30 seconds in and I can't express how insanely cool this is! The rail gameplay isn't just quickstepping and I somehow never considered wall running in cyberspace. If modders can get the Shadow Gens mid-act stage switching to work, then my original vision for what I wanted from cyberspace will be fully realized!
A part of me feels like Shadow Generations’s stage aesthetics are an apology for fucking up Cyberspace’s aesthetics. I mean they got it right for some stages, it’s supposed to be trippy and nostalgic, kind of like Splatoon 2: Octo Expansion and how it does it’s stage aesthetics. I mean Update 3 was also an attempt to show off what they were really trying to convey in the base game, but Shadow Generations, and specifically Radical Highway seem like an attempt to give us what we expected from Cyberspace.
Seeing the house background assets in both the ground and sky reminds me of Radical Highway from Shadow Generations, especially the versions in the Doom Zones. That said, I know this is a fan project, but I still think there could have been a bit more effort in the nearby stage assets.
There's no reason not to do something like this for Frontiers I still think there's merit to how they went with it, certainly more than what the Internet at large will give it, but it's hard to deny this is better
actual level design is... kinda pathetic but they've nailed the spectacle. I'm interested in seeing this person improve because they have some good ideas in this.
The song is originally from a Corvette racing game that came out back in 2003, for the car line’s 50th anniversary. It mainly serves as the game’s intro theme. The name of the song is “Pressure”. ua-cam.com/video/iOXKhLligUU/v-deo.htmlsi=tNDEruWrj-BpPtwy
@@kaobunn You know full well that Unleashed and Generations (didn't play Colors so I don't really know about that one, but I'm gonna assume it's more or less like Unleashed/Generations) would've literally had you clear this very loop in like a couple seconds with the way they handle loop moments, which is by both having superior speed with the boost to begin with, and making the running become fully automatic during those passages, instead of giving you the tedious freedom (more like a chore imo really) of trying to run straight enough in a loop where you're seeing your tiny character from the far bottom of the loop with a moving camera. I mean hell, even the pre-boost era games since the Adventure series did it way better back in their time. So come on now, how come this Frontiers mod fumbles it so awkwardly? I mean I'm not a modder or game dev or anything, but I really don't see how this would be so complicated to pull off for a Sonic game if modders and fan devs can do roughly as good, and sometimes even better than Sega/Sonic Team temselves.
@@megapulsar9244 They could have either had the loop be smaller or the speed off the boosters be faster, but the point is to be able to weave to the dash panels, so you can't have the sequence be too quick or it'd be difficult to react You're blaming the engine for a design choice, which is pretty ludicrous
@@yoshister before going any further, I have just one genuine question, like I said I'm not a dev or a modder so I'd like to know what I'm talking about a little, so perhaps you can enlighten me : are automatic loop/running sequences in Sonic games dependant on the engine itself that is used for the development of the game or on some other function in the overall programming ?
Let me just go agead and say i love modders. Also did anyone see that mod in the works that shows the islands floating with the end sitti g on a thrown
So cool, I think it could do with a lot more chunks of terrain being placed around.
Yes, big boulder.
song: Corvette OST - Pressure
Thanks ✨
30 seconds in and I can't express how insanely cool this is! The rail gameplay isn't just quickstepping and I somehow never considered wall running in cyberspace. If modders can get the Shadow Gens mid-act stage switching to work, then my original vision for what I wanted from cyberspace will be fully realized!
That's what I thought Frontiers was gonna be like, seeing cyberspace images from past zones... but nope, Green Hill, Sky Sanctuary and Random City.
Don't forget chemical plant
To be fair that city design is incredible
it's called eternal highway smh
@@kaobunnThe fact that one needs to read the manual or play mods to know the name of the stage, tells everything about Cyberspace's presentation
be glad we even got a sonic game
It looks a lot like the Distortion Space of Radical Highway in Sonic X Shadow Generations
I just think Rooftop Run is so cool
FUCK that's so cool!! i love the camera angles, especially when he's running up the clocktower
If black room used rooftop run as his domain instead of radical highway:
The Gaint Loop de loop Moment!!!!! ( 1:11 ) ( 4:23 )
Woah my head's spinning!
I love how the camera is used in places but somettimes it seems hard to tell where Sonic is.
I think the person who made this likes wall running
I see that the loop broke for you too LMAO
Please made more original levels like this
Frontiers has so much potential, even if already had shadow generations
A crazy new stage.
Wow! I’ve never seen a fanmade level that had obstacles during loops
That looks SO COOL
Jesus, I don't have the depth perception to even touch this!
