How would you rate the official levels? - Part TWO!

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Deep Sea Zone, especially act 2, is a conglomerate of multiple older ideas and WIPs for Deep Sea, some of which go back all the way to 2000. There are a ton of different (mostly terrible maps) that were gutted, had the good parts taken out, and placed into a stage, with new stuff mixed in-between. To give an example, the waterslide at the start of DSZ2 was from a different file than the room the water drains into, which was from a different file than the hallway you see in that old preview video.
What about Mine Maze? Take a look at this file.
http://essen.sepwich.com/wads/upload/uploads/Srb2z4m1.wad
Isn't that a prototype of Mine Maze?
Also.... http://essen.sepwich.com/wads/upload/uploads/Srb2z3m1.wad
http://essen.sepwich.com/wads/upload/uploads/Srb2z3m2.wad
Deep Sea Prototypes?
 
Seeing as I've already rated the Co-op levels (Page 2), I'm rating the multiplayer ones now. The Match ones. I play far too little CTF to be able to rate THOSE levels.

--Match Level Ratings--

Jade Valley Zone - 9/10
I have fun fighting people in this level, whether it's near the close quaters of the Scatter room, or the large areas of the pool. This level somewhat puts every type of area into a level. I also find it interesting how Sonic users have it much harder to get to certain areas.

Noxious Factory Zone - 9/10
This level's a blast. Trying to fight people while the odd person accidentally falls into some slime.. All the areas are easily accessible to anyone, so there is nothing holding Sonic from getting anywhere. The only problem I have with this level is the place where the Auto ring is. It just seems...off.

Tidal Palace Zone - 8/10
I dislike the fact you have to constantly fight for air during your battle, but I like the fact that the water somewhat slows Sonic's thok. Alot of the places require a fair bit of platforming or running around using Sonic, and that's just what I prefer. Although, the drowning can get very annoying.

Thunder Citazel Zone - 9/10
I like anything from the past, and this is no exception. Fighting people inside a castle. There's nothing too special to fight around here, meaning it's more of fighting and less of collecting things and looking at the scenery. I plain like this level, don't change it.

Desolate Twilight Zone - 6/10
To be honest, I found this level as boring as I found it in 1.09.4.. There's nothing particularly interesting, so it's just fighting with the odd snipe from above.

Infernal Cavern Zone - 10/10
My favourite match level! I don't know why, but I just enjoy trying to dodge lava during a battle. It could be used cheaply at times (touch lava = invincible for a bit = no points for opponent) but that dosen't really deter from the fun. There's lotsa small corridors here too, so Scatter and Bomb are pretty useful.

Sapphire Falls Zone - 9/10
I hated this level in 1.09.4, but I love it here. It isn't symmetrical anymore, and the weapons have been placed in pretty good places. You often get the odd snipe-and-jump-on-itembox every now and again, but usually it's a good ol' fight in Sapphire Falls. :P

Meadow Match Zone - 9/10
I like this level. Why? It's an original. It's small. It's just about the battle. Nothing else. Fight fight fight. That's about it.

And there we go.
 

Are these real prototypes? They seem to play like Demo 1-4 era levels and I want to make sure.

Edit: they seem to play the best on those versions of SRB2, but Mine maze has invisible enemies unless playing on Demo 4, then they're emerald hunt locations.

Edit 2: turns out the invisible enemies were Minus and Drillakilla. The sprites matched up with what was there in SRB2 Christmas. Plus Doom builder 2 identified them as Imps and Pinkydemons under the Boom configuration making finding the sprites easier.

I think these may be legit
 
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Are these real prototypes? They seem to play like Demo 1-4 era levels and I want to make sure.

Edit: they seem to play the best on those versions of SRB2, but Mine maze has invisible enemies unless playing on Demo 4, then they're emerald hunt locations.

Edit 2: turns out the invisible enemies were Minus and Drillakilla. The sprites matched up with what was there in SRB2 Christmas. Plus Doom builder 2 identified them as Imps and Pinkydemons under the Boom configuration making finding the sprites easier.

