SRB2 is an AMAZING fan game, that every Sonic fan with a PC, casual or not, should play. However, this isn't meant to rival the actual games. Let's remember SRB2 is supposed to be a labor of love made by fans. NOT an official Sonic game that's been play-tested multiple times. SRB2 is meant to be a different take on 3D Sonic, not a replacement.
speed but its neither forced nor focused, interesting hazards and enemys that can actually do something, interesting stage gimmicks, slopes, and multiple pathways. man i love srb2
This game to me feels like Sonic 64. It’s the ultimate perfect transition of the feel of the Genesis games in 3D. There is even the fact that the game gets more fun the more you get to know the layout of the level (just like the Genesis games did) and learn to run through it faster and more skillfully. Just watching the speed run community play through this is amazing - and a testament to how good this game plays and how well thought-out the levels are. Not to mention this game implements Sonic’s friends with diferent play styles WAY better than any official Sonic game ever did. My personal favorite is Castle Eggman 2, and the boss that follows.
It Looks Like Something More From The Sega Saturn Though Yes.. Basically Sonic 64 In Someways And Maybe If Sonic Xtreme Had Came Out.. I Noticed Because Sonic Has It's Sega Saturn Design :/
Comic Fan 13 I agree, my biggest problem with the boost formula right now is the lack of level design to make it interesting. I appreciate fan projects like the Infinity engine that find new ways to combine the boost mechanic and traditional momentum platforming.
There is only one boost we need and it's this sonic.fandom.com/wiki/Boost_Mode because it's simple, tied to Sonic's speed and it can be enhanced with Rings compared to requiring Rings to use it which I appreciate the Boost but I'm a little more interested in that one because it's just like the boost, Bolt of Lightning which Super Sonic uses against Perfect Chaos in the more beloved game.
Yeah, this was the part of the game where I really started to realize just how good the level design in this game was. Not just for sonic but for 3D platformers as a whole. There's just something really satisfying about a 3D platformer that isn't just another collectathon with an actual focus on straight A-to-B platforming with a good difficulty curve, something I see way less and less of these days. The beautiful part about it is that it still even allows for that same sense of exploration too as there is a lot to discover in these levels and the different ways that you can get to the end make it insanely replayable along with having a pretty cool unlock structure. If anything, this game truly does feel like the 3D sonic game that is structured like a classic game that everyone keeps harking on about and it wasn't until I played this that I realized just how awesome that would be on a AAA budget. Needless to say, but this is probably my favorite 3D platformer now and I don't see it changing anytime soon. Oh yeah, the pterodactyls are cheesy as crap, i've gotten messed up way more times than necessary because of those dudes.
@@nonameavailable7383 Late reply, but you should check out Cloudbuilt. It's another fast paced 3D platformer with a heavy focus on parkour. It's also really tough in later levels with a very high skill ceiling.
You're wrong dude, everyone knows good 3D Sonic level design is when you have a repetitive rollercoaster ride for ten minutes with quick action prompts that don't do anything
Where are the boost pads? How can Sonic be about speed if there aren't any boost pads to make him go fast? What is he just supposed to be naturally fast?
IMHO, Sega really needs to take off the kiddie gloves off of Sonic games and teach people to earn Sonic's speed Most Sonic game have it where going faster removes the challenges instead of increasing it. Badniks? Gotta go Faster! Pits? Go Faster! I know people disliked this game but I personally like Sonic Lost World's gameplay because going faster meant you knew the level very well and knew when to not blast off into a pit. I do wish some of the level design was better but still.
Well, SEGA did release a statement a while back that they were going to “take their time” with the next Sonic game, but considering the fact that Forces took four years to get made and still came out the way it did makes me think this is all fluff unfortunately.
@@KorjiUborji thats because they were spending their time on making the hedgehog enigine 2 and stuff before making the game itself, but thats what i have heard
I'm seeing a lot of people say this is bad lvl design for newcomers. As a newcomer to srb2 that used sonic only for his first run i can safely say that this lvl is fuckin awesome. Its hard as balls yes but thats the point lmao. People are saying you can skip the whole lvl but noobies will go through it normally, the more you play the more you can abuse sonic and the lvl design. Pretty fuckin rad game imo
It's amazing what you can do when you actually try to make a fun game, and don't just appease the Sonic people who don't know what they want. This sincerely blows the official games out of the water. The main appeal of this versus the official games is the continuity of the level design and how intuitive it is to find your way through it. People gush about the Mega Drive games and their "momentum", but the one thing I can't stand about those games is how once you've built up momentum, you'll inevitably have to engage with a gimmicky, shallow setpiece that sends you flying across the level and completely boggles your sense of direction. That doesn't do anything for momentum. Staunch Sonic apologists say that you need to 'learn the level' in order for it to be fun, but in my opinion, if you need to play through an entire game once before you can properly enjoy it then it's not worth my time. This on the other hand is good, because it's just so clear to the eyes in which direction you need to go in order to progress, unlike in the Adventure games where there's no sense of direction sometimes. It's laid out in a way in which you'll naturally build momentum if you're familiar with the stage, but if you aren't then you still have optional platforms that fall within plain sight, so it's not a frustrating experience for somebody who's new to the game. This game just feels like it's designed with ordinary members of society in mind, and not tightly wound Sonic fans who, in my opinion, come to these experiences with the pre-conceived intention to *try* and enjoy them a certain way.
