A lot of people hated how Frontiers reused level design and I'm not super happy about it myself, but it was definitely fun to try and figure out what level you're running through as you go. These stages mixing level designs from multiple levels really exemplifies that feeling
I feel like the effects you mention wear off after the first playthrough, leaving the player with the sour impression to just play worse versions of old levels. Which goes completely against what Sonic is, even in 2D, the whole point was to do somewhat poorly at first, and through replay value / good level design, get better and better at each playthrough, optimizing your run. Unleashed and Generations also understood that really well. Frontiers do not, levels are short, 80% are not new, and they’re really easy to master on the first try (well, except 1-2, at the beginning of the game for some reason). The worst part is the fact some original Frontiers stages are really good, like 4-3 or 4-4, I love replaying these, they are new, well designed and fun ! It’s so frustrating !
for me i think they should have doubled down into the "cyberspace delving into sonic's memories to make itself comprehensible" and made levels into mashups of different levels, like mixing elements from city escape and radical highway, or windy valley throwing you into kingdom valley, or colors areas morphing into gameland and so
1-1: Sunset Heights before it got split into 3 1-2: Unknown 1-3: Sonic Generations Adventure Era stages modern 3D Sections 1-4: unknown 1-5: Green Hill Zone Adventure 2 and Adventure Speed Highway 1-6: Kronos and Ares mini islands 1-7: Sonic Generations Modern era act 2 3D sections 2-1: Space Colony Ark Act 1 Shadow Generations minus Radical Highway 2-2: Rooftop Run Day act 5
I should clarify, the speed highway section focuses specifically on the lower route rather than the top route in act 1-3 Also for the seaside hill section you should end the skateboard at the end off with spring afterwards if possible to get the orca refernced somewhere in it
Wow, this was absolutely excellent. Like I don't have any other words to describe it, these look like so much fun to play! Highlights have to be the stage inspired by Space Colony Ark, Sunset Heights/Park Avenue/Red Gate Bridge(?) and Crisis City. I was really expecting them to be done after Kronos' stages but all of these look like so much fun.I can't wait for the release because I know I will be replaying these for probably years! Great work!
I've figured out almost all of the remixes just by watching this. Edit: Side note, love how you blended level layouts like that. That kind of thing goes a LONG way to making them feel a bit fresher and more interesting, it makes the experience more unique, something base Cyberspace ABSOLUTELY could have used. 1-1: Sunset Heights 1-2: Original? 1-3: Generations Modern Speed Highway, City Escape, and Seaside Hill 1-4: Original? 1-5: SA2 Green Hill, Sonic Adventure Speed Highway 1-6: Kronos Flying Temple, Ares Metal Catwalks, Ares Flying Rings, Presumably something from Chaos Island 1-7: Generations Modern Crisis City, Rooftop Run, and Planet Wisp 2-1: Shadow Generations Space Colony ARK 2-2: Original?
Def gonna try this out with a physics mod cause this looks sick. Wish there were less automated loops but otherwise I can't wait to try this level pack
@@zenar30 yeah I've grown tired of automated loops. Bridge island act two mod shows how much I missed non automated loops (even tho the level is a bit huge)
the fact the 3d here i cant directly pinpoint to a particular game makes me believe its unique to this mod, if so this is how all stages in sonic should be designed from now on, yes including the open zone
bit of a suggestion, perhaps change the color of the stage depending on what it could be a remix of. Green for a stage that wasn't remade yet, blue for a stage that was remade (original form), Purple for a stage that was already remade (remake layout like the shadow gens layout), and Yellow for a brand new layout.
The idea is similar to how base frontiers handled its remake stages where the theme of the stage was closely matched to the 4 themes. For example the outside section of windmill isle got green hill because its a very grassy stage, while apotos act 2 got sky sanctuary because it's a primarily light stage, same with dragon road act 3. The layout of radical highways bridge got paired with chemical plant due to being a bridge, and metal harbor also got chemical plant because it's a metallic stage, with city escape getting the city stage because of, well, being in the city.
@@reall4839 here are the ones i know 1-1. Pseudo Paradise by Shirojyuu 1-2. Nemesis by Lydels 1-3. Nightclub Necropolis by shirojyuu 1-4. Autumn by Lydels 1-5. Phantasmal Thicket by Shirojyuu 2-1. Cash Flow by Hydraa 2-2 Headache by Hydraa & Kinda Rad Victory Theme: Stage Clear by Shirojyuu (last two stage tracks are by me lol)
A lot of people hated how Frontiers reused level design and I'm not super happy about it myself, but it was definitely fun to try and figure out what level you're running through as you go. These stages mixing level designs from multiple levels really exemplifies that feeling
I feel like the effects you mention wear off after the first playthrough, leaving the player with the sour impression to just play worse versions of old levels.
Which goes completely against what Sonic is, even in 2D, the whole point was to do somewhat poorly at first, and through replay value / good level design, get better and better at each playthrough, optimizing your run.
Unleashed and Generations also understood that really well.
Frontiers do not, levels are short, 80% are not new, and they’re really easy to master on the first try (well, except 1-2, at the beginning of the game for some reason).
The worst part is the fact some original Frontiers stages are really good, like 4-3 or 4-4, I love replaying these, they are new, well designed and fun !
