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Sonic 3C 0408 discussion

#61 User is offline Kamek 

Posted 24 February 2008 - 06:03 AM

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I started putting together a map of the first part of 0408's MHZ1, but it's taking longer than expected, so I'll have to finish it up tomorrow.

#62 User is offline Tadashi 

Posted 24 February 2008 - 06:06 AM

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View PostKamek, on Feb 24 2008, 08:03 PM, said:

I started putting together a map of the first part of 0408's MHZ1, but it's taking longer than expected, so I'll have to finish it up tomorrow.

Can't you use SonED to build a map?

#63 User is offline Vangar 

Posted 24 February 2008 - 06:07 AM

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-Flying Battery - Act two. The boss had way too many swings and was defeated in one pattern. Sonic runs out of the base and doesn't spin down the door.

-Sandopolis - Sonic doesn't land into sand, just falls onto the tile.

#64 User is offline Vangar 

Posted 24 February 2008 - 06:23 AM

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-Sandopolis - No sound effect on bumping through sand falls, no sound effect on breaking blocks. No sound effect pushing the moving rock on the conveyor.

-Sandopolis - Extreme difficulty climbing the moving sand with the jump block to block bricks with the fire shield. Usually you can use the fire shield to fly up them.

-Sandopolis - No sound effect on the falling sand wall.

Someone else do sandopolis, I hate it.

-Sandopolis - Act two. No sound on conveyor belt, no sound on closing doors, missing moving platform in the endless fall part.

Im not doing sandopolis properly, because it drives me batshit insane.

#65 User is offline Vangar 

Posted 24 February 2008 - 06:44 AM

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- Lava Reef Zone - Act One. Identical until you reach the top room after the first encounter with the boss, there is an extra life in the room with the rings and the electric monitor instead of two red springs.

- Lava Reef Zone - No sound effect on the out of control metal spikeball.

- Lava Reef Zone - There are glitches in the rock floor during the act one boss.

Apart from those changes, I cant see much difference with the final and beta Lava Reef Act one, It looks to be the most complete zone in this beta.

- Lava Reef Zone - Act two. People already seem to be looking through this, so I'll leave it.

#66 User is offline Vinsent 

Posted 24 February 2008 - 07:06 AM

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Ok!Then I'll finish it up for you.
Sandopolis zone act 2 -There seems to be a few removals of starposts, the boss has no stomping sound when it walks, The little cliff jumping thing makes no sound when you kick off it, if you get hit by an enemy while in quicksand you get stuck in the damaged state and are unable to move until you fall to your death.

#67 User is offline MoDule 

Posted 24 February 2008 - 09:17 AM

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Here's a few things that are not level specific:
-monitors haven't been updated yet. If you hit them from the bottom they bounce up and then fall down (like in s3). In the final they just break (probably so they can't kill you anymore). Also, in the final you can break them by jumping against their side. That doesn't work here.
-Sonic's roll deceleration hasn't been fixed yet. You know how in s2 Super Sonic has really bad rolling (he slows down really fast)? Well, that hasn't been fixed yet here.
-The bug where Sonic uses his walking animation during a spin dash was not fixed.
-Hyper Sonic doesn't seem to exist in this beta. At least, he's not accessible through normal gameplay.

-MHZ Boss:
-it seems like he doesn't emerge until you destroy his satellite
-he stays there a lot longer after he comes out of the ground
-when you hit him during the running section you bounce off him much stronger
-I think the hits he takes before the running section don't count. In the final I think they do

#68 User is offline Hitaxas 

Posted 24 February 2008 - 09:25 AM

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View PostTrunks, on Feb 23 2008, 09:06 PM, said:

-----------------------------------------------

In this beta, the spinning sign at the end of each act 1 has a frame which includes a blue knuckles while playing as sonic. I'm unaware of whether or not this is in the final, but I thought I should make mention of it.

-----------------------------------------------


It was in S3A.

============
I noticed it when playing Sonic 3 as a little kid, I was like, "I can unlock Knuckles?!". Of course, I was really little, and naive.
============

#69 User is offline notaz 

Posted 24 February 2008 - 09:40 AM

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After slot machine bonus ends, it starts again, but this time it says "DOILUS STAGE". This is fixed in 0517.