I think these may be legit
What does legit mean? (XD) *shot*
 
well i dont play much....so......

green hill zone 1:
a good begginer level, but to small! good secrets but needs more things to do. 6/10

ghz2: pure awesomeness. good size, moderate difficulty (pretty easy for me) and good eye candy. althogh the cave was a bit......bland. 7/10 for that. if i dont count the cave 8/10

ghz3: to easy, althogh its alot like the origional games, and take that as a complement. 6.5/10.

techno hill zone as a whole: pure epic. my second faviorite zone all together. 10/10.

deep sea zone as a whole: love the puzzles, and the waterfull plats was tricky! lol 8/10. my third faviorite over all.

castle eggman act 1: WAAAAAAAAYYYYYYYY awesome. the chains were just brilliant and i love the new level style. 8/10

castle eggman act 2: the same as the frist act, loved the wood part and the enemey switch part. 8.5/10 6/10 as a whole for the zone.

rvz1: i havent played the new version yet. but its a cool level. 9/10

arid cannion as a whole: 7/10. my fourth fav.

egg rock: WOOOOT! 10/10. this zones awesome.

new modes:.......epic. lol. i like the chaos emes. i havent played current release ok?

---------- Post added at 09:07 PM ---------- Previous post was at 09:06 PM ----------

9.5/10 for the game althogether.

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i will destroy you all where i stand, and take over this world as the darkness as my genral and the eggfreak doctor as my slave! MUHAHAH!
 
I'll just rate the first two for now.

GFZ1: It had nice visuals, but it was much too easy, even for a first level. 7/10

GFZ2: I liked the atmosphere in this level. It was fun to explore, and I like the way that the water was used. But again, it seemed really easy. 7.6/10
 
I'll rate some of the CTF levels.

Lime Forest Zone: Due to the level not being so big or too small i rate it a 8/10. Also because it's one of my favorites.

Cloud Palace Zone: Another one of my favorites. I love it because of the bomb panels being right in front of the bases. Also being able to shoot people into the pit gives players a great advantage. I give this level a 9/10.

Icicle Falls Zone: This is my favorite of all CTF levels just because it's my favorite.

Twisted Terminal Zone: I really like the zoom tubes in this level and how you can walk on the ceiling. That and also that there are very little places to hide. If you even try to you'll get caught and probably lose the flag. I rate it 9/10

I'll rate the others some other day.
 
Here´s my Single Player/Co-op rate and my reasons:

GFZ1 - 0.8/1.0(too Small)

GFZ2 - 0.5/1.0(needs 1 Trap)

GFZ3 - 1.0/1.0(Perfect)

THZ1 - 0.7/1.0(Needs more Traps and more Enemys)

THZ2 - 0.8/1.0(Needs more Traps)

THZ3 - 0.4/1.0(Crappy Boss - A TRASH)

DSZ1 - 0.9/1.0(Needs more Currents)

DSZ2 - 0.8/1.0(Needs more Enemys)

DSZ3 - 0.9/1.0(Boss must be more Fast)

CEZ1 - 0.9/1.0(Needs 1 Hidden Place)

CEZ2 - 1.0/1.0(Perfect)

ACZ1 - 1.0/1.0(Very Good)

RVZ1 - 0.7/1.0(needs more Hidden Places and more Lava)

ERZ1 - 1.0/1.0(pure aweasome)

ERZ2 - 1.0/1.0(pure aweasome)

ERZ3 - 1.0/1.0(I loved the Boss)

CTF Rate :

LFZ - 1.0/1.0(Perfect)

CPZ - 1.0/1.0(my Favorite CTF Level.XD)

SCZ - 0.8/1.0(too Large)

IFZ - 0.4/1.0(needs plus curves)

TTZ - 1.0/1.0(Mecha-Perfect)

NRZ - 0.8/1.0(Too hardly to pass with FLAG)

Race,TAG,Match and H&S Rates,i´ll post after.
 
He didn't say "a lot of cheap deaths, like...". He said "a lot of cheap deaths. I like..." He wasn't saying the miniboss was cheap; he said he liked it.

I liked it so much I put it in my mod, Tortured Planet, as anyone who played Liftoff Gantry Zone Act 2 will already be aware. I modified the aesthetics a lot, but it behaves exactly the same.

Srb2 is harder then all the genesis games imo.
 