The stage looks amazing, the camera angles, the camera transitions and the wall runs...
This should have been in Sonic Frontiers.
Looks cool but seems way too linear. While alternative paths exist, they don't seem to reward quick reaction times, especially not in crucial areas.
Nice Video
A part of me feels like Shadow Generations’s stage aesthetics are an apology for fucking up Cyberspace’s aesthetics. I mean they got it right for some stages, it’s supposed to be trippy and nostalgic, kind of like Splatoon 2: Octo Expansion and how it does it’s stage aesthetics.
I mean Update 3 was also an attempt to show off what they were really trying to convey in the base game, but Shadow Generations, and specifically Radical Highway seem like an attempt to give us what we expected from Cyberspace.
Seeing the house background assets in both the ground and sky reminds me of Radical Highway from Shadow Generations, especially the versions in the Doom Zones.
That said, I know this is a fan project, but I still think there could have been a bit more effort in the nearby stage assets.
This is so fire
There's no reason not to do something like this for Frontiers
I still think there's merit to how they went with it, certainly more than what the Internet at large will give it, but it's hard to deny this is better
this is actually good
It might just be me, but it sounds like the singer keeps saying "snake bite".
Lowkey it kinda reminds me of the backrooms
I was thinking the same thing.
Is that a record for biggest loop in a fan level? Functional or otherwise lol
wow
Cyberspace Expectation: Generations 1.5 (essentially this)
What we got for Cyberspace:
Green Hills, Chemical Plant, Sky Sanctuary, and Random Aah City
WALL RUNNING!!!
IN A CYBERSPACE LEVEL!!!
Gaint Loop de loop reminds me too much of Blitz Sonic and also reminds me why I hate momentum.
actual level design is... kinda pathetic but they've nailed the spectacle. I'm interested in seeing this person improve because they have some good ideas in this.
Looks cool but too much rail grinding
What's the name of the music playing
The song is originally from a Corvette racing game that came out back in 2003, for the car line’s 50th anniversary. It mainly serves as the game’s intro theme. The name of the song is “Pressure”. ua-cam.com/video/iOXKhLligUU/v-deo.htmlsi=tNDEruWrj-BpPtwy
Whatever song you linked is wrong. Can you link the right one? It’s so good
Here’s the correct link to the song: ua-cam.com/video/iOXKhLligUU/v-deo.htmlsi=tNDEruWrj-BpPtwy
Roof top run!?
There's barely houses and floors!
This what frontiers should’ve been . Not reusing green hill, chemical plant, sky sanctuary, and eternal highway
Gives me Scarlet Nexus vibes ngl
1:14 / 4:26 This is why the boost games on the older engine are better.
Literally.
nah, it's moreso that massive loops that you have to climb up like that are tedious
@@kaobunn You know full well that Unleashed and Generations (didn't play Colors so I don't really know about that one, but I'm gonna assume it's more or less like Unleashed/Generations) would've literally had you clear this very loop in like a couple seconds with the way they handle loop moments, which is by both having superior speed with the boost to begin with, and making the running become fully automatic during those passages, instead of giving you the tedious freedom (more like a chore imo really) of trying to run straight enough in a loop where you're seeing your tiny character from the far bottom of the loop with a moving camera. I mean hell, even the pre-boost era games since the Adventure series did it way better back in their time.
So come on now, how come this Frontiers mod fumbles it so awkwardly? I mean I'm not a modder or game dev or anything, but I really don't see how this would be so complicated to pull off for a Sonic game if modders and fan devs can do roughly as good, and sometimes even better than Sega/Sonic Team temselves.
@@megapulsar9244 They could have either had the loop be smaller or the speed off the boosters be faster, but the point is to be able to weave to the dash panels, so you can't have the sequence be too quick or it'd be difficult to react
You're blaming the engine for a design choice, which is pretty ludicrous
@@yoshister before going any further, I have just one genuine question, like I said I'm not a dev or a modder so I'd like to know what I'm talking about a little, so perhaps you can enlighten me : are automatic loop/running sequences in Sonic games dependant on the engine itself that is used for the development of the game or on some other function in the overall programming ?
Estos si son niveles de Sonic frontiers con mods y ver los niveles icónicas de estos juegos jeje 😊 buen video 👍!!
I don’t want to sound mean but that looks very basic
Mid lol
Let me just go agead and say i love modders. Also did anyone see that mod in the works that shows the islands floating with the end sitti g on a thrown