glad they were able to still keep early designs in some capacity! most of this stuff would just get cut but they used it in areas where it feels fairly seamless
@@gabrielcarvalhoseixas3112 At this rate I need to also put “this area was used for the Sonic vs Shadow Cutscene” in the pinned comments bc I mention it everywhere lol
I actually really like that first extra rail floating above the beginning grinding section as a way to access the first shortcut. The final version we got feels a bit clunky no matter how you take it, since Spear Gliding is obviously unintentional and homing attacking it from any angle but straight-on resets your speed _and_ forces your boost to end.
i do miss that at the end of the rails there's usually a glowing cross to indicate the end of the rail which is in base gens but not here for some reason, kinda wish they added it back
Always love to see some beta layouts! Judging by what they changed in the terrain, it seems they may have edited it to flow better? Who knows? Only Sonic Team knows
I was wondering when things like this were going to be found in the game, very interesting to this this here. One thing I found was that right before the start of the Hard mode fake chaos mission there is a rail placed just above the path where the missile QTE takes place, I could've sworn I saw it in some early footage somewhere. Also one other thing that's not exactly hidden, but in Sunset Heights act 2 along a trail of buzz bombers in the sewer section is a single lone ring, and from my early Unleashed layouts experience a single lone ring is usually a placeholder for a medal or other item, and the collection token in this area is locate don the lower route for some reason, so it's possible that it was meant to go where the lone ring is but they decided to place it somewhere else and forgot to remove the ring.
Interesting, I think keeping the extra sliding section would’ve helped this Doom Zone section be less boring considering it’s mostly just boosting in a straight line but at least it made it in the game.
tbf its more of a black doom chase sequence in the first main tutorial level, i dont think its meant to be anything groundbreaking just a way to wow the player on the first playthrough, the other doom zone sections are more interesting
Pause at 5:39, in the final version of the stage, the road goes upwards a little ahead of the chao soda tower. Here though, the road has more length to it before the road curves upwards
Is there any remnants or files of a Black Comet stage? I only ask because there is a folder in the sounds folder labeled dcomet_sound and contains many sfx from Black Comet/Final Haunt
Nope, they didnt leave much in terms of unused stages in the public release of the game. However there are a shit ton of development versions of the current stages we have in the developer build of this game
I saw that you referenced elsewhere that you don't really have the tools to look into other acts, but I'm really curious if, like Kingdom Valley has a Doom Zone that never gets used, or if it was always intended to not have one? Since aside from the final level which kinda is a Doom Zone writ large, Kingdom Valley is the only stage that doesn't have one.
Is the giant Space Colony ARK at the very beginning an actual model of the colony in the stage, or just the skybox? It seems to vanish after a certain distance so now I'm curious haha.
I haven't been following Frontiers modding for a long time(I know this tool is the same one as Frontiers) but is this custom developed or like based on leftover debug tools from the developers
Nope, sadly they didnt leave over much. Im sure development versions exist thought since they are a ton that are referenced in the “master.levels” file. (The file that tells the game what files exist and can load in)
This version of the stage was also used for the Sonic Vs Shadow Cutscene (even though that is mentioned several times)
I was wondering why it looked too familiar. No wonder we couldn't get a Sonic v Shadow boss on a non-looping stage.
but did you know that this was used for the sonic vs shadow cutscene?
glad they were able to still keep early designs in some capacity! most of this stuff would just get cut but they used it in areas where it feels fairly seamless
this is really interesting
0:39 This part is used in the Sonic vs Shadow cutscene in Shadow Generations.
@@gabrielcarvalhoseixas3112 At this rate I need to also put “this area was used for the Sonic vs Shadow Cutscene” in the pinned comments bc I mention it everywhere lol
Just about to say 😂
first rail section is from original final rush stage
I actually really like that first extra rail floating above the beginning grinding section as a way to access the first shortcut. The final version we got feels a bit clunky no matter how you take it, since Spear Gliding is obviously unintentional and homing attacking it from any angle but straight-on resets your speed _and_ forces your boost to end.
The Radical Highway section without proper lighting actually looks kinda nice all things considered
i do miss that at the end of the rails there's usually a glowing cross to indicate the end of the rail
which is in base gens but not here for some reason, kinda wish they added it back
this is really cool, thanks for showing it off!
