2.3 Discussion

Big wasn't just an April Fools joke, he was a thinly-veiled fictionalisation of the still-secret Fang. Larger purple character with a belt, new gameplay style, his own routes through certain stages... Literally everything in that AFD post was true except for the choice of Big, so if you want to play something like that, spend more time with Fang. :P
 
in 2.3 i really like to have big the cat and a city like level and make sonic's controls way better especially the thok
 
Maybe someone already mentioned this, but how about Circuit stages for the Race gamemode? I mean. on version 2.0 you had stages like Burning Sand Zone, Race Alley Zone, Heaven Pass Zone, Warped Woods Zone, Corrupt Shrine Zone and a Special Stage one which was Slumber Circuit Zone (NiGHTS-style stage), and i'd love to see them getting a comeback on a re-designed scheme, because they were already cool back on 2.0.7 or even 1.09.4 i think, so these kind of stages being re-worked or/along with getting new ones seem like a good idea for me
 
Maybe someone already mentioned this, but how about Circuit stages for the Race gamemode? I mean. on version 2.0 you had stages like Burning Sand Zone, Race Alley Zone, Heaven Pass Zone, Warped Woods Zone, Corrupt Shrine Zone and a Special Stage one which was Slumber Circuit Zone (NiGHTS-style stage), and i'd love to see them getting a comeback on a re-designed scheme, because they were already cool back on 2.0.7 or even 1.09.4 i think, so these kind of stages being re-worked or/along with getting new ones seem like a good idea for me
I don't think the circuit maps are coming back. Competition mode already had circuit compatibility removed.
 
I'd hope for more story mode stages. For example, add RV2! (Maybe make RV1 the 2nd level as it takes places before Egg Rock) Add ER2! Maybe some more classic challenge levels as well, like Emerald Hill, Angel Island, Jungle, ect.
 
I also like your idea of bonus/challenge levels based off the Megadrive games. You should give more ideas! Maybe start a thread so other people can share theirs!
Cool! Might think about that. As long as we're on the topic, I always wanted to do a sort of Generations style mod which incorporates Classic, Adventure, and Modern levels into a hub world! Maybe where you had to collect all seven emeralds from each point in time, but I should probably stop rambling. This is the 2.3 discussion, not the possible mod discussion.
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I also like your idea of bonus/challenge levels based off the Megadrive games. You should give more ideas! Maybe start a thread so other people can share theirs!
Hey, so, I did that.
 
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To summarise my thoughts on 2.3: I worry that 2.3 will end up overdesigned.

Firstly, Sonic's ability: Sonic's new ability looks like something of a swiss-army knife, being a wallclimb, dropdash, and water-skip all in one. Putting aside that water skipping is already an ability inherent to anyone who can spin, and the dropdash just doesn't work as well in SRB2 as it does in Mania due to the relative scarcity of slopes in SRB2's level design, this new ability completely loses the beautiful simplicity that the thok has. Despite little depth being intentionally put into its design, it provides a wide range of creative and skillful movement options, such as momentum redirection and assistance when badnik bouncing, thanks to its simple design. Providing a range of abilities may actually reduce the player's freedom with the move, despite what one would assume, as since more mobility options are being provided the player is essentially being told to pick one out of what they're given rather than invent their own.

Secondly, the physics: I personally really love that SRB2 hasn't submitted to the Mania hype and gone with Utopia-esque wallrunning and the such. It gives the game a strong character that sets it apart from the rest, and I'm confident that this uniqueness has had a big hand in the game's rising popularity. Adding stronger momentum physics and wallrunning would completely destroy that, making it just another generic 3D Classic sonic fangame. Sure, it'll still have the novelty of being made in Doom, but that's what'll make players play it once, not what'll make them keep on playing. The accel-mom branch does nothing to quell my worries. It's just... not fun to play with. It feels like I'm dragging a hedgehog-shaped stone around by a rope. If it were up to me, all I would do is fix the momentum cut while not spinning, maybe make water-running a global ability and leave it at that.