I got pinned! To be fair, I think that this comment is a bit meanly worded at points. I hope that in spite of that, my sentiment about this awesome fan game shines through.
Eventually they’ll be adding a second act that’s reminiscent of 2.1 and before’s version: deep within the volcano’s depths. The remix for it already exists and is used for one of the multiplayer maps
I have such a love-hate relationship with this game, and seeing you enjoy it so much almost makes me jealous. I just can't vibe with this game's controls. I've always wished for a game that nailed Classic Sonic level design, but... I honestly find these levels oddly confusing. I remember the Desert level made me say "where the fuck do I go" several times.
Takes some getting used to since it'd a different control method altogether, though the simple control scheme aleviates that issue somewhat if you prefer a gamepad over kb&m like here in the video
Try using a 360 controller! I was able to get through with that with some practice! Don't feel bad. Keep at it and you'll be robot blasting in no time!
Great amount of speed✅ Great amount of platforming✅ Challenging but fun✅ Gimmicks are creative✅ Gimmicks aren’t forced✅ Gimmicks are simple to get the hang of✅ Utilizes Sonic’s moveset at the max✅ Aesthetically looks great✅ I think we got ourselves an S Rank Sonic level!
@Vannan195 not a dumb theory, thats exactly why Sonic was made back in he 90s! He was bsed on oneof the creators trying to beat Mario stages as fast as possible.
When I first played this level I was much more mixed about it, now as I see how well it flows and how challenging yet fair it truly is, I have new appreciation for it
I was slow, but I still knew where to go. And I bet if I went back and played it again I'd be faster, definitely not show this level of mastery, but in that way it's like classic sonic where as I get better I also get faster.
Leo Geronimo that works in simulated cities where you can essentially take a more or less straight path to your destination. 3D platforming levels loop around too much, and need to make better use of the space. You’d have to program it to like, continually follow the intended path of the level like it’s a Mario Kart track Would also super discourage exploration imo
As much as I love Sonic Adventure games I have to say this looks like a Classic. I would have LOVED had they made a Sonic game like this between the Classics and Adventure era.
I LOVE SRB2 (played my first demo in 2002 i think), especially this level! The only issue I had was the overall speed and the thok move..., but with the Jammin! mod Sonic gets reasonably slower, better to control, and he has a double jump! highly recommend for people who find the base physics of SRB2 too floaty...!
Man, it frustrates me that there are good examples of 3D Sonic level design out there that barely anyone puts to use. SRB2, Spark 2, now Sonic Encore. It's not impossible, and it's not terribly difficult. More of this!!
Yamahearted: Probably because Spark 2 has good level design. Was the sentence that difficult? Sure the enemies are unfun to fight and kill the flow of the gameplay more often than not, but that's more of a general mechanic design flaw; the levels themselves are a lot of fun if you ignore the enemies.
I mean, first time playing a Sonic for the most part should be a bit overwhelming until you master it. I notice a pattern here that the few people who don't agree with the video leave me the impression that they really don't want to put the effory in learning the game and just want instant gratification. Not every level needs to be Green Hill Zone in terms of difficulty after all
@@MariusUrucu I really don't know what other people are saying so I'm not gonna comment on them. But from this gameplay it looks like you've played this level over 50 times, with how you skip over half of it. The game doesn't really look fun to me so I don't see the good level design. I don't think you should have to be a master at a game to enjoy it, maybe you find super difficult games fun but I don't.
@@likedmyowncomment3547 I understand and respect that. I just appreciate a good but fair challenge, even in my Sonic games. Plus, Sonic games are made for speedrunning, so unless you aren't into that, it will be a hard sell for some. Also, I've benn getting into rally sims like Dirt Rally 2 and I've heard it's notoriously difficult (and it is, especially on controller) but I'm enjoying it, so take that for what you will
Isn't classic sonic gameplay's whole point based on mastering a level and getting gratification from that? I won't say it's my favorite philosophy on game/level design (the only classic sonic game I really like is mania), but on the terms of bringing classic sonic's level design structure to 3d, they basically nailed it with this.
