Naoshi Posted September 9, 2008 Report Share Posted September 9, 2008 The only water stage I don't really like was Labyrinth Zone...but that's mainly because of that freaking boss. Arghhh Other than that, water stages are one of my favorite level themes. Link to comment Share on other sites More sharing options...
Zal Posted September 9, 2008 Report Share Posted September 9, 2008 What the hell? Why is everyone complaining about water zones? If Sega keeps on believing the only way to make 2D sonic games fun is by eliminating the need for pressing any button except maybe the ON button to play, you guys are the reason. Water levels have always been fun. True, if they're completely underwater, it's fuggin' annoying. But if there are both underwater and above ground parts, what's wrong with it? Sega apologises for making old games fun and hard. They expect to release Sonic Advance 4 soon for your troubles. Link to comment Share on other sites More sharing options...
tentril Posted September 9, 2008 Report Share Posted September 9, 2008 I may not like water levels, but I accept that they are an important part of a platforming game. If Nexus didn't have a water level, it would feel incomplete to me. They still make me angry though. Link to comment Share on other sites More sharing options...
Cyber Rat Posted September 9, 2008 Report Share Posted September 9, 2008 I do hate water levels from the bottom of my heart, but I still play them. Like Tentril said, they are an important part of platforming. Kinda like escort missions for FPSs, we all hate them, but we know that we're gonna run into them sooner or later... Link to comment Share on other sites More sharing options...
The ParadoxX Posted September 9, 2008 Report Share Posted September 9, 2008 Maybe some kind of level design like this would solve the problem: Upper Path: Completely far from water, but it's hard to keep up there... Middle Path: It's the general path that most people will take. Partially out of water, partially underwater. Sometimes you can find springs or plataforms that leads you to the upper path, but sometimes you can fall to the... Lower Path: Completely underwater for those unskilled players that can't keep theirselves up in a plataform (they must pay for it!). Or for the water lovers. This way is full of secrets like life boxes, wide segments of rings, shields etc. But eventually you can find springs or plataforms to get out of the water. Link to comment Share on other sites More sharing options...
ila Posted September 9, 2008 Report Share Posted September 9, 2008 Guys, you're just stating Hydrocity. Leave the designs to the Nexus team. They have DW, he over analizes every aspect of level design. Link to comment Share on other sites More sharing options...
Slingerland Posted September 9, 2008 Report Share Posted September 9, 2008 Guys, you're just stating Hydrocity. Leave the designs to the Nexus team. They have DW, he over analizes every aspect of level design. Or they have me...the level designer. I don't need a lesson here, people. I designed PPZ an entire year ago. They do follow Paradox's example of half underwater, half above water. However, that only applies to the ruins part of the zone, as the golden area is entirely submerged. There's one path in each act that allows you to stay above water in the ruins area before hitting the last available teleporter. By doing this, you spend the least amount of time in the "Atlantis area." Fawk. Link to comment Share on other sites More sharing options...
hRook Posted September 9, 2008 Report Share Posted September 9, 2008 falcon pawnch QFT Link to comment Share on other sites More sharing options...
ila Posted September 9, 2008 Report Share Posted September 9, 2008 Or Brad too, whose sheer SEXY MAN POWER creates levels from his pectorals. Link to comment Share on other sites More sharing options...
Violet CLM Posted September 9, 2008 Report Share Posted September 9, 2008 I didn't see this in a thread search, but when you get a game over after hitting a checkpoint (at least in the first level) and then begin a new game, you're warped to that checkpoint with the elapsed time and such. Link to comment Share on other sites More sharing options...
Serephim Posted September 9, 2008 Report Share Posted September 9, 2008 What the hell? Why is everyone complaining about water zones? If Sega keeps on believing the only way to make 2D sonic games fun is by eliminating the need for pressing any button except maybe the ON button to play, you guys are the reason. Water levels have always been fun. True, if they're completely underwater, it's fuggin' annoying. But if there are both underwater and above ground parts, what's wrong with it?Sega apologises for making old games fun and hard. They expect to release Sonic Advance 4 soon for your troubles. Hydrocity and Aquatic Ruin. Oh, and Chemical Plant, if that counts. Thats about it. Pressing the jump button a few more times than usual isnt "hard", its just annoying. Sorry, i play sonic games to go fast. *MOST* of the water stages usually contradict that for me. That said, the water stage in Nexus was pretty fun. Mainly the part where you're on TOP of the water, just because of how sexy it was. But the little door gimmicks kind of immersed me better than the gay air bubbles. Edit: (the ones you need to breathe.) Link to comment Share on other sites More sharing options...