Many users in the community have echoed these opinions, even in this thread. I hope STJr take note of this and at least do something to show that they know what they're doing and aren't just running wild with creative freedom now that the old guard are gone.
 
Cool! Might think about that. As long as we're on the topic, I always wanted to do a sort of Generations style mod which incorporates Classic, Adventure, and Modern levels into a hub world! Maybe where you had to collect all seven emeralds from each point in time, but I should probably stop rambling. This is the 2.3 discussion, not the possible mod discussion.
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Hey, so, I did that.
alright it got banned, yaaaay! i have no idea where to go for something like that
 
To summarise my thoughts on 2.3: I worry that 2.3 will end up overdesigned.

Firstly, Sonic's ability: Sonic's new ability looks like something of a swiss-army knife, being a wallclimb, dropdash, and water-skip all in one. Putting aside that water skipping is already an ability inherent to anyone who can spin, and the dropdash just doesn't work as well in SRB2 as it does in Mania due to the relative scarcity of slopes in SRB2's level design, this new ability completely loses the beautiful simplicity that the thok has. Despite little depth being intentionally put into its design, it provides a wide range of creative and skillful movement options, such as momentum redirection and assistance when badnik bouncing, thanks to its simple design. Providing a range of abilities may actually reduce the player's freedom with the move, despite what one would assume, as since more mobility options are being provided the player is essentially being told to pick one out of what they're given rather than invent their own.

Secondly, the physics: I personally really love that SRB2 hasn't submitted to the Mania hype and gone with Utopia-esque wallrunning and the such. It gives the game a strong character that sets it apart from the rest, and I'm confident that this uniqueness has had a big hand in the game's rising popularity. Adding stronger momentum physics and wallrunning would completely destroy that, making it just another generic 3D Classic sonic fangame. Sure, it'll still have the novelty of being made in Doom, but that's what'll make players play it once, not what'll make them keep on playing. The accel-mom branch does nothing to quell my worries. It's just... not fun to play with. It feels like I'm dragging a hedgehog-shaped stone around by a rope. If it were up to me, all I would do is fix the momentum cut while not spinning, maybe make water-running a global ability and leave it at that.

Many users in the community have echoed these opinions, even in this thread. I hope STJr take note of this and at least do something to show that they know what they're doing and aren't just running wild with creative freedom now that the old guard are gone.
I just hope it won't take an exe mod if the community rejects the physics changes and the scrunk.
 
Even though it may never happen, I hope that some certain mod characters become natural characters to unlock like unlocking Mario by finishing pipe towers.
 
To summarise my thoughts on 2.3: I worry that 2.3 will end up overdesigned.

Firstly, Sonic's ability: Sonic's new ability looks like something of a swiss-army knife, being a wallclimb, dropdash, and water-skip all in one. Putting aside that water skipping is already an ability inherent to anyone who can spin, and the dropdash just doesn't work as well in SRB2 as it does in Mania due to the relative scarcity of slopes in SRB2's level design, this new ability completely loses the beautiful simplicity that the thok has. Despite little depth being intentionally put into its design, it provides a wide range of creative and skillful movement options, such as momentum redirection and assistance when badnik bouncing, thanks to its simple design. Providing a range of abilities may actually reduce the player's freedom with the move, despite what one would assume, as since more mobility options are being provided the player is essentially being told to pick one out of what they're given rather than invent their own.

Secondly, the physics: I personally really love that SRB2 hasn't submitted to the Mania hype and gone with Utopia-esque wallrunning and the such. It gives the game a strong character that sets it apart from the rest, and I'm confident that this uniqueness has had a big hand in the game's rising popularity. Adding stronger momentum physics and wallrunning would completely destroy that, making it just another generic 3D Classic sonic fangame. Sure, it'll still have the novelty of being made in Doom, but that's what'll make players play it once, not what'll make them keep on playing. The accel-mom branch does nothing to quell my worries. It's just... not fun to play with. It feels like I'm dragging a hedgehog-shaped stone around by a rope. If it were up to me, all I would do is fix the momentum cut while not spinning, maybe make water-running a global ability and leave it at that.