In my review of the levels I might be at times be comparing the famous 1.0.9.4 version to the recent one, 2.0.6 which mostly this review is about.

Notice: Now, I haven't quite finished 2.0.6 due to me being lost at Deep Sea Zone Act 1 running around like a headless chicken trying find where I'm going I will have to constantly edit this post, so looking at it now, might not be long, but will be longer when I have finished all the levels.

WARNING! Text wall is ahead.

GFZ Acts 1,2,3

Same old classic layout like Green Hill Zone. A very nice and beautiful zones to introduce new players and Sonic fans to Sonic Robo Blast 2. The Eggman boss in 2.0.6 has changed a lot in tactic wise, but is still easy to beat. 9/10

THZ Acts 1,2,3

This brings out that classic feeling from Sonic 2, Chemical Plant Zone and boss wise, but with the water being toxic and actually dealing damage. The version 1.0.9.4 for act 2, was very annoying at the start dealing with annoying enemy at the beginning, the button to deactivate the laser was in a different location, smaller, and easy to miss (correct me if I'm wrong), but the up to date version is now a bit more forgiving. The boss for this zone, was again easy, no change in tactics in order to throw you off guard. 9.5/10

Special Stage 1; Very easy for a first special, not a lot to say about. 7.4/10

Special Stage 2; Again, very easy, just don't go playing in the water. 8/10

Special Stage 3; This one has a lot of rings and is easy, just don't play or land in it. 7.7/10

Special Stage 4; This one has gone through the most changed since what I've played on 1.0.9.4, and this is where things get more difficult, with most the rings being high up and platforms that can fall, and don't play in the... alright you got the point. 8.8/10

Special Stage 5; Pretty much unchanged, but with more rings and the water level not so deep. 8.8/10

Special Stage 6; If you were to play the version I played, you would notice that this is the seventh special stage not the sixth. They slightly added more rings, but got rid of the hole with the bunch of rings. 9/10

Special Stage 7; Ahh, the seventh stage, this level reminds on why I hate most of the last special stages in most Sonic games. Pretty much, if you are a platforming expert, this shouldn't be a problem. That's not all, timer is ninety seconds, ceiling crushing platforms, and getting the rings with Sonic is just annoying. The only way for me to actually beat it is to try, try, TRY, again with multiplayer while putting in the command map map56 over, over, and OVER again. I know the final stage needs to be hard, but there is no need to make it annoying without a good save after act feature. 5/10

Thank you for reading, if you actually read it that is. I know it maybe way too long, but it's better than making more posts of it or even double posting it, which would be against the rules.
 
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GFZ1- This level is pretty basic, but for almost everyone who plays this game, this is the very, very first thing they will ever see. And it's a nice introduction to some of the basic elements. I wish there were a few more item boxes to allow people to see what the shields do. There are some, but they're in out of the way places, and a beginner might not try to explore them.

Also I find it really annoying that I can't spindash up that slope to the bridge.
7/10

GFZ2- If GFZ1 was Green Hill Zone, this is Angel Island. It plays with the 3D aspect of the game a bit more than GFZ1 did, with the centerpiece of the stage being the big wide open area near the end. You're not there for long, but that point in the game is the point you think "Oh yeah, this is Sonic alright"

...Although it's sometimes annoying to get out of the water in that same area. 8/10

Egglasergunthingythatchargessometimes- Eh. It's alright. He's quite easy, but he's a nice introduction to Eggman I guess. 6/10

THZ1- I like the mixing of the factory areas and the greenland areas. The toxic slime is a bit annoying to escape from, but it adds a nice challenge after the relatively safe GFZ. The fork area is a bit distracting to me for some reason. One fork is quite easy, and quite fun. The other is quite easy, but quite boring due to the flying platforms being so slow. Also for some reason the fans in the hidden factory room thing don't hold me up properly, but that might just be me.

Also, the barrels in the long hallway with the slime is a bit boring. 8/10.

