Sonic and Sega Retro Message Board: Zone 01 : "The Mandatory Green Level" - Sonic and Sega Retro Message Board

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Zone 01 : "The Mandatory Green Level"

#46 User is offline Black Squirrel 

Posted 10 November 2008 - 04:26 PM

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To be fair back in July when I made that set I wasn't going for an original look. I was kinda going for an "enhanced" look - so people would instantly know it was a Sonic tileset and not something completely different. I can assure you nothing's taken directly from another game though.

Rika's stuff is probably a better choice, but it still needs a bit of editing so that it doesn't make this game look like Sonic 2 Advanced Edit 2. But even then a quick palette change would probably fix that.

#47 User is offline PC2 

Posted 10 November 2008 - 04:41 PM

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People, please calm down. Remember that everyone has a different idea of what this game should be. I propose a hybrid of some sort between the two backgrounds:
Posted Image
Not exactly the sexiest example, but just throwing it out there as a concept. Feel free to expand upon this in some way, shape, or form.
This post has been edited by PC2: 10 November 2008 - 04:49 PM

#48 User is offline Matwek 

Posted 10 November 2008 - 04:42 PM

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QUOTE (CyclopsCaveman @ Nov 10 2008, 10:26 PM) [post="243633"]Posted Image
Keep the fresh clean like tiles for the start of the level but as you get closer to the circus level things get slightly run down with tiles knocked off, cracks, maybe a slightly different texture underneath as things change from tropical to more urban?

#49 User is offline muteKi 

Posted 10 November 2008 - 04:52 PM

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That's not quite what I had in mind but I agree that somewhere between the two would be ideal -- the only real issue that I have with Rika's art is, again, that the texture is too simple. I don't have anything against the art in Mushroom Hill either, but it's a bit simple for a project that I feel is supposed to expand on Sonic 3 / Sonic & Knuckles. That new art that you've made appears non-uniform.


Consider for example, Chaotix, arguably the next game in the series.
Posted Image

It's using a lot of different colors and patterns for those floor tiles. Their less uniform design and occasional checkered patterns actually remind me much of Sonic 2's first level.

Posted Image
Because more of the color and graphics space has to be used for enemies and other objects, the ground is monochromatic, but the patterns are more complex and nonuniform than the ones proposed here.

#50 User is offline PC2 

Posted 10 November 2008 - 04:52 PM

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QUOTE (Matwek @ Nov 10 2008, 04:42 PM) [post="243645"]Posted Image[/quote]I actually like this a lot. It keeps things from getting too repetitive and "tidy". It also seems to add a lot more depth to the structure. :colbert: The idea of changing the level art as the player nears the end of the zone isn't such a bad idea, especially for a first stage. They did it in Scrap Brain and a lot of the S3K stages, and Mushroom Hill had its cool changing palette. Changing the actual foreground pattern makes it all the more interesting.
This post has been edited by PC2: 10 November 2008 - 04:55 PM

#51 User is offline CyclopsCaveman 

Posted 10 November 2008 - 04:54 PM

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I never suggested it absolutely had to be an overgrown rain forest. It could always be split into two separate branches, one branch from the dock act that leads to two beach acts (and then two different routes that lead to two different paths through zone two, going back to the catwalks idea I had) and another one that leads directly to land and skips over the beach, giving two acts of whatever kind of grassy/plainy/foresty area we decide on to use, but leads to two different paths in the second zone, but the top path is the same as the bottom path from the beach, and the bottom path has Sonic going under the Carnival, and maybe we could have the top two levels of the Carnival separate from the bottom, so that you take the bottom path and you can later fight bosses in different arenas than at the top or bottom of the carnival, and each boss leads into a different path, and branches off into different zone designs for top, middle, and bottom paths, and if you take all bottom paths, or take the bottom path in act 3, you go into the sewers.
This post has been edited by CyclopsCaveman: 10 November 2008 - 04:57 PM

#52 User is offline synchronizer 

Posted 10 November 2008 - 05:00 PM

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I don't think bosses should be rehashed. To keep things fresh, new bosses should be created for each zone, therefore giving the player a reason to play the game again and again.

