On second thought, maybe the SRB1 mode stuff should just be merged in with 2d mode.
The problem is that traditional 2D mode isn't really controllable at that speed. I really would rather just make SRB1's modifications apply to 2D mode across the board, especially so we can do more things like ERZ does.
Yeah, but what you're forgetting is that 2D is one of the game modes we've gotta support, and it makes no sense to have one controllable version of it and one uncontrollable version. Forcing it to work a specific way for everyone removes doubt in how it works in general, so when the player thoks in a 2D stage, they know what'll happen. That kind of consistency is important overall.True, but I like 2D the way it is, even if it's a bit hard to control. I shouldn't be forced SRB1 mode upon me just because I chose to have 2D. But having SRB1 mode as an additional sector effect could work also.
This is a dumb suggestion. However, having a button to snap back to the player's own viewpoint would be nice.A "priority" spectating button. It would work much the same as the 'ol F12, but would view through a specific important player instead of having to cycle through the whole player roster, depending on the gametype
Ah, I see. I guess I just got bored of the zone.Greenflower Zone Act 1 is short and linear intentionally. There are multiple reasons why we keep it so small.
GFZ1 is essentially SRB2's "tutorial" level. The linearity makes it easier for newer players to figure out where they're going, as well as allowing them to familiarize themselves with the controls in a simple area with no real complexity. When new with the controls in SRB2, GFZ1 feels huge and has a ton of little things for the player to do, such as get on top of the island in the land with the house, and exploring the rooms of the stage. I have watched many players' first experience in GFZ1 and I know it performs this job very well, as most players take a couple minutes in GFZ1 figuring out what's going on.
Making it longer would also make it far more possible to get lost in the level, which isn't something we'd like to have happen in the first stage. Because it's such a linear level it makes it much easier on a new player by presenting clear direction and goals, such as crossing the bridge over the lake.
While yes, it can be beaten in 10 seconds, GFZ1 serves its purpose incredibly well and we would be foolish to dramatically revamp it.
Only Sonic 1 had a speed limit.The speed limit was in the classic games for a very good reason, after all.
Wrong.As fas as I know, other shields don't make any effect on super characters: nothing happens if player gets Force Shield, Armageddon Shield, Whirlwind Shield or Elemental Shield; but Attraction Shield makes super characters drain all rings from the map and it's almost impossible to defeat them.