Logarithmic Train Zone

[Open Assets] Logarithmic Train Zone 1.0

It's extremely beautiful and don't worry, the first maps are your 1st most beautiful map you've ever made. :)
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Very cool level. Radical Train - The Chase is an amazing song and works perfectly for this level, though I wish the speed shoes didn't interrupt it. The level was challenging but still enjoyable. The rooms with enemies were kind of a drag, but arena combat has never been Sonic's strong suit so I'm not surprised. The two sections of running along the train are extremely hard, mostly because almost every time I ran off the train Sonic would lose almost all his momentum upon hitting the ground. The top of the train was good but there is no indication at all that the right way to get from car to car is to spin dash instead of jumping. This is an outstanding level, it is difficult, but I highly recommend playing it.
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MY GOD did I like this idea ,Though the stage could have been formatted a bit better (it's kinda hard to know what you are supposed to be doing) I also feel that there should be more obstacles for those who will just run all the way to the front, Also It feels as if there are too many things trying to hinder the player rather than being slight obstacles, for example the on train segment THERE IS WAY TOO MUCH GOING ON UP THERE and the wind Yeets you back for jumping but you HAVE to jump, so there is NO way to actually get past that part besides running on the side the entire time and preying, the enemy carts were okay, You probably should change it so if the player knows what they are doing the can defeat the enemies quick, and the running segments I like the Idea of being punished for jumping THERE as it makes sense why the wind hinders you more there, but it's too cluttered you could make it so IF YOU JUMP your probably dead but if you maneuver correctly you're not dead, the wood and hay barrels should be set up as like a risk and reward type thing maybe one of the pieces of wood could act like a ramp to launch you further through the level but to reach that piece you need to maneuver through tighter spots risk and reward like, This has amazing potential as an idea alone, so props to you for being creative!
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very cool but all i gotta say is that an angel island act 2 remix would be more fitting. i would choose https://www.youtube.com/watch?v=beUWddSd3fA&t=2s or https://www.youtube.com/watch?v=pPrHJLkTPcY
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super edgy level
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Really cool concept. I always hate wind levels usually in platformers but this is just impressive to see.
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A technical marvel, but MAN it's not fun to play. And I'd argue fun is the most important thing about making a level, even at the expense of visual flair.

It feels like you have too many mechanics which are actively fighting *against* the player. There's definitely cool ideas here - I like the idea of using the speed shoes to run along outside of the train, but having jumping completely halt your momentum is unintuitive and basically negates Sonic's main option for getting back UP to speed if you slow down, unless you thok RIGHT before you hit the ground. The enemy gauntlets are... annoying, but not overly offensive. Then there's the over-train bit. Which actively punishes jumping, yet REQUIRES YOU TO JUMP. It's so needlessly precise that it feels more at home in a Kaizo level than anything else. I'm still not sure how I beat it. And finally there's another running section, which is still fine if you don't jump, though a bit more warning on the logs would have been nice - one ended up landing immediately in front of me with no time to react.
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this is very cool esta Genial
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When i got this thing, it was ABSOLUTELY amazing. The music was very great, it was very hard to figure out whats going on at first but when I figured out that i can use speed shoes to get around it got pretty fun. I found this pretty cool and fun because the music made it more like I'm actually gotta get to the front of the train. The affects that change the way that change what characters look was very creative. If you like challenging but cool maps like this, this is the one for you. This was a MASTERPIECE.
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For a first map, this is outstanding! I love bringing addon characters and making them go super and running them alongside the train. It's a fun time! Radical Train's Mach Speed music makes a great addition to the level and really gives the stage a sense of haste and urgency

Although, like anything ever made, there could be some improvements made. For one, the enemy gauntlets bring the pace down a ton, especially the last cart with three Hive Elemenals and the room with the Yellow Spring Shells that drop the springs which are incredibly hard to avoid bouncing on. The top of the train is possibly the worst aspect, as it's hard, almost impossible to traverse with all the spikes and the pushback. That area may need some tinkering with, if not a replacement entirely

Overall, a greatly made level mod for a first timer that just needs a few improvements here and there.
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This was honestly, a really good level for me, the amount of technical stuff going on behind is astounding for me (REALLY, there are like 200 polyobjects?!), I didnt expect it to surprise me this much!! Some parts with the winds and ballspikes where a bit too harsh for me, but the level was still impressive and unique, even if it runs slow on software, I really like it!!
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Besides what people have already mentioned, I did find it really lame how you had the Radical Train song here but it can't be listened to because of the Speed Shoes segments. There's a map header command to disable the Speed Shoes music - I wish it had been used here.

