I know that what im about to say isnt new but man the sonic mod community is crazy. This game came out like a few days ago and they already are creating character mods with voices, and even creating whole ass levels. Yall are great
Just trowing in some ideas for the future. The bigger scale for the stage definetly works well. And seeing how empty the highways are atm, I see a potential creative oportunity. I don't know how feasible it is but what if as a gimmick for the stage, while some of the highways are empty but are made to be highspeed, some have obstacles to run through, but some are made to trigger Doom Surf and Doom Morph. For example the highway at 0:52 could be a Surfway with some obsticles in the way and a though to reach dash ring in the air to skip going all the way down. (Other potential places for Doom Surf: 2:25, 2:43) And a highway at 1:20 could be remodeled: instead of having a plain highway with loops that feel out of place for Shadow Generations, intead it's a platforming section for Doom Morph with pieces of the highway floating around broken with purple goo on them. (Other potential places for Doom Morph sectioms: 2:01, 2:33, 3:00, 3:39 (original platforming sections to feel in the void)) Though I imagine it's likely too ambitious atm.
This looks... bland. Without the poles, buttons, doors, and hp bag ennemies, this stage is just running in a straight line and sometimes doing a chaos snap
@@ethanwayne6973 The problem is a lot of these mechanics can't be able to be replicated into Shadow Gens, so it just ends up being boring and a lot of the visual flair will also be hard to replicate on these older levels. Sonic Heroes levels are even boring when ported to Sonic Adventure 2, Sonic Heroes levels are really only fun in the context of it being Sonic Heroes and relying on the team switching mechanic, without that mechanic it ends up just being a very linear experience with some enemies in the way a lot of the time. Great effort from OP though to show what Shadow Gens modding is capable of, especially like the doom powers being implemented to sort of make up for the lack of team switching mechanic
The hover looks lame and boring compared to his max speed animation in sa2 imo. it’s cooler when that hover is reserved for super sonic/shadow, doom wing shadow, metal sonic and silver, and even then this specific animation itself isn’t very interesting. P-06 silver boost and metal sonic/super sonic max speed in sa2 is the kind of energy I want to see when someone is hovering at boost speeds. They have that lean forward that makes their bodies almost flat like they’re a superhero, while shadow doesn’t even look like he’s exerting himself. His boost animation could be silvers default run animation (Granted, I don’t like any of shadows skating animations in this game except for when he’s skating downhill)
Imagine if the glass floors were doom squid paths 🤪
I know that what im about to say isnt new but man the sonic mod community is crazy. This game came out like a few days ago and they already are creating character mods with voices, and even creating whole ass levels. Yall are great
Just trowing in some ideas for the future.
The bigger scale for the stage definetly works well. And seeing how empty the highways are atm, I see a potential creative oportunity.
I don't know how feasible it is but what if as a gimmick for the stage, while some of the highways are empty but are made to be highspeed, some have obstacles to run through, but some are made to trigger Doom Surf and Doom Morph.
For example the highway at 0:52 could be a Surfway with some obsticles in the way and a though to reach dash ring in the air to skip going all the way down. (Other potential places for Doom Surf: 2:25, 2:43)
And a highway at 1:20 could be remodeled: instead of having a plain highway with loops that feel out of place for Shadow Generations, intead it's a platforming section for Doom Morph with pieces of the highway floating around broken with purple goo on them. (Other potential places for Doom Morph sectioms: 2:01, 2:33, 3:00, 3:39 (original platforming sections to feel in the void))
Though I imagine it's likely too ambitious atm.
if btmesh get support to doom surf collision i ll add it dont worry
I dont think the stages mod should be 1:1 , this game is very different
It was used as a testing ground. And also, modeling is hard.
@Trimint123 yeah i was not bashing the creator of the mod dont worry
It's still an impressive feat to recreate such things.
This is amazing!, I love how you used the doom blast, this is what I wanted, mods using the doom powers
with the loops and camera working, i'd love to play this mod! keep up the great work!
Yemin ederim ben senin en büyük hayranınım cidden çok güzel yapmışsın yeni yaptığın maplerde kerem veya kabus yazan bişey eklersin
final fortress is about to be crazy
We already have a stage mod for Grand Metropolis in Gens but I guess playing it in Gens is neat.
man, now we have 1 colors stage and two heros stages
Can you put more enemies that require chaos spear, like those lightning flying enemies, or those pillar buttons that require the chaos spear to hit it
A new version of Grand Metropolis and the energy roads *still* don't pull you along like conveyor belts. Sad... 😔
Looking good!
This looks... bland. Without the poles, buttons, doors, and hp bag ennemies, this stage is just running in a straight line and sometimes doing a chaos snap
Yeah, that's why it says W.I.P. in the title Sherlock
@@ethanwayne6973 The problem is a lot of these mechanics can't be able to be replicated into Shadow Gens, so it just ends up being boring and a lot of the visual flair will also be hard to replicate on these older levels. Sonic Heroes levels are even boring when ported to Sonic Adventure 2, Sonic Heroes levels are really only fun in the context of it being Sonic Heroes and relying on the team switching mechanic, without that mechanic it ends up just being a very linear experience with some enemies in the way a lot of the time. Great effort from OP though to show what Shadow Gens modding is capable of, especially like the doom powers being implemented to sort of make up for the lack of team switching mechanic
@ryanbevins4645 Sonic Gens's version wasn't that bad, I don't see why Shadow Gens's has to be, especially with the new multi hit enemies and whatnot
Exactly and that is why we remix the stages so they fit shadow's gameplay..kinda what they did with some of the mods back in gens @@ryanbevins4645
F***, now i want to play sonic heroes
How did you get the boost skating animation to work with your skin?
Just copy the animation files
@@FallenAngel2k02 were do you put them?
@Shadow1177x in the shadow.pac of your choice
@@FallenAngel2k02 ok thanks
Grand metropolis white space?
Why he skating when boosting it looks terrible that way...
its just some people's preference, but yeah I agree, his hover makes more sense cause "air shoes"
The hover looks lame and boring compared to his max speed animation in sa2 imo. it’s cooler when that hover is reserved for super sonic/shadow, doom wing shadow, metal sonic and silver, and even then this specific animation itself isn’t very interesting. P-06 silver boost and metal sonic/super sonic max speed in sa2 is the kind of energy I want to see when someone is hovering at boost speeds. They have that lean forward that makes their bodies almost flat like they’re a superhero, while shadow doesn’t even look like he’s exerting himself. His boost animation could be silvers default run animation
(Granted, I don’t like any of shadows skating animations in this game except for when he’s skating downhill)
What is the mod called for the boost animation?
skate boost
Can you send a link cuz there is a lot of skate boost mods lol
Its false he used the essential shadow enchacments mod and it has a staking option in it
Alr thank you
@@ZjemSobieTosta its the same tho isnt it?
Ew