As none of you may know, I'm still working on Sonic Surge (AKA a failed attempt at a map pack that happened about two years ago).
-UPDATE- New beta. Some visual fixes in Act 1, new content in Act 1, and the moss has been tweaked to reduce sluggishness.
Here's a list of upcoming zones in this pack:
Feedback/criticism/compliments are always encouraged and taken.
-UPDATE- New beta. Some visual fixes in Act 1, new content in Act 1, and the moss has been tweaked to reduce sluggishness.
Here's a list of upcoming zones in this pack:
Mossy Ruins Zone
A dense forest overrun with ancient temples and moss. You can use the moss to progress further in the level and access secrets.
Act 1 is a normal forest area with a ravine and a moss-filled tree. Items and power-ups are common in this act.
Act 2 starts off in a temple, then something goes terribly wrong and the entire forest is set on fire. Everything becomes more hostile and dangerous in this act as torch hazards fill the area, wooden bridges break down, and broken trees block numerous paths. It's up to the player to decide how it wants to navigate the hostile forest to get to the floor ring.
Act 3 takes place just outside of the burning forest, a lush yet hazardous shore which has been forgotten by time. Old ruins and messy vines are shown ashore, with Robotnik's mechs terrorizing the area.
Chilled Forge Zone
A huge, empty, forgotten factory that Robotnik is using to power his new machine. Fortunately, the wind used to power this evil thing has frozen and cluttered the vents.
Act 1 is set in the main halls and rooms of the factory. Pop-up turrets, broken vents, and metal platforms will be present.
Act 2 starts off in the vents of the factory, the player having to get out and get past Robotnik's tight security. If the player falls into his tricks, alarms will go off and enemies will come to stop the intruder. Once the player finds the mad scientist, the two will battle until Robotnik gives up and flees.
Act 3 takes place outside of the factory, a vast valley of snow and villages. Think of this as a breather act, as not many enemies are present and there's little platforming. The player can also relax inside the houses and enjoy the cozy atmosphere, take a few goodies, or just break furniture.
Dessert Desert Zone
A dangerous, arid, sweet, and sour landscape. This is one of Robotnik's scrapped attempts at making Robotnikland (it was too sweet for his tastes), but is still some-what functional. The difficulty starts to beef-up in this zone.
Act 1 is set in a huge, dry, colorless valley just outside the actual desert. In a hasty attempt to keep Sonic from catching up with him, Robotnik has ordered his robots to build a giant wall blocking the desert off from the three heroes. The only way to get past it is to climb up an old wooden tower and fire a conveniently placed cannon at the wall.
Act 2 starts off right at the other side of the wall. The player is greeted with pieces of sugary sweets, harsh enemies, and obligatory yellow desert ruins. There are also small oases scattered across the map with goodies hidden around them.
Act 3 takes place directly in the center of Robotnik's failed attempt at an evil theme park. All of the traps and gimmicks are still active, however. The sand has been tainted with pink sweetener, although it still functions the same.
Mighty Kingdom Zone
You've finally made it to what seems to be Robotnik's base of operations. It's perfectly okay to expect traps, powerful badniks, and lava.
Act 1 is set in the downtown area of Robotnik's futuristic city. Guard robots and cyber traps fill the area, making this the toughest act yet.
[/URL] Act 2 starts off in the more ancient-looking parts of the base. Robotnik has prepared traps suited to a castle theme just for Sonic and friends. Watch out for maces, lava, spike pits, and some shocking hazards.
[/URL]
Act 3 takes place inside the main castle. Sonic Team is trapped in the large and dark halls of this mystical prison, forced to go through even more deadly traps and intimidating rooms. The time it takes you to finish this act almost completely depends on your ability to think outside the box. You might even find a few spooky, hidden rooms if you stick around long enough.
Gloom Cavern Zone
You've managed to get trapped in another spooky area. Only this time it's not... literally spooky? Like, not the kind of spooky that little kids' mothers try to decorate their houses based on, but the kind of spooky that isn't really in-your-face. You're not quite sure what this means, as you're only worried about getting out of this dark cave and finding Robotnik.
Act 1 is set in a tight cavern system with tons of multiple paths. As one could guess, there are lots of hidden goodies and rooms scattered about.
Act 2 starts off in an open ravine just outside of the actual caverns. Ancient vegetation and dusty rocks take up the area, along with the doctor's obnoxious robots. Although this act is more open than the last, it's much more challenging.