@@likedmyowncomment3547 this game looks like it could be fun, but the precision required in a fast paced 3D platformer is not the same as in 2D. Even in terms of unique level design, this is far from being on the level of Lava Reef for example. SEGA mess up sometimes, but I'm not sure that this is the answer. Super Mario 3D World showed a good way to implement 2D in a 3D environment, and that style would work for Sonic also.
I like the boost games too you know, especially Unleashed and Generations. Heck, wait until the end of the video to see the other videos I put at the end screen. Well, you got your heart and a pin. Bet you didn't expect that, did ya?
The level design in this game is just phenomenal. And the fact that they have to make the levels nowadays with SIX playable characters in mind, and still make them fun. And they've managed to do that in such a way that keeps people much like myself and every other member of the SRB2 community coming back. SRB2 Forever
This video tricked me, I thought I would have a fun time with this zone until I actually got around to playing it and realized... THE 2ND ACT IS STILL IN DEVELOPMENT!
This one level encompasses exactly how Sonic SHOULD have evolved after Sonic 3 & Knuckles. I like to think that in a good timeline this is what Sonic X-treme would've been like, and by mixing in some of Sonic Utopia's momentum physics (also adding loops, halfpipes, corkscrews and such) it could've been Sonic's equivalent to Super Mario 64 even. 0:27 And would you look at that, they actually found a way to implement an interesting boulder gimmick without having it overstay it's welcome or be completely pointless. Looking at you Sonic 4 Ep. ....
Does anybody remember when you had to jump in a house's roof a few times, a guy comes out furious and "sends you to hell" to play this stage? Good times...
Marius: *goes through level with methodical input and no damage* Me: *leTs JuSt BlAzE tHrOuGh It AlL.... proceeds to run into every possible obstacle at mach 20*
The gameplay everyone wants: Adventure style with faster momentum, no interrupts, filler or character gimmicks, and more linear pathways but with the level size and exploration of Mario Odyssey The gameplay Sega thinks we want: Auto runner style levels with boosting, Classic Sonic levels, Wisps, ranking, and only being able to move in one singular direction.
Honestly I think sega should take a big ol break from sonic and work on the less known ones *cough cough* nights, jet set radio and ristar *cough cough*
Huh. I think the title of this video and some of the comments are.... ironic. I mean it’s definitely interesting and I kinda like it. But if we’re titling this video in a way that sounds like it’s an example of a good Sonic level design in general compared to those we would criticize, I don’t really agree. Nothing in this level design bothers me exactly, also it’s a fan game so do whatever you want and I won’t criticize too much really. But for the sake of this context, one could easily tear this design apart. For starters, half of the level design is wasted by the fact that Sonic can jump and even double jump over large sections. Secondly, especially in the first 30 seconds, the level is just random platforms with gaps between them that are easy to jump and have little to no obstacles or enemies in the way. It’s a waste. Third, in the lava the concept is cool but the placement of lava spills is unforeseeable on your first run. They can come out of nowhere with no indication of where is more dangerous than others. This would be considered “cheap”. Lastly, it looks like a fun place to explore but too small for how fast Sonic goes. Instead of wasting space where you’re practically not doing anything, take that creative exploration section and make everything bigger, taller, longer. It’s odd. One of the things I hate about the official modern games is how all the assets are so huge compared to Sonic where you have to zoom out to see the stage while Sonic looks tiny in comparison so that he looks faster. But here is the opposite. He IS fast but the stage is so small that he skips over everything and when it’s big there’s no substance. As a fan game, I don’t mind. It’s cool to see someone’s creativity and explore regardless of graphics or physics. But if it were an official stage, that’s the scrutiny of the fan base it’d receive.
I disagree heavily with your comment. I'll just say this... the time attack requirement for an emblem is 2 minutes 30 seconds... even with all the skips I still failed. Also, this is a late game level, so it is supposed to be more difficult and I think the punishment is very fair compared to falling into a bottomless pit as here you can still get right back up. SRB2 just has a really high skill ceiling. The controls actually make more sense the more you play. It's the reason why I enjoy the game and this level in particular so much as it was built around these controls. Also, don't think you speak for the entire Sonic fanbase. I sure as hell don't and it's already divided as it is. I stand by the video title, the footage is here as proof. We'll just agree to disagree.
@@MariusUrucu Time attacks have to do with getting an objective done within a certain amount of time. The level could literally just be a large blank canvas with a few drops and cliffs to climb here and there with no other obstacle and still be difficult to beat in that time if that's what they were going for. Doesn't mean their level deign was a masterpiece. I don't speak for the entire fanbase. No. I'm speaking for me. And the comment is my disagreement with your claim. Not that you have to change it. Just that I disagree with the usually praise just because a fan made it. So yeah. Agree to disagree. I'm not particularly looking to make arguments anyway. lol
I'm loving the design, music, and the aesthetic of the level! Those bell-like instruments in the music near the 1:09 mark give me major Spyro the Dragon vibes and it's beautiful
That's the beauty of this game, with enough speed, and momentum, Sonic can bypass hazards in such a way people thought they would need Tails or Knuckles to do so! This fangame is just as much about speed as it is Platforming!
