Project Saes? The heck is that?
It's a short, 2D only level pack following yet another one of the good Dr. Ivo "Eggman" Robotnik's plots for world domination. It'l have 6 to 7 zones, but they'll probably be only one act each (Though, there may be exceptions). However, bosses will be in the same act on the zone you are playing, so don't think some of those zones were wasted on bosses.
The finished product will (hopefully) have some SOCed bosses and new enemies, as well as some gold 'ol fashioned 2D style gameplay. I also will include secret unlocks of course, but don't get your hopes up; I'm just a beginner you know. But knowing me, it'll be a long time before I finish this (If I even DO finish it :P).
Also, "SAAS" is pronounced like "sauce"
So, what's the story behind THIS one?
Eggman has, yet again, had his plans foiled by that blasted hedgehog. With this defeat, he devises yet ANOTHER plan to take over the world, as you would expect. Running a blank, he decides to thin of a plan to stop that meddlesome rodent instead, hoping his Eggman Empire plan would be easier without him. After looking upon the many areas he has been to via footage gathered by cambots planted across the many landscapes he's been, hoping to find some of Sonic's weaknesses, he took a closer look at some zones themselves, and thought "How the heck to those blocks just FLOAT in midair anyway?"
His curiosity getting the best of him, he researches the subject. From numerous sources from websites by scientists like him, he gathered that all of these platforms and other substances, called "Floors over Floors" or "FOFs" were given their attributes from out of world substances called "Control Sectors". these "Control Sectors" were mostly made up of a powerful substance called "AFALL1". If he could harness the power of AFALL1, he thought, he could make his own "Control sectors" to create powerfull contraptions of pure landmass to destroy that hedgehog, and bring the Earth (Or Mobius, if you believe THAT) begging on their knees for mercy! Then, the Eggman Empire will become a reality, with King Robotnik as it's mighty ruler! With the SAAS, the Super AFALL1 Anarchy System!
...Now if he knew how to obtain this "AFALL1" substance...
...Perhaps the scientists that wrote this information know...
That is the STUPIDEST crap I have ever read.
...I'll be honest. I just threw that together at the last minute. Infact, the project was just called SAS and didn't even stand for anything at the time; I thought the story and what it stood for (as well as adding another A) while I was uploading the first version.
Eh, whatever, how is the pack coming along?
So far... A couple of bugs, but good. One level just needs a big ironed out and some OTHER people playtesting it (Seriously, I've been playtesting this since I made the 1.09 version, which was originally just a one level thing), and it's as good as done.
I am also working on the second level, but it's nowhere NEAR finished. Not even 10% done. Other levels haven't even been deiced upon, but I have ideas in my head SOMEWHERE, but most have already been taken (Shakes fist angrily at Burning Sands zone and that one zone from Sonic Xtreme, taking away any potential of making a Magma/Desert level). But I'll manage... Maybe.
CURRENT VERSION (V0.2):
http://www.mediafire.com/download.php?20bjm0yzjdh
I may make a Sendspace mirror.
CURRENT PROGRESS/TO-DO LIST:
Sunset Town:
Bugfixing
(Maybe) Visual Improvement
What was originally a standalone zone, Sunset Town opens up the pack. This level has tons of enemies in comparison to later levels, but the numbers are mostly bark than bite. I might end up toning down the enemies, since most of them are so useless and they may cause lag for some people. there are also lots of teleporters here, but newer levels will have signivigantly less. I got a little too teleporter happy on this one...
This was originally a 1.09 level, but was ported over. If you wish to see and/or download the original, check this horrendously low quality vid here with the download in the description.
This originally had a turret, and the (unseen in this pic, since the crates block the view of them due to my poor photo taking skills) tiny houses (which I really need to do something with) used to be boxes before 2.0 screwed the crates up, sadly.
Anyway, the turret was being too cheap and firing as soon as players stepped upon the spring. Having such a cheap hit was annoying, so I replaced it with the pop-up turrets, and some (Destroyed in this pic) red Crawlas, but it just wasn't the same. What should I do with this area?
The acidic poison hurts you, but touching the bottom is an insta-kill. It's easy platforming though, so it's not a cheap kill. I'll remove the damage from the next version. I just keep forgetting to somehow...
This is one of the facilities of the Sunset Labs Acid Purification Plant, also known as the SLAPP. This explains the acidic poison water. It was taken from Techno Hill. and other intoxicated and acidic areas.
Now here's an issue I've been having: this teleporter, as well as several others, will activate REGARDLESS of how high above the ground you are. I've been trying to find out why this happens, but I just cant figure it out. Some other teleporters (Oddly, the ones you would WANT to jump over) can infact be jumped over without activating it. Anybody know why this happens?
I plan to have Chaos Emeralds hidden in highly ironic areas; Mario Shrines. Open the ? Block, and there an Emerald may wait inside. However, unlike 1.09, hitting it will send the emerald skyward WITHOUT STOPPING. So...
...You gotta use the red spring to get it. This one is easy to find and get, but there will be more platforming involved in rushing to get it, and getting to these shrines in the first place wont bee too easy......