THZ2- I miss the grass. But this is a nice way of showing that Eggman is a villain (if destroying an entire city in the opening wasn't enough) and not an idiot. Or at least not a complete idiot. Anyway, this one is pretty nice, some well hidden secrets (I still have no idea how to get the sonic emblem) some annoying toxic sludge. Overall it's pretty enjoyable. 9/10

Eggslimethrowingmachineincirclesboss- Either the easiest or the hardest boss. Depending on whether you stand still or try to thok him from a distance. If he's the easiest boss, you do not need to move at all once you're in position. If he's the hardest boss, you will die from the thok rebound so many times it's not even funny. 5/10 either way

DSZ(both of them because I forget which has which features)- It's not immediately apparant where you have to go at the beginning here. Still, the knuckles-only elemental shield is nice. Without it there would be much drowni- oh I hit a spike SO MUCH DROWNING. I don't like water stages in sonic games for that reason, but it's not overly flooded, it still manages to provide some nice challenges.

The gargoyles are a nice touch, but a bit tedious. It's also confusing later on when they start being random decoration again and I keep expecting a puzzle to arrive. Specific things I do not like are the big empty room with the platforms. Because as anyone but Tails it's quite difficult without being much fun, and with Tails the room might as well not be there.

Last thing? That water current tunnel is just painful. I mean that literally. Because it's covered in spikes and filled with water. That one area where you have to jump over a raised bit in the tunnel is just mean. I can never do it right, I just mash the jump button and every other button until I somehow pop over. Overall... 7/10 or 6/10

Eggunderwaterlasergunthatcanalsoflysometimes- Eh, it's alright. In Single Player it's pretty simple, and in co-op you can beat it with two sonics incredibly easily, even with the flooding. 6/10

More later when I can be bothered. :D
 
Gwahaha let me start my rating-ness.
Green Flower Zone: Great beginning zone, and one of the easiest levels in the whole game (which makes sense). Although the gigantic switch in level size (smallest level to one of the largest levels) seems a bit awkward to me.
My rating: 9/10

Techno Hill Zone: Another great set of levels. Ingenious design structure (compliment), but not too hard, nor too easy. I enjoy this levels, and the first time I played this level (about 7 months ago), I got lost on my first try. Shows how good i am. I especially like the ingenious design of tge boss level, making you believe it's a never ending railroad ride.
My rating: 10/10

Deep Sea Zone: Gwahahaha, the best of the bunch. I played the game the first time as Sonic, and didn't beat the level within 10 minutes, because of the gargoyle puzzles. This zone is like gigantic, and has the most routes (in both levels) ever (DSZ1 has four, DS2 has three, counting the knuckles-exclusive exit).
My rating: OVER 9000/10 *shot* (10/10 in all seriousness)

Castle Eggman Zone: Great redesign since it's first release, although I liked the original CEZ2 a tad more, why I dunno. Great visuals, although I did notice a patch of GreenFlower wall texture in the secret Knuckles location. It was fun, but it lagged like hell on my own computer, so much as to me not wanting to o CEZ2 on Time Attack ever again. Not a big deal though, as my computer is a hella' old.
My rating: 8/10

Arid Canyon Zone: This level is super fun. and I enjoy time-attacking it, even though using Knuckles' itembox bouncing cheat still doesn't help me beat some people in race mode. Great visuals, enjoyable level overall.
My rating: 9/10

Red Volcano Zone: This level is great fun, although it can be furious to fall in the lava. Short review for a short but sweet level.
My rating: 9/10

Egg Rock Zone: Wicked awesome man, this is my second favorite set of levels in the whole game. With a total of 2 routes for each level, the fun never ever ends. Although at time I get mad if I miss a crucial part and fall to my death.
My rating: 10/10

Rating for single level pack as a whole: 9/10
I will rate the Match, CTF, and Circuit levels later. I may even rate the secret levels.
 
Okay, so I spent like one entire hour typing out a review post. Then the login system decided to be an asshole and went all 'bluh bluh you need to log in' while I already was, and I lost my entire post in the process.
So, I decided to only post my ratings, to give an impression on how much I like each map, and I'll probably add comments later.

