ZFG Posted February 16, 2009 Report Share Posted February 16, 2009 How is a good Genesis Zone set up? How can I do it? That's mainly what I am asking for. Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 16, 2009 Report Share Posted February 16, 2009 I've asked myself this question for a long time, but let me tell you something: Genesis zones are HUGE. If you go to Sonic Retro's info section and look up the maps for Sonic 1 and 3, you'll see what I mean. Here are the maps for Sonic 1: http://info.sonicretro.org/Sonic_the_Hedgehog_Level_Maps Link to comment Share on other sites More sharing options...
Power Hedgehog Posted February 16, 2009 Report Share Posted February 16, 2009 I've asked myself this question for a long time, but let me tell you something: Genesis zones are HUGE. If you go to Sonic Retro's info section and look up the maps for Sonic 1 and 2, you'll see what I mean. Same here. I hate designing levels though, but studying level maps can really help you out. Link to comment Share on other sites More sharing options...
Sponick Posted February 16, 2009 Report Share Posted February 16, 2009 I can help you with that. Just think in gimmicks, moving platforms, and a few long jumps. Also some only-battle moments would be awesome. And make sure the stage to have more than one way, depending on difficulty. Here only plays your creativity xD Link to comment Share on other sites More sharing options...
Slingerland Posted February 16, 2009 Report Share Posted February 16, 2009 Click. Link to comment Share on other sites More sharing options...
TSS_Ty Posted February 16, 2009 Report Share Posted February 16, 2009 It all depends on the zone you're designing. The first zone is usually quite small, and things get more complicated as you progress. You want to ease the player into the game mechanics before adding more advanced level elements. A good idea is to look at previous level maps, and draw the path through the level as a straight line with branches. This should give you a good idea about how complicated to make things The later Genesis levels were much bigger than the early Sonic games, but they were also detailed. It's tempting to create a massive level and then try to fill it with stuff. Don't. Instead, start with a small area and expand from there. Stick to a theme (such as trees or caves or whatever) and use that to build your ideas and your level. Oh, and don't put in too many death pits. Those things suck. The quick version: Look at how levels in other Sonic games branch out Sketch your level out on paper using a similar branching Make a big list of ideas for your zone. Gimmicks, objects (trees, bushes etc), badniks and so on. Work these ideas into your zone. Don't try and cram everything in. If it isn't fun, scrap it. Unfortunately a lot of game development involves throwing out stuff that doesn't work. Get people to play it to get honest feedback. Then improve. Ok, that was far too long, but I hope it gave you some help. Link to comment Share on other sites More sharing options...
Chaos Rush Posted February 17, 2009 Report Share Posted February 17, 2009 Make sure all your tiles are multiples of 32, that way it won't take you ages to design a single level. I never thought of that until now, but if you follow this it's great. I started my first level on my fangame yesterday and I'm already 85% complete. And yes, if your tiles are multiples of 32 then it's really easy to convert your grid paper work to actual levels. Link to comment Share on other sites More sharing options...
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