Programmers needed for Sonic Generations mod!

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I hate the Unleashed Daytime stage aesthetic, but the Modern stages in Generations were, in many cases, such a huge jump that I believe there's still more that can be done with this engine, and I'm not ready to give up on it just yet.

For a while now, I've had lots of ideas rolling around for level designs, and would like to see them made into something along the lines of a Generations fan hack. Problem is, I don't know squat about programming, so all I can really do is DRAW the designs and hope there's someone here willing to make a 3D model based on them, to bring these to life.

Some of you (not a lot, but some) may know me from youtube and have heard me rant for hours about what makes good Sonic level design, platforming, exploring, blablabla, and, well, I want to have something to show for it so that I'm not all talk. But like I said.... I can't do it alone. Here's some sketches of what I've designed so far.

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I'd also like the inside of the skybox to look something like this, though maybe a little brighter. I do not own this next image, just to clear things up.

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The idea is that Sonic wakes up on a beach at dawn, having washed ashore, and starts looking around. For a while, you just run along the beach, though there are ways to reach higher parts of the island before you're "supposed" to. What you find there is something of a playground where newcomers can explore, fight enemies, and just fool around for a bit as they get the hang of things. At the moment, there doesn't seem to be much of a sense of direction, but as you read on, you'll see how this is all tied together and get a greater sense of proportion.

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This is the right side of the island (from where the player starts). There are many little paths clustered together, made to feel like, well, a playground on which to try things out and there is no "right" or "wrong" way to go. That spiral shaped island is there to reward the player for coming out so far with an extra life, but also to instil the feeling that this place is alive, that shortly before you arrived, someone LIVED here, and went down every morning to fish and whatnot, and something precious has been lost. Robotnik destroyed these homes you find littered around the island, and who knows where he took the inhabitants?

Oh, and no falling in the water does NO equal an instant death, even that far out. You'd just have to make your way back to shore before running out of air.

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....Yeah, this area's really just filler crammed between the other maps. Anyone who programs a model of this stage, feel free to add loops or anything else you'd like to this place. HOWEVER, there is something of significance here. At the bottom of that lake feeding the inlet to the ocean, there's a spring that flings you up to the mouth of that waterfall. Where does the cave lead? You'll see in a little bit.

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This is the beginning of what you find on the left side of the island. However, I've decided to make a BIG change. Those pillars on the beach..... yeah, I've decided to take those out of this map and put them in another one instead. You'll see what I'm getting at as we go on.

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By now, you should be getting a pretty good idea of how all these maps are connected. As for that massive incline, it's too steep to run up unless you're going REALLY fast (or, though I hate to suggest this... sigh.... using the boost.) However, there are plenty of ledges to be used as platforms leading up there, and if you come here from an elevation of the left side of the island, you save yourself that much trouble.

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And now, you see how the waterfall connects to that other cave. These are easy ways for the player to reach other chunks of the island, and a reward for exploring. Inside the mountain, there's something of a kinda-sorta-maybe platforming bit where the player is flung up by those rings, falls back down, and has to aim themselves to land in the next set of those rings, until they reach the top, and eventually find themselves at the top of this tier. I hate automation, hence why I'm using such gizmos sparingly and in unusual ways.

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This is the last map so far, though I will draw more if you guys would like to see more. Now, you can see how the island, this entire level, is shaped. The goal ring is at the tippity top waaaay are the other end. Also threw a forest of those flat trees from Planet Wisp in there, littered with rings for any kleptos to go to town on. What we've explored so far is the ground level at one end of the island, and some of the next tier. There's still plenty of this place to be seen, and I'll draw more maps of it if you guys are intrigued. There's still the ground beneath that giant bridge to cover, the rest of the second tier, and the other end of the island, which ends with a long climb up to the top from there. Those pillars from a few maps ago have been moved beneath the bridge.... the idea being that they're stalactites that fell from the bottom of that giant bridge. I've also decided to make the stalactites themselves a lot bigger, big enough to drift on, possibly with a fence wrapping around the edge of the first one, so beginners won't fall off on their first try and may practice before moving on to the next structure.

Now, to anyone who may be interested in bringing these designs to life in the form of a mod... If you have any issues with anything here, you don't have to follow it to the letter. There are plenty of things that could be tweaked or added, I'm sure, and I want to work together on this. If anyone would be willing to make something more out of this, though, I'd be very grateful.All I want is an opportunity to show the closest thing to how I think a Sonic game should play and be designed.
© 2012 - 2024 NickOnPlanetRipple
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Acountsforstuff's avatar
Good luck. Also, Happy Holidays. The concept art looks good.