#53 User is offline Tweaker 

Posted 10 November 2008 - 05:02 PM

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QUOTE (PC2 @ Nov 10 2008, 04:41 PM) [post="243641"]Posted Image
Not exactly the sexiest example, but just throwing it out there as a concept. Feel free to expand upon this in some way, shape, or form.[/quote]
That's pretty cool, actually! I especially love the look of the grass—very nice hybrid. :colbert:

I also like the idea of the irregularities in the tiles. Can someone try it on something like PC2's example? It could turn out to be very interesting.

#54 User is offline CyclopsCaveman 

Posted 10 November 2008 - 05:04 PM

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I'm not saying 'rehash bosses'. If that's what it seemed like when I was talking about fighting bosses in different arenas, I meant zone-specific bosses. Sorry if I came off on the wrong tangent there about bosses.

#55 User is offline Matwek 

Posted 10 November 2008 - 05:08 PM

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QUOTE (Tweaker @ Nov 10 2008, 10:02 PM) [post="243659"]Posted Image
Not exactly the sexiest example, but just throwing it out there as a concept. Feel free to expand upon this in some way, shape, or form.[/quote]
That's pretty cool, actually! I especially love the look of the grass—very nice hybrid. :colbert:

I also like the idea of the irregularities in the tiles. Can someone try it on something like PC2's example? It could turn out to be very interesting.
[/quote]

Any chance whoever gives it a go can do one with the same pallet as the first of the 3 and one keeping the hybrid version? For a quick comparison.
I like the extra detail on the hybrid but Im just a little worried it might look like a game of Columns if the colours are too different from one another.

#56 User is offline SoNick 

Posted 10 November 2008 - 08:32 PM

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I'm really liking the grass of the composited image, but the ground tiles could use some work; to expand on what Matwek said, they really look more like Columns jewels randomly stuck into dirt than actual ground pieces.
Perhaps you could either make the darker bits look less recessed or make the parts sticking stick out less?

#57 User is offline Mad Echidna 

Posted 10 November 2008 - 09:19 PM

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Since we are apparently talking about aesthetic here,

Posted Image

I can honestly say that this is the first mockup I've seen that is worthy of a Sonic sequel. Rika's stuff is very cool, but it just seems to monochromatic. This new style is PERFECT

#58 User is offline DimensionWarped 

Posted 10 November 2008 - 10:54 PM

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QUOTE (Phoebius @ Nov 9 2008, 02:41 PM) [post="243211"]Posted Image[/quote]

Safe to assume that when the player runs on this, it does a sort of reverse EHZ2 spiral gimmick? At least, thats the impression I'm feeling from it.

@Rika: You could always join up with the Nexus crew. We try to adhere to the SonicCD visual style for the most part.
This post has been edited by DimensionWarped: 10 November 2008 - 11:02 PM

#59 User is offline Polygon Jim 

Posted 10 November 2008 - 11:21 PM

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QUOTE (Mad Echidna @ Nov 10 2008, 09:19 PM) [post="243804"]Posted Image

I can honestly say that this is the first mockup I've seen that is worthy of a Sonic sequel. Rika's stuff is very cool, but it just seems to monochromatic. This new style is PERFECT[/quote]


What the hell. Someone explain the appeal of that? It's just EHZ and GHZ with a texture, a new pallete, new grass, and some custom plants. I'd say he custom drew everything, but that's all the design is.

(obvious 2 second ms paint job on my part.)
Posted Image


I mean, it looks good, but it isn't original at all, unlike Rika's.
This post has been edited by Polygon Jim: 10 November 2008 - 11:23 PM

#60 User is offline DimensionWarped 

Posted 10 November 2008 - 11:42 PM

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Honestly, I think that if the original team had made a sequel following Sonic and Knuckles, they probably wouldn't have done another Green Hill Zone. It would have been another somewhat similar concept but radicalized in the same fashion as Angel Island or Mushroom Hill. Simple of course, but far less so than EHZ/GHZ.

For that reason, I think the original set is more fitting than a bunch of GHZ touchups.
This post has been edited by DimensionWarped: 10 November 2008 - 11:49 PM

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