<!--quoteo(post=518305:date=Oct 16 2010, 07:32 PM:name=Polygon Jim)--><div class='quotetop'>QUOTE (Polygon Jim @ Oct 16 2010, 07:32 PM) <a href="index.php?act=findpost&pid=518305"></a></div><div class='quotemain'><!--quotec-->Didn't say it was, but those are all stupid and need to get the fuck out.<!--QuoteEnd--></div><!--QuoteEEnd--> Agreed. Except the convex curves, which bug me only on the level where I prefer more variety in my slope formations and frankly, the convex ones sometimes seem to be the ONLY slopes in the game. And Splash Hill is too flat most of the time. The slopes feel absurdly artificial compared to Green Hill, Emerald Hill, or Angel Island. I'm not sure how much of that is an optical illusion cast by the plastic grass or how much of it is just the slope formations looking a bit too "stock," but there it is. <!--quoteo(post=518297:date=Oct 16 2010, 07:19 PM:name=Solaris Paradox)--><div class='quotetop'>QUOTE (Solaris Paradox @ Oct 16 2010, 07:19 PM) <a href="index.php?act=findpost&pid=518297"></a></div><div class='quotemain'><!--quotec-->I'm not saying 5000000000 dashpads, but make it the crazy stage with a higher speed element, but still have platforming, like Chemical Plant did. The dashpads don't fit in any other stage.<!--QuoteEnd--></div><!--QuoteEEnd--> Alright, I see your point, but beyond changing what the slope angles look like, I don't see how that would change the feel of the level in the slightest. More straight downhill sections instead of roundish downhill sections? Or the same except with "uphill" where "downhill" used to be? I assume the speedboosters would pack more of a kick, at least, but... <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I shouldn't have to. All it does it break the flow of the game, a level shouldn't be based on making random ass ramps that just force you to loose all forward momentum unless you jump over it. A few of them is fine, but ones like that are just stupid placement.<!--QuoteEnd--></div><!--QuoteEEnd--> Alternately, you can roll off the ramp, bop a couple badniks, and keep on moving. <span style='color:#000000;background:#000000'>I assume "uncurling" is on your hit list, no?</span> Would you prefer a random-ass rock or flat ledge that has just the one function of forcing you to jump? OH, WAIT. Green Hill did that. And the ramp. So I really don't understand what the problem is. If there's one gripe I have with that ramp, it's that the ramp itself is a bit too tall. Jumping when I see it doesn't always clear the ramp.