Many users in the community have echoed these opinions, even in this thread. I hope STJr take note of this and at least do something to show that they know what they're doing and aren't just running wild with creative freedom now that the old guard are gone.
Woah, woah, woah. Where did you get all this information from???
 
To summarise my thoughts on 2.3: I worry that 2.3 will end up overdesigned.

Firstly, Sonic's ability: Sonic's new ability looks like something of a swiss-army knife, being a wallclimb, dropdash, and water-skip all in one. Putting aside that water skipping is already an ability inherent to anyone who can spin, and the dropdash just doesn't work as well in SRB2 as it does in Mania due to the relative scarcity of slopes in SRB2's level design, this new ability completely loses the beautiful simplicity that the thok has. Despite little depth being intentionally put into its design, it provides a wide range of creative and skillful movement options, such as momentum redirection and assistance when badnik bouncing, thanks to its simple design. Providing a range of abilities may actually reduce the player's freedom with the move, despite what one would assume, as since more mobility options are being provided the player is essentially being told to pick one out of what they're given rather than invent their own.

Secondly, the physics: I personally really love that SRB2 hasn't submitted to the Mania hype and gone with Utopia-esque wallrunning and the such. It gives the game a strong character that sets it apart from the rest, and I'm confident that this uniqueness has had a big hand in the game's rising popularity. Adding stronger momentum physics and wallrunning would completely destroy that, making it just another generic 3D Classic sonic fangame. Sure, it'll still have the novelty of being made in Doom, but that's what'll make players play it once, not what'll make them keep on playing. The accel-mom branch does nothing to quell my worries. It's just... not fun to play with. It feels like I'm dragging a hedgehog-shaped stone around by a rope. If it were up to me, all I would do is fix the momentum cut while not spinning, maybe make water-running a global ability and leave it at that.

Many users in the community have echoed these opinions, even in this thread. I hope STJr take note of this and at least do something to show that they know what they're doing and aren't just running wild with creative freedom now that the old guard are gone.
Where did you get this? I haven't really followed SRB2 as I am primarily a SRB2Kart player.
 
To summarise my thoughts on 2.3: I worry that 2.3 will end up overdesigned.

Firstly, Sonic's ability: Sonic's new ability looks like something of a swiss-army knife, being a wallclimb, dropdash, and water-skip all in one. Putting aside that water skipping is already an ability inherent to anyone who can spin, and the dropdash just doesn't work as well in SRB2 as it does in Mania due to the relative scarcity of slopes in SRB2's level design, this new ability completely loses the beautiful simplicity that the thok has. Despite little depth being intentionally put into its design, it provides a wide range of creative and skillful movement options, such as momentum redirection and assistance when badnik bouncing, thanks to its simple design. Providing a range of abilities may actually reduce the player's freedom with the move, despite what one would assume, as since more mobility options are being provided the player is essentially being told to pick one out of what they're given rather than invent their own.

Secondly, the physics: I personally really love that SRB2 hasn't submitted to the Mania hype and gone with Utopia-esque wallrunning and the such. It gives the game a strong character that sets it apart from the rest, and I'm confident that this uniqueness has had a big hand in the game's rising popularity. Adding stronger momentum physics and wallrunning would completely destroy that, making it just another generic 3D Classic sonic fangame. Sure, it'll still have the novelty of being made in Doom, but that's what'll make players play it once, not what'll make them keep on playing. The accel-mom branch does nothing to quell my worries. It's just... not fun to play with. It feels like I'm dragging a hedgehog-shaped stone around by a rope. If it were up to me, all I would do is fix the momentum cut while not spinning, maybe make water-running a global ability and leave it at that.

Many users in the community have echoed these opinions, even in this thread. I hope STJr take note of this and at least do something to show that they know what they're doing and aren't just running wild with creative freedom now that the old guard are gone.
Believe me when I tell you your criticisms will likely be ignored, unfortunately.
"It's not for you", after all.
 

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