Act 3 takes place atop the mountain that holds the cave system you were just in. Eggman has done some serious work here, it seems. Be sure to watch out for detons, crushers, and lasers.
A dense forest overrun with ancient temples and moss. You can use the moss to progress further in the level and access secrets.
Act 1 is a normal forest area with a ravine and a moss-filled tree. Items and power-ups are common in this act.
Act 2 starts off in a temple, then something goes terribly wrong and the entire forest is set on fire. Everything becomes more hostile and dangerous in this act as torch hazards fill the area, wooden bridges break down, and broken trees block numerous paths. It's up to the player to decide how it wants to navigate the hostile forest to get to the floor ring.
Act 3 takes place just outside of the burning forest, a lush yet hazardous shore which has been forgotten by time. Old ruins and messy vines are shown ashore, with Robotnik's mechs terrorizing the area.
Chilled Forge Zone
A huge, empty, forgotten factory that Robotnik is using to power his new machine. Fortunately, the wind used to power this evil thing has frozen and cluttered the vents.
Act 1 is set in the main halls and rooms of the factory. Pop-up turrets, broken vents, and metal platforms will be present.
Act 2 starts off in the vents of the factory, the player having to get out and get past Robotnik's tight security. If the player falls into his tricks, alarms will go off and enemies will come to stop the intruder. Once the player finds the mad scientist, the two will battle until Robotnik gives up and flees.
Act 3 takes place outside of the factory, a vast valley of snow and villages. Think of this as a breather act, as not many enemies are present and there's little platforming. The player can also relax inside the houses and enjoy the cozy atmosphere, take a few goodies, or just break furniture.
Dessert Desert Zone
A dangerous, arid, sweet, and sour landscape. This is one of Robotnik's scrapped attempts at making Robotnikland (it was too sweet for his tastes), but is still some-what functional. The difficulty starts to beef-up in this zone.
Act 1 is set in a huge, dry, colorless valley just outside the actual desert. In a hasty attempt to keep Sonic from catching up with him, Robotnik has ordered his robots to build a giant wall blocking the desert off from the three heroes. The only way to get past it is to climb up an old wooden tower and fire a conveniently placed cannon at the wall.
Act 2 starts off right at the other side of the wall. The player is greeted with pieces of sugary sweets, harsh enemies, and obligatory yellow desert ruins. There are also small oases scattered across the map with goodies hidden around them.
Act 3 takes place directly in the center of Robotnik's failed attempt at an evil theme park. All of the traps and gimmicks are still active, however. The sand has been tainted with pink sweetener, although it still functions the same.
Mighty Kingdom Zone
You've finally made it to what seems to be Robotnik's base of operations. It's perfectly okay to expect traps, powerful badniks, and lava.
Act 1 is set in the downtown area of Robotnik's futuristic city. Guard robots and cyber traps fill the area, making this the toughest act yet.
[/URL] Act 2 starts off in the more ancient-looking parts of the base. Robotnik has prepared traps suited to a castle theme just for Sonic and friends. Watch out for maces, lava, spike pits, and some shocking hazards.
[/URL]
Act 3 takes place inside the main castle. Sonic Team is trapped in the large and dark halls of this mystical prison, forced to go through even more deadly traps and intimidating rooms. The time it takes you to finish this act almost completely depends on your ability to think outside the box. You might even find a few spooky, hidden rooms if you stick around long enough.
Gloom Cavern Zone
You've managed to get trapped in another spooky area. Only this time it's not... literally spooky? Like, not the kind of spooky that little kids' mothers try to decorate their houses based on, but the kind of spooky that isn't really in-your-face. You're not quite sure what this means, as you're only worried about getting out of this dark cave and finding Robotnik.
Act 1 is set in a tight cavern system with tons of multiple paths. As one could guess, there are lots of hidden goodies and rooms scattered about.
Act 2 starts off in an open ravine just outside of the actual caverns. Ancient vegetation and dusty rocks take up the area, along with the doctor's obnoxious robots. Although this act is more open than the last, it's much more challenging.
Act 3 takes place atop the mountain that holds the cave system you were just in. Eggman has done some serious work here, it seems. Be sure to watch out for detons, crushers, and lasers.
Feedback/criticism/compliments are always encouraged and taken.
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