GFZ1 - 2/10
GFZ2 - 6/10
GFZ3 - 1/10
THZ1 - 2/10
THZ2 - 6/10
THZ3 - 5/10
DSZ1 - 9/10
DSZ2 - 8/10
DSZ3 - 6/10
CEZ1 - 3/10
CEZ2 - 3/10
ACZ1 - 8/10
RVZ1 - 5/10
ERZ1 - 9/10
ERZ2 - 10/10
ERZ3 - 8/10

NAGZ - 9/10

Lime Forest - 4/10
The outside area is quite good. Maybe a little small, but it's not hard to navigate and it looks nice. The other parts, on the other hand, are ugly and cramped. I mean, it's wood, wood and more wood, and it's a bit hard to navigate in the bases. They also seem to be camper heaven. However, the items seem to be properly balanced for such a small stage, and it isn't too bad of a stage.

Cloud Palace - 3/10
Okay, Cloud Palace is decently sized at least, but the path balance is extremely off. The upper paths have two WRMs and both Grenade Panels, and it's too easy to just run to the other side. The middle paths are too hard to stay on with heavy lag, and it only has the Bounce Panels (and all the ammo for it). The lower path has both Explosion Panels, the SRM, and it provides the easiest way to get from base to base, seeing as it is just a straight line. The hell? The visuals are rather bland, but there's not a whole lot you can do with the aerial ruins theme. Lastly, the remaining two WRMs and the Rail, Automatic and Bounce Panels are too far away from the main action, so they rarely get used.

Silver Cascade - 2/10
This level, in contrast to Lime Forest, is too huge. It takes an eternity to get to the other side, especially when you have to take the underwater path. Said path also has the most massive chokepoint in all of SRB2: someone can just wait there, and bomb you to death/drowning before you have the chance to even defend yourself. Unfair much? Most weapon panels are too close to each other, just like the WRMs and the SRM, and the ammo seems to be quite absent, aside from the clumps of them at both sides and near the weapons themselves. The bases also seem to be camped a lot, and the graphics are very dull because it's grey all over, which makes it look depressing and ugly.

Icicle Falls - 8/10
Almost a polar opposite of the previous stage because it's really small, but this stage doesn't try to give you the standard CTF gameplay. Instead, Icicle Falls enforces a more quick and frenzy playing style, which is a nice change of pace compared to the other stages, and that makes it better than the other CTF stages. The powerful items are placed properly, not too close and not too far from each other, and the visuals are superior over all other stages' visuals in this division. Nothing else to say, really, aside from the fact that the bases might be too indefensible.

Twisted Terminal - 5/10
This stage is the epitome of average. However, that still makes it better than most CTF stages in the official rotation. For instance, the weapons are properly placed, the ammo not quite. The visuals are average, nice textures and details, but little variation between them and said detail is improperly balanced around the stage. The layout is good, the lack of paths isn't. The gimmick is fun, the bases being easy to camp in/around isn't. In the end, everything balances out to a perfectly average stage.

Nimbus Ruins - 7/10
Like Icicle Falls, the different playing style of this stage makes it better than most stages. Nimbus Ruins forces the complete opposite: instead of quick and hectic, it requires you to take your time, or else you die. The high death count obviously can't be appreciated by everyone, but I like the contrast it provides, and it makes it all the more satisfying when you actually capture the flag. The bases are not easy to camp, and the items are balanced. Only flaws are the extremely boring visuals, and how the stage can become unplayable with heavy lag.

Jade Valley - 7/10
I just can't understand why this stage wasn't in 1.09.4, it would've been an absolutely great stage there. This is one of the few classic levels that works great in 2.0, the only obvious leftovers from the original are the visuals, they look rather ugly in comparison to most other stages in this division. The layout is good, the items are balanced, and there just aren't any major flaws.

Noxious Factory - 6/10
Another port from the classics that works in 2.0. The outside is good enough, like the indoor areas. However, they both look a little boring, even after the changes to the outside that were added in 2.0.5. The weapons are decently balanced, like the ammo, but some of the WRMs might be a little too close to each other. This could be a result of the stage being rather small, but it isn't too big of an issue. The slime might be a bit annoying under heavy lag, much like the SRM path, but in the end it all balances out to a decent stage.

