JEV3
There and back again~
Dangerous Volcano Zone - 3/10
Its nice to see some of the music from Sonic Spinball to get some attention, but the level consisted of searching for the button that would make it possible to platform onward, and usually also cause lava to rise a little bit too fast. Worse yet, the lava followed the pre-2.0 conventions which resulted in several cheap deaths.
The scripted part at the beginning along with the lava slide felt like the level was just padding itself. I particularly did not like how one section of the lava slide prompted you to jump, but jumping during other sections makes you more likely to die.
Additionally, the 2d mode at the end made it quite clear just how broken the inertia in 2d mode is. The best way around that is to focus on precise platforming OR running forward and avoiding obstacles (former seen in SRB1, latter in ERZ2) but not both. It did not help that there were large pillars constantly blocking your view.
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Buzzards Bay Zone, Act 1 - 4/10
There really wasn't much to see or to say here. The tall grass doesn't work for platforms that small, and the whole thing was too cramped to really get the open feel of a first level.
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Canyon Operation Zone - 5/10
I really liked this level, the theme reminding me of Half-Life. The outdoors parts felt a little uninspired after a while, and it was difficult to see where the paths branch out. The long-distance platforming got old really fast, where I had to look for the next highest ledge and then thok to the next area. The factory parts were a bit cramped, but I felt that the areas which had a little bit of both were the best part.
It sigsev'd in one area, and I'm not altogether sure what the cause might be. The music was well-chosen, but it looped a few too many times for a level this size.
I really wanted the doors with the gearshaped designs on the tiles to be breakable by Knuckles, because I was looking forward to seeing some alternate knuckles paths. Overall, this level was the only one that felt average.
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Starlit City - 2/10
Most of the level being situated above a death pit made some of it rather frustrating, particularly in the first grass area where I had no reason to believe that it was surrounded by pits. Additionally, it was hard to tell what would crumble and what wouldn't.
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Metropolis Sprint Zone 4/10
The music was appropriate and oddly familiar, but the gameplay didn't really stand out at all. The scaffolds were annoying and the factory/boss felt completely out of place. Furthermore the path through the level felt a little unnatural.
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Cyber Gauntlet - 2/10
This level really bugged me. For one thing it was a long string of challenges that reminded me of .hack/Pyro's levels, except for the fact that these seemed to be put in place for the express purpose of being difficult. I appreciated the teleporting pits although it made it a little harder to cheat...
The problem with most of the areas is that they didn't seem to work the way they were intended. The physics surrounding the hanging bars was too difficult to count on plus the fact the only way to get any forward momentum after hanging was to thok. I just spindashed over it to the last bar. Most ended up taking shortcuts through most areas until the waterslides where I gameovered four times before finally using noclip to walk around.
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EDIT: Strange, my ratings seemed perfectly fine to me until I looked at some of the other posts in this topic. Anyway, added a point to a few maps... hopefully that'll be more fair.
Its nice to see some of the music from Sonic Spinball to get some attention, but the level consisted of searching for the button that would make it possible to platform onward, and usually also cause lava to rise a little bit too fast. Worse yet, the lava followed the pre-2.0 conventions which resulted in several cheap deaths.
The scripted part at the beginning along with the lava slide felt like the level was just padding itself. I particularly did not like how one section of the lava slide prompted you to jump, but jumping during other sections makes you more likely to die.
Additionally, the 2d mode at the end made it quite clear just how broken the inertia in 2d mode is. The best way around that is to focus on precise platforming OR running forward and avoiding obstacles (former seen in SRB1, latter in ERZ2) but not both. It did not help that there were large pillars constantly blocking your view.
----------
Buzzards Bay Zone, Act 1 - 4/10
There really wasn't much to see or to say here. The tall grass doesn't work for platforms that small, and the whole thing was too cramped to really get the open feel of a first level.
----------
Canyon Operation Zone - 5/10
I really liked this level, the theme reminding me of Half-Life. The outdoors parts felt a little uninspired after a while, and it was difficult to see where the paths branch out. The long-distance platforming got old really fast, where I had to look for the next highest ledge and then thok to the next area. The factory parts were a bit cramped, but I felt that the areas which had a little bit of both were the best part.
It sigsev'd in one area, and I'm not altogether sure what the cause might be. The music was well-chosen, but it looped a few too many times for a level this size.
I really wanted the doors with the gearshaped designs on the tiles to be breakable by Knuckles, because I was looking forward to seeing some alternate knuckles paths. Overall, this level was the only one that felt average.
---------
Starlit City - 2/10
Most of the level being situated above a death pit made some of it rather frustrating, particularly in the first grass area where I had no reason to believe that it was surrounded by pits. Additionally, it was hard to tell what would crumble and what wouldn't.
----------
Metropolis Sprint Zone 4/10
The music was appropriate and oddly familiar, but the gameplay didn't really stand out at all. The scaffolds were annoying and the factory/boss felt completely out of place. Furthermore the path through the level felt a little unnatural.
----------
Cyber Gauntlet - 2/10
This level really bugged me. For one thing it was a long string of challenges that reminded me of .hack/Pyro's levels, except for the fact that these seemed to be put in place for the express purpose of being difficult. I appreciated the teleporting pits although it made it a little harder to cheat...
The problem with most of the areas is that they didn't seem to work the way they were intended. The physics surrounding the hanging bars was too difficult to count on plus the fact the only way to get any forward momentum after hanging was to thok. I just spindashed over it to the last bar. Most ended up taking shortcuts through most areas until the waterslides where I gameovered four times before finally using noclip to walk around.
----------
EDIT: Strange, my ratings seemed perfectly fine to me until I looked at some of the other posts in this topic. Anyway, added a point to a few maps... hopefully that'll be more fair.
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