Maybe this isn't the best idea, and maybe my opinions on the subject aren't worth anything around these parts anymore, but while playtesting my S-Rank mod I thought a little bit harder about the level design in this, and there are two things I find myself not really liking:
I think it's more readable if the boosters here aren't covered up by crates. The boosters are bright red, your eyes immediately jump to them. I'm not sure why they even got covered in the first place. They seem pretty important to hit, so it's equally important that they are easily visible, I think. Assuming a player will immediately know to smash the crates on their first time through the stage is kind of an odd thing to do.
And...
This is kind of a mess. I guess the "correct" way for it to function is that you come off the trick ramp, hit the spring on the other side, and have the option of homing in to the pulley. Any time I'd come down this way and not take the light dash shortcut earlier in the stage, this area never worked properly. I'd always go flying across the pit and right in to the enemy, or the spike bars, with absolutely zero time to react. In the four or five times I tried it, it only ever seemed to work properly once. I tried both with boosting and without boosting. I actually had to double check to make sure it was like that in Sonic Unleashed, because it seems
that broken.
If I had to suggest a fix, maybe a trick ring positioned at the end of the grind rail that sends you to the upper path, and at the end of the road a row of springs that send you straight up so you can homing attack the egg fighter on the other side? It wouldn't be anywhere close to "accurate", but it would still serve roughly the same purpose without resulting in the player taking a cheap hit.
Anyway, that's my input. Take it or leave it, I guess. Sorry for bumping this topic after four months of silence.
This post has been edited by BlazeHedgehog: 10 September 2013 - 01:45 AM