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Showing content with the highest reputation on 08/27/2008 in all areas

  1. The thing I'm talking about is that Labyrinth seemed to be not only very blocky but I pretty much had to crawl from one area to another to get by unharmed. Hydrocity still had plenty of water hazards but they didn't get in the way so much and it wasn't quite so closed in. Perhaps if you made perplex puzzle a bit open, even if you kept it mostly slope-free it would be an improvement. I also would like to comment that the corridor setup that DimensionWarped gave a screenshot of is also semi-frequent in Perplex Puzzle. Your time changing concept sounds quite interesting but I think we'd have to see it in action before knowing if it could be improved. At the very least though it sounds like an improvement of the already established system. For further clarification, the disappearing badniks referred to here are such that in Sonic CD, the future's hazards themselves are far more cruel but the enemies are usually crippled (can't shoot and such) while in the past they are faster and more deadly... However if you manage to destroy the robotocizor and go back to the future you are in what is essentially the 'good future' which is entirely devoid of robots... I think the future hazards are still in existence but I've seldom managed to play through the whole level in good future. However I would recommend going through the layout and taking the opportunity to make it unique between time zones... remember in CD there were walls in one zone that wasn't in another sometimes with rings in there showing that there must obviously be some way to get there. Personally I think the closest you can get it to being like a different level without no longer feeling like the same level is advisable. With that and time specific hazards and gimmicks, it should at the very least make time travel more interesting. Now of course since stage-specific gimmicks are so interesting perhaps what you could do is incorporate SOME type of time travel in each stage but mix it up, like Braid. Say for example one level just changes layout, gimmicks, badniks, and hazards when passing the signs. Another level could have a level in the foreground that the player could play through, but another one in the background (clearly visible except when the foreground gets in the way. One could have a 'twisted' time control set up where all Sonic has to do is enter a certain area to change the time to an alternate dimension and it will open certain passages he could backtrack to get. A volcano could become a glacier with huge parts of the level only accessible in one way (interior almost only accessible when its inactive, exterior only possibly crossed when its frozen over). All of these examples would still have the basic time travel or alternate level layout feature that was in Sonic CD, but it would be taken to the next level. To apply these sort of ideas to the already made levels, perhaps City Edge would have day/night effects with the dark reducing visibility except around street lights and such but the daytime includes far more hazards not to mention a slightly altered set of gimmicks and layout. Perplex puzzle would be flooded in one timezone with plenty of water, but the past version dries it up with ruins being much less frequent but puzzles more so. Majestic Mine... ehh urm... I think you were heading somewhere with technological vs. natural, but instead take it a lot further... maybe have the typical factory based elements in the technological version while the older one is a lot more like Hidden Palace. Just trying to come up with some ideas to make time travel more interesting of course... I hope I've been a bit of a help.
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