Always love to see some beta layouts! Judging by what they changed in the terrain, it seems they may have edited it to flow better? Who knows? Only Sonic Team knows
I was wondering when things like this were going to be found in the game, very interesting to this this here. One thing I found was that right before the start of the Hard mode fake chaos mission there is a rail placed just above the path where the missile QTE takes place, I could've sworn I saw it in some early footage somewhere. Also one other thing that's not exactly hidden, but in Sunset Heights act 2 along a trail of buzz bombers in the sewer section is a single lone ring, and from my early Unleashed layouts experience a single lone ring is usually a placeholder for a medal or other item, and the collection token in this area is locate don the lower route for some reason, so it's possible that it was meant to go where the lone ring is but they decided to place it somewhere else and forgot to remove the ring.
the most confusing thing about this is using final rush remix instead of a final chase remix
Interesting, I think keeping the extra sliding section would’ve helped this Doom Zone section be less boring considering it’s mostly just boosting in a straight line but at least it made it in the game.
That Terminal Apotos of all places
@@Terminal_Apotos I think its fine they split it in half honestly since the extra portion was still fairly linear
tbf its more of a black doom chase sequence in the first main tutorial level, i dont think its meant to be anything groundbreaking
just a way to wow the player on the first playthrough, the other doom zone sections are more interesting
@@invalidfile yeah
@@NoNamex1412 You’ve got something I need!
Pause at 5:39, in the final version of the stage, the road goes upwards a little ahead of the chao soda tower.
Here though, the road has more length to it before the road curves upwards
Looks like the version they used in the Vs. Sonic cutscene
@@PikaPiPika Yep I said that everywhere lol
Huh that’s interesting. Cool people can check this stuff out.
I love japanesse shadow voice actor too
Would love to see Early Rail Canyon in this game
This makes me wish you could control the camera in the action stages
I think its better that theres an auto camera, having to manually control the camera sucks for these kinds of stages
@ I feel like Unleashed did it well where there was an auto camera but you could also control it manually if you really felt like it
@@MatrixEvolution17 Thats a decent compromise yeah
You should try making this a playable stage would be awesome
Is there any remnants or files of a Black Comet stage? I only ask because there is a folder in the sounds folder labeled dcomet_sound and contains many sfx from Black Comet/Final Haunt
Nope, they didnt leave much in terms of unused stages in the public release of the game. However there are a shit ton of development versions of the current stages we have in the developer build of this game
This is a great find, but I also think this was used for the Sonic vs Shadow cutscene if you haven't mentioned it already
@@GTMango I swear is this a joke or do people not know I mentioned this already lmao
@invalidfile 😁
So are all the Doom Zones stored separately from the main stages and loaded in during the transitions?
Yes
I saw that you referenced elsewhere that you don't really have the tools to look into other acts, but I'm really curious if, like Kingdom Valley has a Doom Zone that never gets used, or if it was always intended to not have one? Since aside from the final level which kinda is a Doom Zone writ large, Kingdom Valley is the only stage that doesn't have one.
@@Rot8erConeX We dont know since they didnt leave much in terms of unused stages in the public release of the game
also Chaos island doesnt have one too lol
Is the giant Space Colony ARK at the very beginning an actual model of the colony in the stage, or just the skybox? It seems to vanish after a certain distance so now I'm curious haha.
@@Gamrison I think its just a model lol
@@invalidfile Ah, sick! Thank you for the answer.
I haven't been following Frontiers modding for a long time(I know this tool is the same one as Frontiers) but is this custom developed or like based on leftover debug tools from the developers
@@thealandude9146 custom developed devtools from angryzor
Is it possible this version was made for the Sonic curscene?
No bc of the doom zone being slightly different lmao
@@invalidfile Yep, I commented before that part. Neat it was moved to Radical Highway Act 1
woah
How did you find this?
@@TimDespairBear11 They left this over in the game files, thats it
@@invalidfile oh ok nice find
I had no idea you could have a debugging UI like that. is it built-in into the engine? Or some kind of overlay mod? Impressive either way.
@@lpcamargo Shadow Gens DevTools
really cool! do you have this kind of footage for other acts?
Nope, sadly they didnt leave over much. Im sure development versions exist thought since they are a ton that are referenced in the “master.levels” file. (The file that tells the game what files exist and can load in)
@@invalidfile I'm guessing the only reason this is left over in the game still is because it was used for the Sonic vs. Shadow cutscene.
@@legoboy7107 Yes I said that everywhere lmao
how did you use free camera?
1:55. I used DevTools' debug camera feature
Is it a mod?
Can you provide a link to the mod?
@@Gaminganplaying gamebanana.com/tools/18327