To be honest, The level design Is actually pretty neat. The level itself reminded me of a cross between the PS3/Xbox 360 And Unwiished. Might Try It out later.
It's funny because according to Sonic fans this is basically Sonic Forces, it's decent, it's a good start at using Unleashed assets to create something new but it's literally a straight line 90% of the time without even having obstacles or enemies This is everything Sonic fans were crying to Sonic Team about but yeah i figured the comment section would be hyping this up as revolutionary
@@etherealhatred Yeah. Straight Lines in a Sonic Game Aren't as fun as twists And Turns. Though, Sonic Team should Take notes From Super Mario Bros Wonder And take their sweet time. But this Was probably Made Within a Deadline.
Pretty nice. Decent length, good use of visuals both old and new, nice layout that fits some of the level designs from Unleased. Impressive work by the modders, they did a fantastic job.
It doesn't fit what unleashed did at all, it's a good start yes, but is EONS away to resemble anything from Unleashed (at least not the 360/PS3 version)
There's potential here, but it needs more things going on. Rail grinding, QTEs, platforming (springs, acrobatics, wall jumping), a puzzle of some sort (switches to hit to activate a gate or door), more hazards, something more than just boosting. It lacks in objects, obstacles, details. It's a good start, though. At the moment, it feels like a race track waiting to be populated with things to keep players on their toes and engaged in the game.
I dont think a level like this needs a puzzle thrown in there. Those puzzles were never fun or interesting, they just killed the flow. This level uses set pieces and spectacle to give the player a little break which I think is cool. I like that there are just moments in this level where you run through a cool area for a bit until the next section
@@caelkins6478 I wasn't saying it would be the best addition nor a mandatory one (although even timed jumps and Egg Springs and such function as a form of very basic puzzle and could at least be added), but rather that this level needs something, anything else to break up the linearity and add some meaningful challenge or use of skill to give players some input. As of now, it requires just one button to progress through the majority of it. You get my point? These are general ideas.
This is basically like Generations Seaside Hill tier. A ton of those alternate possible paths you could just glimpse at. This is what boost game stages should be like in general.
This stage kinda fixes the false "open world" tag Unleashed was given, and it gives you alot more freedom as well... but there's also barely anything going on within the actual stage. Nothing to keep the attention span of an 8 year old at least. It could also use Sonic Team's specialty in cinimatic camera angles, that alone is what made the original game feel so lively.
@@samcandles The original level is a bit linear, consisting of one main path throughout the entire level, but it's usually always a high and low route. In this level, I've seen two at some points, and the high and low paths were pretty creative, too. That said, the linear parts in this level are literally boost to win. At least the og level tried to cut these down as minimum as possible. I guess the "open world" was a bit pushing it, but it looks like you can explore for a while on this level. You can't go very far in Act 2.
While I do like the spectacle and the fact someone actually managed to make a customized level out of this aesthetic, there isn't really much of note to talk about here. It really does remind me a lot of the Unwiished levels, where you're mostly there going with the flow instead of trying to find something new with every playthough. Cool concept, just needs more enemies and QTEs and such.
This feels like a very UnWiished level. A lot of it is focused on running and drifting and quickstepping. The spectacle is great and I'm sure it took a lot of time to make, but the gameplay value isn't all that high imo.
Seeing the movement in Sonic Generations, lord why couldn’t Sonic Frontiers be like this, at LEAST with the cyber stages, Homing Attacks suck ass in that game, overall though frontiers is really good.
I wish they had sonic unleashed on the switch, but make the graphics like Sonic colors but a slightly higher quality version with better frame rate. I was playing Mario 3d world and one worlds music gave me Sonic unleashed chu nan night vibes
It’s more so inspired by Uniwiished, prioritizing on trying to make good level design rather than fill it to the brim with stuff to dodge like the other World Adventure (that other Boost games took the skeleton of).
"Mid forces level design! Looks like garbage! Grr I hate taking in the environment instead it should've been more difficult & have a lot of 2D sections & buttons instead of a free roam!!!" 🥱
This stage is a visual treat, genuinely feels like a lost act of Windmill Isle and has some pretty good design, LOTS of hidden paths.
To be honest, The level design Is actually pretty neat. The level itself reminded me of a cross between the PS3/Xbox 360 And Unwiished. Might Try It out later.
It's funny because according to Sonic fans this is basically Sonic Forces, it's decent, it's a good start at using Unleashed assets to create something new but it's literally a straight line 90% of the time without even having obstacles or enemies
This is everything Sonic fans were crying to Sonic Team about but yeah i figured the comment section would be hyping this up as revolutionary
How is this level design neat? It's all automated and straight line till u reach the goal
@@MD-se8ft I agree that it's KINDA Automated. It could use a bit of work, though. But to each their own.
@@etherealhatred Yeah. Straight Lines in a Sonic Game Aren't as fun as twists And Turns. Though, Sonic Team should Take notes From Super Mario Bros Wonder And take their sweet time. But this Was probably Made Within a Deadline.
This mod is stunning, don't get me wrong, but the level is just empty lol
This is like a hybrid of Wii/PS2 and PS3/X360 version's level design, and I'm all in for it 👌
Pretty nice. Decent length, good use of visuals both old and new, nice layout that fits some of the level designs from Unleased. Impressive work by the modders, they did a fantastic job.