Tidal Palace - 9/10
Wow. This stage left me speechless the first time I saw it, it just looked that great. The textures are awesome, and there's a lot of variation between them, which makes the level look beautiful. However, I quickly noticed this stage didn't only have great looks, it also had a great layout. Unlike others, I don't think it's too big, especially considering how everything is rather connected to each other. The items are greatly balanced, you have to go a bit out of your way to find them, but not too far. But the absolute best thing in this stage has to be the gimmick. The rising water gimmick has to be the best gimmick I have ever seen in a multiplayer stage, it greatly succeeds at changing the gameplay completely every 45 seconds. The only flaw I can find in this level is that some parts might be a bit on the cramped side. But other than that, this stage is perfect.

Thunder Citadel - 7/10
Another nice looking stage, and again with a great layout. However, this stage is a bit too large, and it doesn't really have an original gimmick to go with it. The items are properly balanced, and the outside area looks great, despite the low texture variation. The inside area looks a bit more boring, but still quite nice, seeing as it's hard to decorate castles properly. A nice stage, nothing really special.

Desolate Twilight - 3/10
Wait, where did this stage come from? This is a great quality drop compared to the other stages, because it's so dull and boring. The layout is extremely flat and open with just a few really high areas, the visuals could've been decent were it not for the extreme darkness which makes everything look depressing, and the powerful items are just too easy to get to. I would have said more things about this stage, but there's barely anything else left to talk about, so...

Infernal Cavern - 7/10
...I'll just go back to the fun stages. This stage, like some others, enforces a different playing style. Infernal Cavern requires you to be more careful, if you don't want to end up losing 50 points per death, because of the high amount of lava and flamethrowers. The layout might be a bit cramped, but this is not as big of an issue compared to other stages because you have to move rather carefully in here. The items are, like most other stages, nicely balanced, although you might want to change the deafult item of the SRM. The visuals are also really nice, unlike most other fire/lava based stages.

Frost Columns - 8/10
Another great stage, with a great layout and great item placement. The ice gimmick makes for frenzy fighting, while you can also go a bit out of your way to collect some more powerful items, and quickly resume to the action when you've done that. In other words, the layout is great. The visuals are not quite up to par with everything else though. I mean, there's a lot more you can do with the ice textures, and I would expect the developers to do exactly that.

Sapphire Falls - 6/10
While it is comparable to Noxious Factory in terms of quality, Sapphire Falls is quite a different stage. It's open and large, and it has no hazards. However, both stages have decent, maybe a bit unvaried visuals, and decent item placement. This stage is also a classic stage that works well in 2.0. However, the inescapable river is annoying under heavy lag, and the lake might need some more interesting things, both item- and detail-wise. No real problems otherwise.

Meadow Match - 10/10 1/10
omigosh dis stage is a klassic and it is soooooo much fun i mean it looks great the items are not to easy to get and not to close to each other the stage totally isnt a sonicthokfest the stage totally isnt to simple and to flat and it is just overly awesum and stuff and dis stage is just perfect in every way thank you stjr for porting dis i luv u so much for doing dat!1!!!1one!11!!!eleven!11!
 
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Oh man, it's so frustrating when that happens. After that happened to me a few times, I eventually learned to type long posts in Notepad, then copy/paste them in here. Of course, that means I have to spend a couple minutes deleting all the spare line breaks in the post when I transfer it, but it sure beats losing the post. Alternately, sometimes I copy the text to the clipboard before hitting "Post".
 
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LFZ - 4/10
CPZ - 3/10
SCZ - 2/10
IFZ - 7/10
TTZ - 5/10
NRZ - 7/10

JVZ - 6/10
NFZ - 6/10
TPZ - 8/10
TCZ - 7/10
DTZ - 3/10
ICZ - 7/10
FCZ - 8/10
SFZ - 5/10
MMZ - 1/10
I couldn't help but think "the guy who cannot be pleased" here in parts. Of course, that stems largely from my ridiculous admiration of the Match roster and my inexplicable feeling of "everything is in its right place". I'd probably end up agreeing with most of your ratings (the fact that you perfectly matched many of my own ratings for the single player campaign speaks itself), but some inside me just dies when you give maps Sapphire Falls a five. I'm probably over-exaggerating the amount of refinement and thought that went into these stages, but something about the deliberate unspectacularness of SFZ's design makes it pure gold to me. In a way, a rating of 5/10 reflects that it does exactly what it's supposed to.