But yeah, awesome experience overall.
Qlonever
Qlonever
I thought the same thing about the shoes, and I considered using that map header line. I thought it was more important for the player to know how much running time they had left, though.
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This. Can. Not. Be. Your. First. Map.
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This is an amazing first map, with a unique design that differentiates itself from many other maps. Although, for the first two minutes I found myself confused about what I was doing, mainly because the pushback is slightly too strong. I hope to see more of your mapping!
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Oh yeah, I love platform levels on speeding vehicles, was planning on making one myself at some point.
You beat me to the punch.
And very impressive. Great visuals and intense gameplay.
And crazy you're doing all this on he first map too. Well done.
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Clear time: 4:12.60

God damn, for a first map, you've essentially kicked down the door to quality on this one. Although there are some problems with this stage.

1. Enemy Gauntlets.

I personally don't like them, they drag the pace of the stage to a halt to force you to bop some enemies.

2. The top of the train.

My complaints for that section echo everyone else's, sooooooooooo.....

All in all, good stage, needs improvement.
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Holy shit this is your first map? Nice polyobject usage! I feel like you could have experimented more with train gimmicks, the enemy rooms are kinda basic and boring, the top of the train was absolutely frustrating, but the golden speed shoes are extremely creative, I love the idea there.
I think it's a shame you didn't submit this to OLDC. You still would've had a month to polish out some of its kinks, plus you kinda get a guarantee that the majority of the community will play your stage and leave constructive feedback. I think this definitely would've placed high. (Also I'm not getting the software errors you're referring to, ????)

I think the biggest change you could make for an update to this is to rework the part where you run on top of the train. Right now it's really slow and precise, it's WAY too easy to get bullshitted backwards or hit the spikes accidentally. I know it's not realistic but gameplay wise it'd be far more fun if you toned down the wind just on the roof of the train, and spaced the spikes out more (maybe you could use another enemy, like Egg Guards.)
Anywho, I can't wait to see what your future maps look like if this is your FIRST (again, holy shit). Or what future updates to this stage look liked. Great job!
Qlonever
Qlonever
I think I'll make some tweaks and major edits to the level later, including the enemy fighting and spike sections, but not any time soon. Another reason I didn't submit this aside from stability is because I figured some of the sections would frustrate people, especially if played in a multiplayer server. I still kind of want to submit something to the OLDC, (hopefully something more stable) so that takes priority.

I guess the issues are harder to notice if you aren't the one building the level, but here's all of them that I can recall:
-The stumps on the right side of the train make a giant black bar extending into the sky when they reach the end of the map and burn up (I could have fixed this by making them square instead of octagonal, but that would be incredibly lame)
-All of the polyobjects (stumps, metal bars, logs) extend infinitely downwards when viewed from a large distance; only really noticeable with the logs, if you decide to look backwards
-The logs at the end of the stage like to extend into the sky when you're near the back of the train, which isn't a huge deal because it's usually just two dark lines, but still distracting
-The framerate likes to drop below 35 a lot, especially when polyobjects are involved, and even moreso if you decide to look backwards at the polyobjects as they move away from you
-The train tracks warp and encroach on the grass when you're close to the ground, which I think is just an unavoidable effect of having a skybox of that particular scale; even the vanilla campaign has the same issue in ACZ3, although it's less noticeable since you never run along the ground

Also, thanks for the review.
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This was really good! Very Very impressive and a fun concept. I played through it as Silver so I cheesed some areas but it was still a lot of fun. I liked the train cars where you had to destroy the enemies to proceed and running across the top was a little difficult as a nospin character as I had to find a way to gain enough speed on the last 2 so that I could make it over the gap without jumping. It provided a nice challenge. The logs were very very impressive. I'm quite curious how you achieved that sequence so I'll have to look into it. Now I see you made some claims of issues in software, but I played through it in software and had no issues with performance or graphical issues so I don't know what that was all about. I also had a few issues with the running beside the train sections in which I would end up falling behind and have to use retry to get back up to where I was. Other than that this was a very nice level with an enjoyable concept. I feel like you should've submitted it to OLDC, but hey that's not my call. You do you! I hope to see more impressive things like this in the future!
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really neat level, the wind currents around the train are a little hard to understand at first and can be a little janky sometimes but they're intuitive regardless. the platforming challenges in this level completely flip the traditional behavior of "hey kid, jump over this thing to progress" with the behavior of "if you jump the wind will make you fall off this moving train, good luck getting past these spike balls lmao" which works really well with this level's environment. it's something fresh and new that other levels don't do or do poorly. that being said, i do wish there was some jumping over things involved inside of the cars or across cables or something, not at all necessary to the level - it's great as is - but something that could make it a little more interesting.
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That was intense! I have always wondered what a train stage in SRB2 could be like, and now I have my answer. With the way you got things set up, there's no cheating for anyone, not even Gemma (who I played as)
Qlonever
Qlonever
Thanks for the review; intensity was definitely something I was aiming for when making this. Actually, you can cheat as Metal Sonic since he basically has speed shoes built into him. There wasn't really any way around that, but otherwise it's fairly cheat-proof for the vanilla characters.
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