Sonic Frontiers - Green Hill Remake Pack 0.5 release
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- Опубліковано 30 лип 2024
- Think I've gotten 2-6 into a pretty complete state at this point, so I've decided to release the first iteration of the Green Hill remake pack I'm working on. At the moment it includes an improved version of the 2-1 remake that was previously released by itself along with 2-6, but the plan is to update it later on to also add remakes of 1-6 and 3-5 as well. I've already done lighting changes for those stages in fact, so I figured it was worth including those in this release too, even if the layouts haven't been done yet. All that said, it's probably gonna be a while before I get around to implementing those other two stages, since I'm planning on transitioning back to working on Re-imagined and other Forces stuff for the time being.
Download: gamebanana.com/mods/512111
0:00 2-6 remake playthrough
2:27 2-1 remake playthrough
4:10 1-6 graphical edit showcase
5:32 3-5 graphical edit showcase - Ігри
2-6 has to be the most fun i've had in cyberspace. the fact you put so much effort into these levels that are not easy to design in the slightest to give alot of people (like me) fun is very much commendable. Thanks Brandon, This is why I subbed to great modders like you.
Sonic Team, hire this level designer.
SEGA hire this man
@@Ivan210bluboithey 100% unironically should, he's very talented and can produce stuff on their level.
If people don't want to hear "Sega hire this man" comments they should tell Sonic team they need to step it up in the level design department.
@@anthonyyawtwumasimensah197 Yeah bro I'm serious too
@@anthonyyawtwumasimensah197 they already did step it up in the level design department though, the final horizon cyberspace stages and shadow generations
3-5 remake is a good choice since it's one of the least engaging cyberspace levels so I'm looking forward to whatever you come up with. Thanks for the levels, can't wait to try them!
Love how 2-6 turned out!!!!! Really looking forward to time attacking it.
EDIT: Alright, I got a few runs below 2 mins from what I think are the optimal paths, here are some thoughts:
I totally get now why you designed this level after the normal cyberspace physics (and thus refrained from using neither the spindash nor the power boost in your WIP videos). Their horribly powerful lack of air drag (even by playing with the air deceleration at max) really snaps any level design in half. Especially in a level with this many rails. It was a wise decision to work with a more manageable set of values. I know that the one fun thing about the open zones is to fly off of rails, but I'd love for someone to make a mod that nerfs the power boost rail jump so I could actually play levels like this one with a decent ground speed, without necessarily being able to launch from a rail into the stratosphere.
I'm not the "sonic level design police", but I think the first upper route that starts between 0:19 and ends at 0:42 (timestamps) is a bit too safe for such a substantial time skip. I see two very cool yet simple opportunities to set up passivity traps that could bring you down to the slower path, making the upper path much more rewarding to stay on. Hopefully I can describe them well enough so that you can understand what I mean, if you're even interested in reading through suggestions at this point.
-First one is changing the 3 dash rings at 0:24 so that the middle ring actually sends you down to the rails below, where if you react fast enough to interrupt the ramp's scripting with a double jump, you can instead aim for the other two rings that do let you stay in the upper path (maybe even swap the colors so that rainbow conveys reward and orange means punishment)
-Second one is at the row of falling platforms that comes very soon after, on 0:27. That could instead be a single platform that's very hard to land on, without any things to home into, where if you fail to do so your only chance to survive would be to home into a lower floating spring that leads you to the lower route.
Again, I know that you already consider this stage to be finished. I think it's great as it is. I'm just very passionate about the pacing and design phisolophy of sonic games and I felt compelled to share these ideas you. Your work is already insanely impressive. I'd be terrified to try level editing myself. Thank you so much for showing us the progress of such a cool project!!! I'm excited to check out what other stuff you've got cooking.
Good points tbh, I'll probably wind up updating the stage later on. There were already some more aesthetic and polish-related tweaks I was planning on making eventually, since the main reason I released it now was just because my motivation to work on it has fallen off recently and I didn't want to sit on a 98% finished level for weeks or months longer
@@brandonj_300 I totally get that. Burnout sucks. Glad that my rambling made any sense to you lol
as much as i have a huge softspot for the cyberspace levels, your levels are insanely high-quality and easily on par with the best cyberspace levels in the base game/FH if not more than, i cant wait to see the pack fully finished! im especially looking forward to that 3-5 remake
one of the best modders
Honestly, those levels look AMAZING. Action packed and all
love the idea of using the rings as a shortcut from the wall jump
Cyberspace 2-1 and 2-6 for me are in my top 5 Cyberspace music tracks of Frontiers so it’s nice to see them have better level design. Now if they had original level themes and not just be Green Hill aesthetic for like the millionth time..
Good stuff, Brandon.
Question: Was Sonic's movement speed modified in your remake levels? Cuz going from your remakes to vanilla Cyberspace was like night & day. I'm just curious (or going crazy)
As someone on console its a shame I'll never be able to experience these stages. They all look so much fun
personally i would remake 2-4 that way both shadow stages are removed as narratively it doesnt make sense for sonic to see those if hes never been to those levels. I am looking forward to the 3-5 remake. I hope you can incorporate the drift in such away that keeps the theme like you did with 2-6. Over all i very much appreciate this mod package. definitely a must have mod.
Amazing bro, the levels you remade give off such a good vibe visually and with the gameplay. How do you even edit the levels in this game? I would like a crack at it now that I'm finishing Uni.
Update: I haven't see any gameplays, because I don't want to spoiler my self. But now I played the 2-6 now and... omg!!! It's amazing!! The level design is creative, engaging with a LOT of alternative pathways. I'ts worth to waiting!
I would love if you could do levels with other themes from Generations aswell, something based on Rooftop Run or maybe Planet Wisp, would feel very fresh, it's such a shame they only did 4 themes for Frontiers.
These are way better than Even the Original Stages.
I hope better controls are implemented in this mod. I understand why the controls are fixed (to accomodate for the level design) but Sonic Team HAD to choose the stiffest settings known to man.
the mod is built around the base games physics. Im surr there's some mods that fix the feel without ruining the original game design though.
@@aydenthehedgefox9592
My thumb still hurts just thinking about that damn Cyberspace marathon. I completed the day before the Spindash Update.
Do you plan to remake 4-8? I love that level music and it's deserves a better level imo
I don't currently, though if I end up doing a set of Chemical Plant stages it's definitely one of the top ones I would pick for it
@@brandonj_300 i would love to see your version of 4-2 and 4-7
I wonder how easy it’d be to backport some of the level design from this version of 2-6 into SA2’s Sky Rail. This looks so baller but I can’t play it on my potato PC.
2-1
this reminds me of 4-B Escape the Loop
Finally!!!!!!!!!!!!!!!! Let's Go!!!
how is your sonic darker. Is it s mod or just graphics