Suggestions

Ezer'Arch

ArchPack is out
New level header parameter: KeepShield*

KeepShield = false|true

If set to true: you finish a map with an elemental shield, then you'll spawn with the same shield in the next map, pretty much like in S3&K.

Defaults to false.

* -- Man, am I bad at coming up with good names. :<
 

Chezi

Chili Dog
New level header parameter: KeepShield*

KeepShield = false|true

If set to true: you finish a map with an elemental shield, then you'll spawn with the same shield in the next map, pretty much like in S3&K.

Defaults to false.

* -- Man, am I bad at coming up with good names. :<
That’d be cool and all, but the only reason and way it works in 3&K and Mania is because of the seamless level transitions. If you were to skip the cutscene in those games, you’d lose the shield. I’ve suggested doing level transitions before, so these two could go hand in hand for 2.3
 

DoodlesYT

"no! I'm with the science team!"
More platforming? Why?

Also the speed cap is probably to make platforming easier.

PS: Where is your pfp from? Looks like the Sonic 3 render in a higher quality.
1. platforming cuz why not, I love it
2. but isnt the point of sonic to go fast?
3. all I know is that I think it was a picture posted on discord a long time ago. I do not know the source, and it isnt mine. its most likely an official model from either sonic 3 manuals or promos.
 

The Real Inferno

Blazing Fan
1. platforming cuz why not, I love it
2. but isnt the point of sonic to go fast?
3. all I know is that I think it was a picture posted on discord a long time ago. I do not know the source, and it isnt mine. its most likely an official model from either sonic 3 manuals or promos.
1 and 2. The point of Sonic isn't to go fast without earning it, at least in the Classic mindset of level design. You must earn speed. This is why the 3 faucets of level design (speed, platforming, exploration) all come together to one major describer of the core ideal of Classic Sonic level design: Flow. Classic Sonic's about flow, not speed. However, too much platforming disrupts flow, so, 1 and 2 conflict.

However, if you haven't heard yet, the physics of SRB2 are getting revamped in 2.3, and a form of Momentum Mod is becoming vanilla.

3. Heheheheh, I know this one. Those are official, and were on the CG artist for S3's website. Somebody found it, decided to post it in the HP server but nobody wanted it to spread, causing a loss of further info from the CG artist. Well, too bad it got leaked outside of the server because of it being posted in public. It got to me, I didn't consider the possibility of it being still under investigation, it got onto Twitter, and spread like wildfire. I tried my hardest to contain it, but it was too late. Too many emails were sent, any chance of further info was lost.
 
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Super Knuckles I think should have increased jump height because Sonic does, and I also think Super Knuckles should be able to break spikes with his rock hard fist knuckles.
 

GrayAngel

Member
Super Knuckles I think should have increased jump height because Sonic does, and I also think Super Knuckles should be able to break spikes with his rock hard fist knuckles.

Even in Sonic Mania, everybody except Knuckles gets increased jump height in Super form. This is because Knuckles short jump height is the only thing keeping him out of Sonic's path.
 
Yeah but if you're Super Knuckles you should have an easier time platforming, which having no increased jump height conflicts with. Also what's the problem with *Super Knuckles* being able to go onto Sonic paths, Knuckles with a wind shield can go onto Sonic paths, but Super Knuckles is a problem?
 
Not sure if forum specific suggestions count, but I've been seeing a lot of folks unable to find where to download mods after the new forum upgrade, makes me wonder if the download button needs to be a lot more obvious. It should be relatively obvious already but it does feel kinda easy to miss somehow.

As far as actual SRB2 suggestions, I think variants of this idea have been pitched before, but it could be helpful to make it so checkpoints have a faint arrow that points in the direction the checkpoint is set to, with a method to turn it off. Seems like something that could help with players who get lost in the bigger 3D levels, so they know "this way is to progress-town" without any worries of things like warps, level maps, tracking checkpoint numbers, etc... maybe also make it so the most recent checkpoint you hit has a different arrow color, or if there is an internal checkpoint order, whichever one has the highest value, unless that gets confusing for split paths.
 

Calscenic

Member
Casino Mechanics? A Casino Styled stage could become part of the main zone list with 2 acts and a 3rd act for the boss, It could feature things like flippers, Bumpers. etc... The camera angle could even change in areas with Pinball Tables or go 2D in certain areas, And considering that the Zone order in this game is slightly based on Sonic 2 the Casino Stage could go before or after the Mountain type stage or Arid Canyon because in Sonic 2, Casino Night is before Hill Top, So this Casino stage could go before Arid Canyon Zone. If a zone like this can't become part of the main game then mechanics like this could be used for a Bonus Stage to get extra lives or items like shields in stages, Bonus Stage could be accessed by hitting a checkpoint with 50 rings and entering a portal it could generate, The bonus stage could be a big pinball table and you get extra lives or items by winning, If your character reaches the pit at the bottom the Bonus Game ends. A bonus stage like this could have Bumpers and Pinball Flippers. Doubt this could become a Main Game zone considering that Castle Eggman Zone is already that kinda bumper stage (Those enemies with those shields and some of the zones mechanics), But it could be added as a some sort of Bonus stage to get Extra lives by hitting Checkpoints with 50 rings.
 

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