It doesn't fit what unleashed did at all, it's a good start yes, but is EONS away to resemble anything from Unleashed (at least not the 360/PS3 version)
There's potential here, but it needs more things going on. Rail grinding, QTEs, platforming (springs, acrobatics, wall jumping), a puzzle of some sort (switches to hit to activate a gate or door), more hazards, something more than just boosting. It lacks in objects, obstacles, details. It's a good start, though. At the moment, it feels like a race track waiting to be populated with things to keep players on their toes and engaged in the game.
I dont think a level like this needs a puzzle thrown in there. Those puzzles were never fun or interesting, they just killed the flow. This level uses set pieces and spectacle to give the player a little break which I think is cool. I like that there are just moments in this level where you run through a cool area for a bit until the next section
@@caelkins6478 I wasn't saying it would be the best addition nor a mandatory one (although even timed jumps and Egg Springs and such function as a form of very basic puzzle and could at least be added), but rather that this level needs something, anything else to break up the linearity and add some meaningful challenge or use of skill to give players some input. As of now, it requires just one button to progress through the majority of it. You get my point? These are general ideas.
i think more QTE’s rails and enemies would definitely make navigation more interesting
Pretty good. Just needs more enemies and objects, A lot of potential though
Pretty good stage mod it's like seeing the best of both the PS3/Xbox360 version and the Wii/PS2 version
Okay this is AWESOME! I really like the idea of completely new Unleashed-inspired level designs. This is great!
This deserves best of all time in Gamebanana
Early gang 😎 this stage tho features many unique locations that I’d never expect out of windmill isle. Makes it feel like a open world
I hope more people do original layouts of existing zones, instead of just a port
forces level design moment
Windmill isle is my childhood, happy to see it get this love and special treatment.
This is basically like Generations Seaside Hill tier.
A ton of those alternate possible paths you could just glimpse at.
This is what boost game stages should be like in general.
This level is actually better and longer than many of the Unleashed and Generations levels lmao.
THIS is what is called vastness, baby
Visually looks pretty neat, probably feels boost to win.
This stage kinda fixes the false "open world" tag Unleashed was given, and it gives you alot more freedom as well... but there's also barely anything going on within the actual stage. Nothing to keep the attention span of an 8 year old at least.
It could also use Sonic Team's specialty in cinimatic camera angles, that alone is what made the original game feel so lively.
Unleashed was never supposed to be open world and this level isn't either wdym lol
@@samcandles The original level is a bit linear, consisting of one main path throughout the entire level, but it's usually always a high and low route. In this level, I've seen two at some points, and the high and low paths were pretty creative, too.
That said, the linear parts in this level are literally boost to win. At least the og level tried to cut these down as minimum as possible.
I guess the "open world" was a bit pushing it, but it looks like you can explore for a while on this level. You can't go very far in Act 2.
Looks really killer actually
Is this an original level design?!
Yes
No
@@EternallyEmberKin sorry, i thought it was new
yes
While I do like the spectacle and the fact someone actually managed to make a customized level out of this aesthetic, there isn't really much of note to talk about here. It really does remind me a lot of the Unwiished levels, where you're mostly there going with the flow instead of trying to find something new with every playthough. Cool concept, just needs more enemies and QTEs and such.
Imagine Sonic Generations 2 with Sonic Frontiers style open worlds from each game in the franchise. Would really be neat for Windmill Isle.
This is just forces design with unleashed assets
This is a great new stage.
This looks incredible
I’m just curious as to how many of these blind jumps lead to death if you miss
Apotos es uno de los mejores niveles visualmente geniales en toda la franquicia de sonic cada vez que lo juego en sonic unleashed me transmite paz
Thats some damn good level design
Looks like a real unleashed level
This feels like a very UnWiished level. A lot of it is focused on running and drifting and quickstepping. The spectacle is great and I'm sure it took a lot of time to make, but the gameplay value isn't all that high imo.
Is more like Sonic Unwiished old stage to me
Sega needs who ever made this stage
if sonic unleashed has a sequel
THIS IS HEAT
Seeing the movement in Sonic Generations, lord why couldn’t Sonic Frontiers be like this, at LEAST with the cyber stages, Homing Attacks suck ass in that game, overall though frontiers is really good.
I wish they had sonic unleashed on the switch, but make the graphics like Sonic colors but a slightly higher quality version with better frame rate. I was playing Mario 3d world and one worlds music gave me Sonic unleashed chu nan night vibes
Nice Video
My friend tried this but his game always crashes
this level is literally autoplay bro 💀what are people talking about
looks visually appealing
but where's the gameplay
Infinite times better than Superstars, RIP good Sonic game since Unleashed
Why are you even comparing a 3d sonic game to a 2d game lol
eh.
Looks really mid, its just boosting the whole time and theres no enemies? Somebody was inspired by forces 💀
I agree it is kind of empty, but this is nothing like forces. This is a masterpiece compared to that shit
It’s more so inspired by Uniwiished, prioritizing on trying to make good level design rather than fill it to the brim with stuff to dodge like the other World Adventure (that other Boost games took the skeleton of).
Looks empty tbh
This is bad level design
In your mind
"Mid forces level design! Looks like garbage! Grr I hate taking in the environment instead it should've been more difficult & have a lot of 2D sections & buttons instead of a free roam!!!" 🥱