STH360 (50 % done) continues elsewhere

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Jazz said:
I also find it sad that this topic has gotten several times more views and replies than the vast majority of topics in the Modifications section, despite the fact that more than a few of them are of much greater quality than this.

Actually, Editing topics usually get more attention due to the fact that there are frequent WiPs that need to be criticized. With the exception of SRB2Riders and one or two others, few Released topics have continuing progress and WiPs...

If you ask me, I think the best way to handle a remake was exemplified in CZ64's pack... you should take inspiration on what worked and then incorporate it into a custom map. Just like the Babylon stages in SRB2Riders.
 
darkness claw said:
Nathan Speed said:
So... How is he a god for a average wad?

Oh, this is FAR beyond average to me...
This could be (and probably is) the best mod I've ever seen!
How can you call it 'average'?
(No offence, it is your opinion, I'm just questioning it.)

He makes a few levels that even then, don't have alot done in them. The map HUB is slightly original, but even then it's lack-luster, like the levels.

This man is not a god. Not even close. You people are hanging on to a small edge on a cliff, and it's not that stable.

This is NOT a wad of a god. Compare it to Blue Heaven, or Mystic Realm. Or even the SRB2 default levels. It's under all of them.
 
I haven't played this mod, but as far as I'm concerned, I'll Begin, Jazz, JEV3, and Nathan have pretty much all the words that need to be said. The concept of copying a really bad videogame is silly to begin with, and I've seen nothing here that has impressed me in the slightest. Nathan, for future reference, you can delete your post if it's the last post in the thread.

In any case, it seems to me like we've had this argument more than once. Reminds me of Steely Dan. You go back, Jack, do it again; wheel turning round and round...
 
Do any of you know what I'm doing? I already said that I'm making my own levels, but it's still based on Sonic the hedgehog (2006). READ people READ.
 
My computer sucks. and heres when I said what I was talking about
HYPER SONILDOW said:
SRB2WikiSonicMaster said:
I think Kroze could have used a little more tact, but I REALLY don't know why I didn't just oppose this mod from the beginning. I knew very dang well that porting levels, especially linear, boring levels, is a bad idea. No, HS, don't make multiple paths like I suggested earlier. Start making regular levels. I knew that porting levels is a bad idea, why didn't I interject? X_X

Sonic Team either needs to fire their 3D level design team or have them read this. It's sad really; an amateur community has a bunch of people who are far better mappers than Sonic Team's level design team. Heck, even poor maps like Poison Prison Zone rival the quality of Sonic Team's levels. Be better than Sonic Team. Make your own levels. ^_^

Ok SWSM, I will try my hardest at everything, I've been waiting to make my own imagination to this mod, But it'll still be based off ofSonic the hedeghog (2006) except with no bad mistakes, since Kroze thinks my mod is bad I'm going to prove to him that Sonic the hedgehog (SONILDOW STYLE) Can be the best ^^

Yeah, does this seem familiar.
 
Oh don't worry. We won't be able to miss what you said. Not when you say it that many times. =P

EDIT: Urmm... ignore this post please.
 
I hope most of the visual glitches are fixed in the next release, even in opengl mode there was visual glitches due to unclosed sectors etc. there was also alot of level glitches as well.
 
You see these here boxes

Mhahaha, I can texture now!
 
Ok does everyone here me. I'm not doing the recolors, I'm going to wait for astar to get ungrounded I don't care about two weeks, I'm going to work on crisis city anyway.
 
Silent_Snipe said:
I hope most of the visual glitches are fixed in the next release, even in opengl mode there was visual glitches due to unclosed sectors etc. there was also alot of level glitches as well.

Silent Snipe's right, you wanna delay your beta wad release and working on taking out the wall and level glitches on the levels. And after, working on one level by one, without forgetting those glitches, lag, etc..., and then, you work on a next level, doing the same thing, etc...
 
Silent_Snipe said:
I hope most of the visual glitches are fixed in the next release, even in opengl mode there was visual glitches due to unclosed sectors etc. there was also alot of level glitches as well.

Silent Snipe's right, you must delay your beta wad release and working on taking out the wall and level glitches on the levels. And after, working on one level by one, without forgetting those glitches, lag, etc..., and then, you work on a next level, doing the same thing, etc...
 
All right, I get what you're doing now. But when you redesign the levels, make them play COMPLETELY different from the originals. Only the graphics and a few of the gimmicks really should resemble the game. Also, stay away from loop overuse. They take a lot of time to make, but the help they add to a level is negligible.
 
If you won't let the Jetty-syns move, then how about you SOC them so they shoot at you instead. Of course they have to be active first
 
SRB2WikiSonicMaster said:
All right, I get what you're doing now. But when you redesign the levels, make them play COMPLETELY different from the originals. Only the graphics and a few of the gimmicks really should resemble the game. Also, stay away from loop overuse. They take a lot of time to make, but the help they add to a level is negligible.
Finally, someone understands. and they are different from the originals.

If you won't let the Jetty-syns move, then how about you SOC them so they shoot at you instead. Of course they have to be active first
I can't soc very well. I get one person and then they just give up or they just got in trouble or something else. I thought RedEchidna was going to Soc, but he bailed.

I NEED A SOC ER WHO CAN SOC WELL AND NOT GO AWAY BECAUSE OF SOMETHING!!!!
 
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