I'm thinking a lot of Katmint's good ideas can be merged into Black Sea's deeper part, if it got chosen. The currents (which admittedly I hadn't considered), lava geysers, all the not funky lavawater stuff.
Also, I like a lot of Photonic Capitol's ideas. Though, the instakill floors reek of Tortured Planet. Though, the whole color and platform idea could be taken somewhere cool. But please, no DCZ textures. :x
Now, I want to post likely the last level idea I will have time to write.
Honeyhive Zone (better name, anyone?)
Theme:
Nature/Forest/Wonderland/Beehive/Flower
This zone would take place around and within a beehive. Inspiration for the beehive part coming, if you haven't guessed, from Donkey Kong Country 2's hive stages. Sticky honey, atmospheric techno (of course), and robotic bees. The first act would take place in a wonderland-esque forest outside the giant beehive. Giant flowers and mushrooms, twinkling forest sprites, and trees towering overhead. The work of Eggman's robotic hive is evident, as rivers of honey pour down the landscape, destroying all in it's path and trapping many an innocent forest creature. The second act gets into the center of bee activity itself, the hive. No more flowers, this is a place of business, with honeycombs constantly being filled and emptied, It is also home to the Deadly Drones, second only to the Queen Bee.
Gimmicks/hazards/ideas:
Well, first and foremost, honey. Sticky, quicksand honey, often used to stick our hedgehog hero's feet when we least want it. Also, a transparent kind that you find in established honeycombs and in transport. This honey is more liquid, and can flow like water. It's somewhat swimmable, much like the clouds in MonsterIestyn's Aerial Ocean Zone.
The big thing about the honey is the way it allows for platforming. Remember the snow in Blade's Frozen Hillside? Imagine a more serious version of that. The player will have to choose the correct path to take to avoid excessive jumping hindrance. It can be used as a punishment method for falling to the lower levels, which will be filled with the dehabilitating mess. Sometimes a Deadly Drone will lurk those lower levels...
The honey will also allow for some interesting vertical platforming, as the player utilizes series of slow moving sticky honey falls to progress upwards and forwards.
The liquid honey will also play it's part, as it floods rooms, allowing the player to access places they couldn't without it.
For trap floors and honeycombs, we can make writhing larvae pools. Whether just with a texture, or an actual badnik.
Badniks/boss ideas
Larvae: Ground based enemy, used to fill larvae combs. They simply attack the player in swarms. Looks like a typical bee pupa.
Standing Worker: A bee that waits in strategic locations and fires a shot at the player on seeing him. After firing the shot, the bee pops.
Flying Worker: Much like a buzz, but smarter. It moves in for the sting, and then retreats, much like the eggmobile.
Deadly Drone: The hulk of the forces. They live up to their name, and are bad to come up against. They are impossible to kill, but they are slow moving and grounded. They have poisoned jaws, and with them release a melee attack on close quarters, which (if possible or agreed to as a good idea) instakills the player. They're incredibly easy to avoid under normal circumstances, but in the grasp of sticky honey they become a decent threat.
Queen Bee: The boss. In HHZ Act 3, you face her on a honeycomb elevator. She moves around slowly, firing stinger bursts at you, occasionally doing a dash attack. At pinch, she collapses the outer combs to the platform. She is only vulnerable from the backside, which is exposed after her dash attack. I'm not sure how soccable this is. I know you could make her move about and fire, but I'm not sure about the dash attack. It's always up for change, though I have the boss arena and pinch phase planned nicely, I think.
Musical Inspiration:
http://www.youtube.com/watch?v=ZqPh...d=N__W45-cRrU&annotation_id=annotation_312392
http://www.youtube.com/watch?featur...v=N__W45-cRrU&annotation_id=annotation_357248