Follow your nose! Er, rings. Use them to bop on some enemies to the other side. But they're in the background (As well as some sad SDURFs desperately trying to swim up stream), so you have to aim (slightly) more carefully...
Now, this is where a Co-op problem arises: No more enemies, no way for Sonics to pass. What to do here? Maybe I can trigger a spring appearing if someone makes it to the other side...
The home stretch, this area has the most enemies by far, but it's easy to pass. Even if you DO get in trouble, there' an even EASIER way to get through. How? Well, I ain't saying, but I didn't go through the trouble of hiding it well. It IS the first level after all.
Eggman fights you, and this time, he hacked some turrets to assist him!
Now, this is where things get a bit cheap, I fear. You see, the turrets in the 1.09 version assisted you more because Eggman was in the back, coming closer to you. You could guide the fire to him, and win without touching him. But doing that NOW, he goes MORE back and uses cheap coward tactics. Stupid retreating, making the fight last too long, so I put him in the middle instead, making the turrets more of a hinderence. I put up some walls to block the bullets, but Eggman tends to fire off screen... But if I get rid of he turrets, the fight becomes boring. What to do...
Artechnic (working title):
Level Design
Visuals
Bugfix
This level is also in the pack, but NOWHERE NEAR FINISHED. It has a small part of the beginning, and an endpoint, but not much else. But I might as well talk about it a bit...
You can see the base, but you cant get there because of the 2Dness :P. The area is basically going from the start, through a pipe to the underwater system, then coming on the other 2D plane and getting to the goal. There arn't too many enemies here, and there wont be in the final version.
Now here's ANOTHER delema I have. I wonder if I should make this area ice or more like the mountainish area in the beginning. I dunno, but either way, the wall will be transparent so you can see inside. You'll see more subs (Yes, that's a submarine) later in the level, but more like platforms.
This is pretty much the rest of the level at the moment. This will change, but for right now, it can be easily waterskipped into yet another sky reaching teleport. If you are sick of teleports at this point, don't worry, it's not as frequent as it was in Sunset Town.
Now this is a big I need help fixing. I get here, and the wall kinda goes forward a bit, and then...
...It shoots backwards! What is that pipe doing to it? It only happens around the pipe...
See? Only around here is fine, but if you get far away from the pipe, it's fine again! I'll move the north farther away to do some visuals and maybe some islands to do some platforming on, but i don't think it'll solve my problem...
I might add a teleport to the boss here instead. Probably the Sea Egg once more about how to use it is known and put on the wiki or something.
And that's all I got to show so far. Any advice or critique for me please?
It's a short, 2D only level pack following yet another one of the good Dr. Ivo "Eggman" Robotnik's plots for world domination. It'l have 6 to 7 zones, but they'll probably be only one act each (Though, there may be exceptions). However, bosses will be in the same act on the zone you are playing, so don't think some of those zones were wasted on bosses.
The finished product will (hopefully) have some SOCed bosses and new enemies, as well as some gold 'ol fashioned 2D style gameplay. I also will include secret unlocks of course, but don't get your hopes up; I'm just a beginner you know. But knowing me, it'll be a long time before I finish this (If I even DO finish it :P).
Also, "SAAS" is pronounced like "sauce"
So, what's the story behind THIS one?
Eggman has, yet again, had his plans foiled by that blasted hedgehog. With this defeat, he devises yet ANOTHER plan to take over the world, as you would expect. Running a blank, he decides to thin of a plan to stop that meddlesome rodent instead, hoping his Eggman Empire plan would be easier without him. After looking upon the many areas he has been to via footage gathered by cambots planted across the many landscapes he's been, hoping to find some of Sonic's weaknesses, he took a closer look at some zones themselves, and thought "How the heck to those blocks just FLOAT in midair anyway?"
His curiosity getting the best of him, he researches the subject. From numerous sources from websites by scientists like him, he gathered that all of these platforms and other substances, called "Floors over Floors" or "FOFs" were given their attributes from out of world substances called "Control Sectors". these "Control Sectors" were mostly made up of a powerful substance called "AFALL1". If he could harness the power of AFALL1, he thought, he could make his own "Control sectors" to create powerfull contraptions of pure landmass to destroy that hedgehog, and bring the Earth (Or Mobius, if you believe THAT) begging on their knees for mercy! Then, the Eggman Empire will become a reality, with King Robotnik as it's mighty ruler! With the SAAS, the Super AFALL1 Anarchy System!
...Now if he knew how to obtain this "AFALL1" substance...
...Perhaps the scientists that wrote this information know...
That is the STUPIDEST crap I have ever read.
...I'll be honest. I just threw that together at the last minute. Infact, the project was just called SAS and didn't even stand for anything at the time; I thought the story and what it stood for (as well as adding another A) while I was uploading the first version.
Eh, whatever, how is the pack coming along?
So far... A couple of bugs, but good. One level just needs a big ironed out and some OTHER people playtesting it (Seriously, I've been playtesting this since I made the 1.09 version, which was originally just a one level thing), and it's as good as done.