#70 User is offline Spanner 

Posted 24 February 2008 - 10:33 AM

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Sky Sanctuary Zone:
Posted Image
That wasn't there before, wasn't it?
Posted Image
Black explosion, it looks like badnik explosions are based on the level palletes.
Posted Image
Minor tile change at this part.
Posted Image
When you go to the Mecha Sonic arena the teleporter explodes itself, Mecha Sonic does not come into the arena.

Death Egg Zone:

Posted Image
Instead of a lightning monitor it's a spring in the 1st 4 way hover tunnels.
Posted Image
The path where the platform that goes down when you used the left tunnel in the 4 way system doesn't contain any missile launchers or spikes.

#71 User is offline Oerg866 

Posted 24 February 2008 - 11:38 AM

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Compressed art (nemesis) are at following offsets:

NEMESIS COMPRESSED ART OBJECTS FOR SONIC3C 408

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0003A412
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000582D4
000599CC
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000B2C46
0011C000
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0011DE50
0011E1D2
00120EB0
0012E78A
0012F418
001B8ECE
001B8F10
001B9092
001B90EE
001B925A
001B93A2
001B99FE
001BA96E
001BF8B2
001FAA94
001FB008
001FB386
001FB406
001FC260
0022CA90
0022DD2A
0022E316
0022E9A2
0022FB5A
00230C06
00230CE2
00230F08
0023192A
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0023296E
00232D0E
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002ACA90
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002AE316
002AE9A2
002AFB5A
002B0C06
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002B192A
002B1996
002B1F50
002B296E
002B2D0E
002B4F96
002B717E
003481A0
003486E0
00348978
0034F5E2
0035026C
0035C900
0035C988
0035CACE
0035CBD2
0035CDBA
0035CEE6
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0035D738
0035D794
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0035E49A
0035E6C0
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0035F528
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00368400
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00371178
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003800A2
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0038097A
00380BEC
00381002
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0038AE2A
0038CF6E
0038D3E0
0038D586
0038D72A
0038D8BC
0038DA22
0038DB46
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0038E760
0038FAEC
0038FBB4
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0038FD88
00390348
00391B36
0039204C
00393714
0039382E
0039426C
0039487C
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00395874
003959DE
003964FC
00396760
00396B9C
00396D10
00396F02
003973F8
00397570
00397BCA
003980C4
0039815E
003989A8
003996BE
00399A32


#72 User is offline Dominus Draconis 

Posted 24 February 2008 - 01:29 PM

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bonus stage 2 in addition to having working slots(worth noting as they are broken in a later build :P) also has sonic 1 special stage syndrome, that is, if you use debug to exit the stage and let yourself fall, you will run into a bunch of random crap(random crap being a jumble of various blocks, goal spheres, etc, also, if you go far enough without hitting a goal sphere, you can see part of the background that the slot machine rests on(ie that red and white thing)) on the outside, just like in sonic 1's special stage, which it is based on

also in hydrocity, if the fish things get you, there is no way to short jump or move at all, unless you have someone playing tails to hit them, you are literally fucked, in the final, I seem to remember there was a way to shake them loose
This post has been edited by Dominus Draconis: 24 February 2008 - 01:31 PM

#73 User is offline Sanky 

Posted 24 February 2008 - 01:39 PM

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View PostDominus Draconis, on Feb 24 2008, 07:29 PM, said:

bonus stage 2 has sonic 1 special stage syndrome, that is, if you use debug to exit the stage and let yourself fall, you will run into a bunch of random crap(random crap being a jumble of various blocks, goal spheres, etc, also, if you go far enough without hitting a goal sphere, you can see part of the background that the slot machine rests on(ie that red and white thing)) on the outside, just like in sonic 1's special stage, which it is based on
This is in final, too. Why do people look on betas more in-depth then in the finals? -_D

#74 User is offline soggytoast 

Posted 24 February 2008 - 02:36 PM

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Spindash next to spikes that come out of the ground for a graphical glitch.

Posted Image

#75 User is offline Kamek 

Posted 24 February 2008 - 03:16 PM

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View PostTadashi, on Feb 24 2008, 07:06 AM, said:

View PostKamek, on Feb 24 2008, 08:03 PM, said:

I started putting together a map of the first part of 0408's MHZ1, but it's taking longer than expected, so I'll have to finish it up tomorrow.

Can't you use SonED to build a map?


I tried, but SonED doesn't seem to work with this proto.

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