Zone 01 : "The Mandatory Green Level"
#452
Posted 20 February 2009 - 02:53 PM
Ah. Now I understand your viewpoint Matwek. I'm just looking to minimize unnecessary, extra work. The way Chimpo suggested it, I figured he meant only a change in scenery, like Unleashed (which he referenced to). Different areas in Unleashed didn't play differently at all, so I figured that's what you were referring to.
In short, I agree with you.
In short, I agree with you.
#453
Posted 21 February 2009 - 06:11 AM
QUOTE (muteKi @ Feb 19 2009, 09:40 AM) [post="281015"]
Start far away the main island, you see it approaching during the Zone (the Zone appear just like Green Hill: green speedway which appear suspended over the sea), then the main island approach and you go to a beach area (think the start of Angel Island, just slighty longer), and in the end you enter the forest near the just after the beach area (background changes, but the core of the Zone not. This can be achieved by using platforms with similar patterns and/or colors as the foreground in every area)

Start far away the main island, you see it approaching during the Zone (the Zone appear just like Green Hill: green speedway which appear suspended over the sea), then the main island approach and you go to a beach area (think the start of Angel Island, just slighty longer), and in the end you enter the forest near the just after the beach area (background changes, but the core of the Zone not. This can be achieved by using platforms with similar patterns and/or colors as the foreground in every area)
#454
Posted 28 February 2009 - 04:44 PM
So does anyone have ideas for potential gimmicks or level design set pieces for this zone? Or at least a recap of ideas that might've been expressed earlier in the thread?
After all, it's one thing to consider the theme of the level and another to work on the details.
After all, it's one thing to consider the theme of the level and another to work on the details.
#455
Posted 28 February 2009 - 05:30 PM
Well-hidden switches that dam waterfalls in order to allow the player to access important secret passages?
#456
Posted 28 February 2009 - 05:41 PM
Burrowbot badniks hidden in the sand perhaps?
Or vine traps that pull you up instead of down like in Mushroom Hill?
Even going as far as to have something like a termite badnik drop tree limbs in your path, so you either take damage or have to speed into the passageway the tree would block.
Or vine traps that pull you up instead of down like in Mushroom Hill?
Even going as far as to have something like a termite badnik drop tree limbs in your path, so you either take damage or have to speed into the passageway the tree would block.
#457
Posted 28 February 2009 - 07:27 PM
Firion, on Mar 1 2009, 09:41 AM, said:
Burrowbot badniks hidden in the sand perhaps?
Or vine traps that pull you up instead of down like in Mushroom Hill?
Even going as far as to have something like a termite badnik drop tree limbs in your path, so you either take damage or have to speed into the passageway the tree would block.
Or vine traps that pull you up instead of down like in Mushroom Hill?
Even going as far as to have something like a termite badnik drop tree limbs in your path, so you either take damage or have to speed into the passageway the tree would block.
I had a sketch for a bot that burrow's in the original first stage thread, so we can use that when it comes time to work on the badniks.
#458
Posted 28 February 2009 - 07:42 PM
STHX, on Feb 21 2009, 11:11 AM, said:
But, going from a beach to a volcano?
This change is pretty drastic.
This change is pretty drastic.
Depends, do you go from beach to the interior or beach to the exterior?
Interior, easy enough, Sonic can enter a cave and drops into it, ala the Lava Reef and Sandopolis Pyramid.
Exterior, Tropical Island, Sonic climbs up a cliff-face and ends up running up a volcano (erupting if neccisary)
On-topic; I believe I said it somewhere on this before, Quicksand that either sucks you onto another path or into a bottomless pit, marked by being darker than the sand around it and/or moving in a downward motion.
#459
Posted 28 February 2009 - 08:48 PM
THat's a lot of sand gimmicks for something that is presumably only a small portion of the level.
Although I wouldn't know exactly what Chimpo and company have in mind for that.
Although I wouldn't know exactly what Chimpo and company have in mind for that.

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