I am also working on the second level, but it's nowhere NEAR finished. Not even 10% done. Other levels haven't even been deiced upon, but I have ideas in my head SOMEWHERE, but most have already been taken (Shakes fist angrily at Burning Sands zone and that one zone from Sonic Xtreme, taking away any potential of making a Magma/Desert level). But I'll manage... Maybe.
CURRENT VERSION (V0.2):
http://www.mediafire.com/download.php?20bjm0yzjdh
I may make a Sendspace mirror.
CURRENT PROGRESS/TO-DO LIST:
Sunset Town:
Bugfixing
(Maybe) Visual Improvement
What was originally a standalone zone, Sunset Town opens up the pack. This level has tons of enemies in comparison to later levels, but the numbers are mostly bark than bite. I might end up toning down the enemies, since most of them are so useless and they may cause lag for some people. there are also lots of teleporters here, but newer levels will have signivigantly less. I got a little too teleporter happy on this one...
This was originally a 1.09 level, but was ported over. If you wish to see and/or download the original, check this horrendously low quality vid here with the download in the description.
This originally had a turret, and the (unseen in this pic, since the crates block the view of them due to my poor photo taking skills) tiny houses (which I really need to do something with) used to be boxes before 2.0 screwed the crates up, sadly.
Anyway, the turret was being too cheap and firing as soon as players stepped upon the spring. Having such a cheap hit was annoying, so I replaced it with the pop-up turrets, and some (Destroyed in this pic) red Crawlas, but it just wasn't the same. What should I do with this area?
The acidic poison hurts you, but touching the bottom is an insta-kill. It's easy platforming though, so it's not a cheap kill. I'll remove the damage from the next version. I just keep forgetting to somehow...
This is one of the facilities of the Sunset Labs Acid Purification Plant, also known as the SLAPP. This explains the acidic poison water. It was taken from Techno Hill. and other intoxicated and acidic areas.
Now here's an issue I've been having: this teleporter, as well as several others, will activate REGARDLESS of how high above the ground you are. I've been trying to find out why this happens, but I just cant figure it out. Some other teleporters (Oddly, the ones you would WANT to jump over) can infact be jumped over without activating it. Anybody know why this happens?
I plan to have Chaos Emeralds hidden in highly ironic areas; Mario Shrines. Open the ? Block, and there an Emerald may wait inside. However, unlike 1.09, hitting it will send the emerald skyward WITHOUT STOPPING. So...
...You gotta use the red spring to get it. This one is easy to find and get, but there will be more platforming involved in rushing to get it, and getting to these shrines in the first place wont bee too easy......
Follow your nose! Er, rings. Use them to bop on some enemies to the other side. But they're in the background (As well as some sad SDURFs desperately trying to swim up stream), so you have to aim (slightly) more carefully...
Now, this is where a Co-op problem arises: No more enemies, no way for Sonics to pass. What to do here? Maybe I can trigger a spring appearing if someone makes it to the other side...
The home stretch, this area has the most enemies by far, but it's easy to pass. Even if you DO get in trouble, there' an even EASIER way to get through. How? Well, I ain't saying, but I didn't go through the trouble of hiding it well. It IS the first level after all.
Eggman fights you, and this time, he hacked some turrets to assist him!
Now, this is where things get a bit cheap, I fear. You see, the turrets in the 1.09 version assisted you more because Eggman was in the back, coming closer to you. You could guide the fire to him, and win without touching him. But doing that NOW, he goes MORE back and uses cheap coward tactics. Stupid retreating, making the fight last too long, so I put him in the middle instead, making the turrets more of a hinderence. I put up some walls to block the bullets, but Eggman tends to fire off screen... But if I get rid of he turrets, the fight becomes boring. What to do...
Artechnic (working title):
Level Design
Visuals
Bugfix
This level is also in the pack, but NOWHERE NEAR FINISHED. It has a small part of the beginning, and an endpoint, but not much else. But I might as well talk about it a bit...
You can see the base, but you cant get there because of the 2Dness :P. The area is basically going from the start, through a pipe to the underwater system, then coming on the other 2D plane and getting to the goal. There arn't too many enemies here, and there wont be in the final version.
Now here's ANOTHER delema I have. I wonder if I should make this area ice or more like the mountainish area in the beginning. I dunno, but either way, the wall will be transparent so you can see inside. You'll see more subs (Yes, that's a submarine) later in the level, but more like platforms.
This is pretty much the rest of the level at the moment. This will change, but for right now, it can be easily waterskipped into yet another sky reaching teleport. If you are sick of teleports at this point, don't worry, it's not as frequent as it was in Sunset Town.
Now this is a big I need help fixing. I get here, and the wall kinda goes forward a bit, and then...
...It shoots backwards! What is that pipe doing to it? It only happens around the pipe...
See? Only around here is fine, but if you get far away from the pipe, it's fine again! I'll move the north farther away to do some visuals and maybe some islands to do some platforming on, but i don't think it'll solve my problem...
I might add a teleport to the boss here instead. Probably the Sea Egg once more about how to use it is known and put on the wiki or something.
And that's all I got to show so far. Any advice or critique for me please?
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