Okay, I just said a bunch of incoherent nonsense while probably not conveying at all what I wanted to say. Please excuse my ridiculous attempt of trying to get my even more ridiculous viewpoint across. I'm currently writing up an extremely long review post myself (extremely = you will die trying to read it, rally), but I've only finished the first three single player zones, and it's already ten thousand characters long :< You'll have to wait for a bit. It's meant more as actual feedback for the devs rather than a "how would you rate these stages" thing, and I'm really trying not to overlook anything, as I think it could actually be quite helpful in the end.

(Excuse me while I feel like I made an utter fool out of myself with this right now.)

EDIT:
Of course, that means I have to spend a couple minutes deleting all the spare line breaks in the post when I transfer it, but it sure beats losing the post.
Hahaha oh wow. There is an option to deactivate line breaks in Notepad that automatically removes all those, you know? You don't have to manually correct all these.
 
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I'm probably over-exaggerating the amount of refinement and thought that went into these stages
I wouldn't use the word "refinement", but I will say that a LOT of thought was done while setting up the system and placing everything. Since the system was all-new, I knew that it was extremely important that the stages that shipped with the game would do the ideas we had justice, and I spent quite a lot of time figuring out what weapon needed to go where and exactly how to spread the ammo pickups, SRMs, WRMs, and emerald spawns.
 
Okay, now on tothe Match stages.

Jade Valley Zone: Fun level, like the fact that there are plenty different rooms to do battle in. My only complaint is (or should I say, are) the textures. GFZWALL and GFZGRASS are the two most overused textures in the game. Maybe make it more independent: use other grass textures, maybe some custom wall textures.

My rating: 8/10

Noxious Factory Zone:

Great improvment from it's original version in 1.09.4, but, again, the main problem is the overused textures. Also, I thought it would be nice if some of the itemboxes could be itembox-bounced on by Sonic to reach the Tails and Knuckles-exclusive spots, like in most other levels *coughSapphireFallsZonecough*.

My rating: 9/10

Tidal Palace Zone: Wow, this level is great fun, especially with the new locations. But it seems kind of strange to put a Rail ring in a small, compact, singular room that you can be ambushed in. Other than that, I like the better texture variation.

My rating: 9/10

Thunder Citadel Zone: Super-duper fun, and, like Noxious Factory Zone, great improvment over it's original design. I like the fact that you changed the outside wall texture too, since that would've made me drop the score.

My rating: 10/10

Desolate Twilight Zone: Spacious, yet small enough to not be a hunt to find an opponent. I would give it a 10/10, if not for the obvious railing flaw: cmon, a level this big makes it easy to get railed out of nowhere. Maybe add a few boulders here and there, or add a secret spot railers can't get at.

My rating: 7/10

Infernal Cavern Zone: It's a good level overall, interesting structure, but what bugs me is it's basically a race for an elemental shield. I think removing that completely would make the level better for everyon.

My rating: 8/10

Frost Columns Zone: I like this level, but it can get a tad confusing. and the rail ring was, in my opinion, horribly placed. I mean, it's just sitting there, out in the open. Maybe you should make getting the rail a little more challenge, since it is a very powerful ring type. Other than that, my only problem is getting lost.

My rating: 8/10

Sapphire Falls Zone: Ah, Emerald Hill Zone's match equal. I love this level, it has nice texture, considering it's theme, and, like I said for Noxious Factory and Thunder Citadel, great improvment from it's original design.

My rating: 10/10

Meadow Match Zone: Should I even give this a review? This level is the greatest of them all, besides Match Test Zone. Hands down.

My rating: 10/10
 
Noxious Factory Zone:
Also, I thought it would be nice if some of the itemboxes could be itembox-bounced on by Sonic to reach the Tails and Knuckles-exclusive spots, like in most other levels *coughSapphireFallsZonecough*.
All Tails/Knux only spots can be reached with a Whirlwind Shield and some spindash-jumping.
And you seem to be really obsessed by Rail Ring placements :P

Anyways, I'm adding reviews of the multiplayer stages to my post.

EDIT: CTF stages have reviews.
EDIT 2: Match stages are reviewed.
 
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