ClawHaMMer Posted September 10, 2008 Report Share Posted September 10, 2008 But the little door gimmicks kind of immersed me better than the gay air bubbles.Edit: (the ones you need to breathe.) Yeah, I prefer regular air bubbles myself, this gay air tastes kinda salty. Link to comment Share on other sites More sharing options...
Aaron C-T Posted September 10, 2008 Report Share Posted September 10, 2008 "Sorry, i play sonic games to go fast." Second level of Sonic 1? Link to comment Share on other sites More sharing options...
tentril Posted September 10, 2008 Report Share Posted September 10, 2008 "Sorry, i play sonic games to go fast."Second level of Sonic 1? I actually agree with Sereph for once. I don't much care for Sonic 1. Sonic 2 is when it got good. Link to comment Share on other sites More sharing options...
Aaron C-T Posted September 10, 2008 Report Share Posted September 10, 2008 I guess, I could argue the whole fast 24/7 thing, but the topic would die. And, admittedly, Sonic 2 and 3 get the fondest memories of the bunch. In other news: when's the Zune version gonna be playable? Link to comment Share on other sites More sharing options...
tentril Posted September 10, 2008 Report Share Posted September 10, 2008 I guess, I could argue the whole fast 24/7 thing, but the topic would die. And, admittedly, Sonic 2 and 3 get the fondest memories of the bunch.In other news: when's the Zune version gonna be playable? Arguments over opinions area always bad. Just look at conversation in this thread. Tiger Electronics version plz. Link to comment Share on other sites More sharing options...
Rael0505 Posted September 10, 2008 Report Share Posted September 10, 2008 I see this entire thread as a giant powder keg and every post as a little match being tossed in its direction. Why don't we stay on topic and not risk blowing the keg up? Link to comment Share on other sites More sharing options...
Slingerland Posted September 10, 2008 Report Share Posted September 10, 2008 Yeah, I think you guys suck balls at talking about anything relevant to the project. Just sayin'. Link to comment Share on other sites More sharing options...
Zal Posted September 10, 2008 Report Share Posted September 10, 2008 In all fairness Brad, we were being relavent. Our opinions did slide a little, but it all still equates back to Nexus. It's better we talk about Sonic games rather than leave this thread empty, anyway. However, to get back on such a topic, will there be only one boss per zone or one boss per act? Dunno if this has been said or not. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 10, 2008 Report Share Posted September 10, 2008 We aren't doing bosses at ends of acts except maybe on one very special occasion, but there will never be less than two bosses per zone regardless. Strictly speaking, the plan is to give bosses their own acts, kind of like what Sonic CD did. Link to comment Share on other sites More sharing options...
Zal Posted September 10, 2008 Report Share Posted September 10, 2008 Fair enough. I'm guessing a good example of this is the 07 demo with the two part boss. ..wait how did Sonic CD do that? All I remember is one boss per zone. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 10, 2008 Report Share Posted September 10, 2008 Every 3rd act pretty much contained the boss and that was it. There might have been like 20 seconds of platforming otherwise, but the boss was always isolated to its own zone. And yeah, thats an example. Link to comment Share on other sites More sharing options...
Zal Posted September 10, 2008 Report Share Posted September 10, 2008 Oh, I thought you mean multi-part bosses in Sonic CD, not a seperate zone for them. I understand you now. However Sonic 3 has multi-part bosses, perhaps you thought of that. Just played Launch Base which is a good example (the slopes with the canon-ball launcher and on the ship with his vertical contraption). Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 10, 2008 Report Share Posted September 10, 2008 You left out the grappler robot... though that only shows up if you don't attach Sonic and Knuckles (in which case, it gets taken out of Sonic's game and Knuckles fights that instead of the pillar one) Link to comment Share on other sites More sharing options...
Zal Posted September 10, 2008 Report Share Posted September 10, 2008 Yeah, and the grappler robot becomes a shitty final boss. Epic fail. Although it's just a normal boss for Knuckles if you attach it, which is sort of a massive slap in the face to anyone who's just like "oh yay it's over.. no wait." Link to comment Share on other sites More sharing options...
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