I had years back (originally I had been working on it in the PC version of Sonic CD) that incorporated various levels of Sonic that I felt weren't really looked at all too much. Here's the levels that I'll have:

Azure Lake Zone (s3 2p)
Endless Mine Zone (s3 2p)
Chrome Gadget Zone (s3 2p)
Carnival Zone (Sonic Crackers)
R2 (still considering tentative names) ??Abandoned Archetype Zone??
Desert Palace(s3 2p)
Scrambled / Crystal Egg(only on third act) (s2ms)

Each level I'm planing (at the moment) to have three acts. The original version of this had HPZ and WZ, but those have been done to death and I'm heavily worried about originality.

...and what's a new hack without at least one picture?

Posted Image

Suggestions, help, comments, etc. are very much appreciated as long as it's constructive =) Progress at the moment is 5% completion and a public, playable version should be out within a month from now ^^

EDIT: The error in the background and the non-transparent leaves I just noticed and fixed =P


=-=-=-=-=-=-=
COMPLETION
=-=-=-=-=-=-=

Title Screen 30%
Level Select 0%
Title Cards 0%

ALZ

Art 80%
Layout 10% (100% conceptual / on paper)
Objects 5% (100% conceptual / on paper)
Boss 0%

EMZ

Art 70% (definately needs some help on extra tiles)
Layout 1%
Objects 0%
Boss 0% (5% conceptual / on paper)

CGZ

Art 70%
Layout 3% (100% conceptual / on paper)
Objects 1% (100% conceptual / on paper)
Boss 0%

Speed Slider Zone

Art 90%
Layout 5% (100% conceptual / on paper)
Objects 0%
Boss 0%

Rusting Ruins

Art 5% (35% conceptual / on paper)
Layout 0% (80% conceptual / on paper)
Objects 0% (70% conceptual / on paper)
Boss 0% (50% conceptual / on paper)

Desert Palace

Art 60% (100% for act 1 and 2) (100% conceptual / on paper Act 2 and 3)
Layout 30% (100% conceptual / on paper)
Objects 25% (100% conceptual / on paper)
Boss 0% (100% conceptual / on paper)

Scrambled / Crystal Egg

Art 50%
Layout 0%
Objects 0%
Boss 100% (yah.. I'm keeping the final boss for Crystal Egg. I'll try and make it a bit easier than it's gg/sms counterpart>.> )
This post has been edited by Ayla: 01 January 2009 - 06:57 PM

#2 User is offline Tweaker 

Posted 29 February 2008 - 12:36 AM

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View PostNayr T'nargh, on Feb 29 2008, 12:30 AM, said:

R2 (still considering tentative names) ??Abandoned Archetype Zone??

Mercury Mine Zone? =P

Anyway, pretty cool stuff! Do you plan on trying to get the music to each level in there as well?

#3 User is offline Ayla 

Posted 29 February 2008 - 12:38 AM

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yah.. although I feel some of the s3 2player zones were kind of dull music-wise.. might have to spice 'em up a bit ~.^

#4 User is offline Qjimbo 

Posted 29 February 2008 - 12:52 AM

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Nice upscaling =)

#5 User is offline Quexinos 

Posted 29 February 2008 - 01:08 AM

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This is a very original idea. I can't really provide input on just one picture but so far the concept seems great. I can't wait to play it.

#6 User is offline Icy Guy 

Posted 29 February 2008 - 01:23 AM

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Looks pretty neat. Azure Lake should be a blast to play as a full zone as long as you remember to include the surprise/booby trap springs. Gotta have springs that catch you off guard and throw you back through the loop you just went through. Just don't overdo it. ;)

#7 User is offline Ayla 

Posted 29 February 2008 - 02:23 AM

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I had a few interesting concepts for Azure Lake, but that was NOT one of them... thanks for the idea! :D

#8 User is offline Smindas 

Posted 29 February 2008 - 08:44 AM

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I always wanted to see Chrome Gadget developed in to a full level. Sounds like an interesting concept, good luck with it.

#9 User is offline JoseTB 

Posted 29 February 2008 - 09:27 AM

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View PostNayr T'nargh, on Feb 29 2008, 06:30 AM, said:

R2 (still considering tentative names)


Mercury Mi-- Damn, Tweaker beat me to it =P

Looking good. I also had this very same idea for years, but never got to actually work on it (lack of time, etc)

#10 User is offline Ayla 

Posted 29 February 2008 - 12:35 PM

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mercury mines was fake (although humorous.. kudos to Nemesis) =P The most accurate representation of R2 was that brief clip from the SCD ending video.. but it's possible that could be interpreted as a mine. It's one of two levels that will have ass tons of custom art so I have plenty of time to think about that one. I've decided that I'll be making updates on % progress in various areas by editing the first post.
This post has been edited by Nayr T'nargh: 29 February 2008 - 12:36 PM

#11 User is offline P.P.A. 

Posted 29 February 2008 - 03:32 PM

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I highly doubt R2 was a mine stage. Quartz Quadrant was already a mine, wasn't it?
I always imaged R2 to be some ruins in a jungle or desert...

#12 User is offline ExecByte 

Posted 29 February 2008 - 07:57 PM

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This is a good idea. After all these years, I never played those Sonic 3 competition zones until yesterday, and I was like, "Oh my god, these suck." Basically since there wasn't much to the layouts. And you're right, the music for some of them is pretty lame. It should be good to play these as real zones when you finish them.

#13 User is offline Rika Chou 

Posted 29 February 2008 - 08:00 PM

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Personally, I LOVED the S3 competiton zones music.

#14 User is offline ChaotixXero 

Posted 29 February 2008 - 08:43 PM

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I agree, I love the S3 Competition music too.

#15 User is offline Xilla 

Posted 29 February 2008 - 10:29 PM

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Thought the competition music fit in quite well in Sonic Pocket Adventure myself, although I love the tracks anyway (especially Endless Mine).

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