It’s so frustrating !
for me i think they should have doubled down into the "cyberspace delving into sonic's memories to make itself comprehensible" and made levels into mashups of different levels, like mixing elements from city escape and radical highway, or windy valley throwing you into kingdom valley, or colors areas morphing into gameland and so
We WILL be peeping ❤🔥 phenomenal work on making it feel fresh!
the wall running segment is so cool it looks like dream team
1-1: Sunset Heights before it got split into 3
1-2: Unknown
1-3: Sonic Generations Adventure Era stages modern 3D Sections
1-4: unknown
1-5: Green Hill Zone Adventure 2 and Adventure Speed Highway
1-6: Kronos and Ares mini islands
1-7: Sonic Generations Modern era act 2 3D sections
2-1: Space Colony Ark Act 1 Shadow Generations minus Radical Highway
2-2: Rooftop Run Day act 5
I should clarify, the speed highway section focuses specifically on the lower route rather than the top route in act 1-3
Also for the seaside hill section you should end the skateboard at the end off with spring afterwards if possible to get the orca refernced somewhere in it
It seems that 1-4 is meant to be some form of spring yard, given all the cope signs
@@jackhumphries1087 nah it was original level design by yours truly
@@freezyreef oh cool, I did notice that none of the level design actually came from spring yard, but it was very spring yard-esque
You thought you could sneak Shadow Gens into here without us noticing 😂.
@@AYTM1200 yesh
I thought I saw that strip from space colony arc🤔
@@Davihhhhh can you link the songs used for the video?
Which level
@@Beastmd the last one.
Wow, this was absolutely excellent. Like I don't have any other words to describe it, these look like so much fun to play! Highlights have to be the stage inspired by Space Colony Ark, Sunset Heights/Park Avenue/Red Gate Bridge(?) and Crisis City. I was really expecting them to be done after Kronos' stages but all of these look like so much fun.I can't wait for the release because I know I will be replaying these for probably years! Great work!
I've figured out almost all of the remixes just by watching this.
Edit: Side note, love how you blended level layouts like that. That kind of thing goes a LONG way to making them feel a bit fresher and more interesting, it makes the experience more unique, something base Cyberspace ABSOLUTELY could have used.
1-1: Sunset Heights
1-2: Original?
1-3: Generations Modern Speed Highway, City Escape, and Seaside Hill
1-4: Original?
1-5: SA2 Green Hill, Sonic Adventure Speed Highway
1-6: Kronos Flying Temple, Ares Metal Catwalks, Ares Flying Rings, Presumably something from Chaos Island
1-7: Generations Modern Crisis City, Rooftop Run, and Planet Wisp
2-1: Shadow Generations Space Colony ARK
2-2: Original?
The last one is actually a dlc or extra act of rooftop run
@@Minty_Warior Ah, thanks. I wouldn't have recognized that one.
The last one is rooftop run act 5 from unleashed
Def gonna try this out with a physics mod cause this looks sick. Wish there were less automated loops but otherwise I can't wait to try this level pack
Me too! I think it's interesting and so cool but automatic loops it's frustrating
@@zenar30 yeah I've grown tired of automated loops. Bridge island act two mod shows how much I missed non automated loops (even tho the level is a bit huge)
WALL RUNNING AND PARKOUR IN A LEVEL LETS GOO
the fact the 3d here i cant directly pinpoint to a particular game makes me believe its unique to this mod, if so this is how all stages in sonic should be designed from now on, yes including the open zone
Love that the extra in the logo centered
Looks Great! Hope to see more in the future I NEEDS IT MARIO
bit of a suggestion, perhaps change the color of the stage depending on what it could be a remix of. Green for a stage that wasn't remade yet, blue for a stage that was remade (original form), Purple for a stage that was already remade (remake layout like the shadow gens layout), and Yellow for a brand new layout.
The idea is similar to how base frontiers handled its remake stages where the theme of the stage was closely matched to the 4 themes. For example the outside section of windmill isle got green hill because its a very grassy stage, while apotos act 2 got sky sanctuary because it's a primarily light stage, same with dragon road act 3. The layout of radical highways bridge got paired with chemical plant due to being a bridge, and metal harbor also got chemical plant because it's a metallic stage, with city escape getting the city stage because of, well, being in the city.
1-5 is SA2 Green Hill with a Section of Speed Highway, Neat.
Track for 1-6: bittersweet! by Lydels
cool level design with smooth camera😃🔥
THE MUSIC IS THE MOST UNDERRATED PART
Do you tell me each of the songs in the vid plz I beg of you??
@@reall4839
here are the ones i know
1-1. Pseudo Paradise by Shirojyuu
1-2. Nemesis by Lydels
1-3. Nightclub Necropolis by shirojyuu
1-4. Autumn by Lydels
1-5. Phantasmal Thicket by Shirojyuu
2-1. Cash Flow by Hydraa
2-2 Headache by Hydraa & Kinda Rad
Victory Theme: Stage Clear by Shirojyuu
(last two stage tracks are by me lol)
What mod did you use for the animations? They look so clean!
Reanimated Frontiers
Y'know a player base is excited for a game when they're porting levels from that game before it even comes out
how close is this to being done 🔥
a good question i have is if there's any physics mods recommended for this, since its kinda hard to tell by eye
I'm using vanilla but with better turning
I need to play this now 😭
what are the songs called?
Why is 1-5 a low-quality reupload of someone else's video?
@@OhKayEl is from my 2nd video haha got lazy to record that one
Will this work with cyberspace themes mod?
Nope
@@Davihhhhh thank you
What's the menu music?
@@laudj_art Haunted by Hxly
@@Davihhhhh thanks
🆙
menu music:
hxyl xo & BLKSMITH - Haunted.