"i would still like something speed based" I don't get how can srb2 not be speed based :V It allows you to totally be free on how much speed you want to use and its really good on that.
While I'm personally not a fan of how SRB2 plays I have immense respect for the devs and the work they put in. I know from experience that fan game development is by no means easy especially with such an unorthodox engine. It absolutely deserves the adoration it gets
I think this is one of the weaker SRB2 levels to show tbh. Most of the stage is just jumping from platform to platform in a linear sequence and the ocassional lava ball roll. I wouldn't call it good level design, more like serviceable.
I think.it's because it's focused on "jumping from platform to platform" that I like it so much,.plus the creative ways you can finish.the level despite being more linear that I love it so much. Also the fact that it's challenging without being cheap.
I would recommend to trying to force yourself to get used to the speed, give yourself little challenges in the game, like... GFZ act 2, going fast with sonic and falling right on a certain spot of the ground, or just roaming around getting a feel of the speed. Dont avoid going fast, go faster on safer places and get used to it. Its something that most players don't do, they like the game, but cant go fast because they think will fail, when in reality you cant avoid failing at first, so go fast and try some stuff, if you fail try to get a feel on what you did wrong before failing, doing that on safer places of the game with small challenges will mostly help you avoid doing mistakes. In fact, the levels are designed that way... if you explore them you will probably see places that you wouldn't know how to reach at first, leading you to challenge yourself and look for a way to reach those places, which leads you to getting used to the controls... but you will not get used if you are going slow and stopping yourself all the time :v
Dominating aerial momentum is essential for this kind of high-level play, my recommendation is to get a good sense of Sonic's movement, learn how manual braking works, how your landing position changes based on your movements while in air, how to manipulate the thok to your advantage... this guy has recorded some gameplays with the control inputs visible in-game, so you can see how he performs some moves on a more technical level. Good luck.
I'm surprised how your speeding through the level without dying. Also, a level that's 3 minutes long while speeding through it?! I feel like the average playtime would be 5-10 minutes
While this DOES look really satisfying to master with multiple play throughs, I can’t agree that this is good level design. This would be a nightmare for beginners, especially with platforms like that. If the beginner isn’t scared away by the first negative experience, it could be really fun to memorize and get down like the classic games. However, I think that the classics have better design, because they have paths that the skilled and not skilled can comfortably and separately take. This looks fun, on the second or third play.
I wish OpenGL kept some of the nice platform shading from Software Mode - the models are nice but that's worthless when the rest of the level gets reduced in quality! (Plus, the sprites are extremely well made too...)
Me: sees the title of the video is good sonic level design and that the level is red volcano Also me: visible confusion Edit: just so everyone knows, I play srb2 and I think it’s amazing and I wish it was official. The reason I don’t like this level is for these reasons 1: the lava destroys your rings and it makes it dam near impossible to collect a ring after you take damage from lava 2: the petrodactle ( or whatever there called) badniks can be really annoying to deal with and they hurt my dam ears with there horrible screech 3: and that dragonfly badniks that drop bombs everywhere are downright frustrating and have followed me to areas of the map I didn’t even know they could go to. 5: there is no fire-bubble shield meaning no lava protection 6: THE LEVEL GOES ON FOR TOO LONG.
Man, this totally looks like something I would've loved playing in the 90's, doesn't matter the console. The colors, the gameplay, the aesthetic, everything looks amazing here.
I like how open the level is with all the different ways to reach the goal. However, I do feel as if navigation on a first playthrough can become complicated and there needs to be knowledge of the stage beforehand, which is fine but yeah. I think for a 3d styled sonic game like this, adventute 1's level design in stages like speed highway and emerald coast is best. It offers alternative pathways and rewards exploration and keep it straightforward when going through the stage, not leading you to get lost.
None of the enemies matter, take them out and nothing changes. You had one interaction with an enemy, they should matter a little bit than that. However, the level design is interesting and allows you to focus on speed or accuracy in your movements. Really fun to play around with.
Considering you blazed through most of the level in 3 minutes avoiding 90% of the obstacles by jumping around them and avoiding them entirely, I would say this probably isn't "good level design". Not unless you expect everyone to play like speed runners and ignore the majority of the stage design with basic jumps. There are some cool concepts here, but overall sonic seems way too mobile in this game snd the stage design can't really accommodate for it outside of bending over and letting you have its way with it. Stage design should challenge the player and make the players use mobility in interesting ways, not let you abuse it to zoom past every obstacle unabated. Like none of the enemies posed a threat to you at any point, unless you deliberately walked into them.
You have no idea how difficult this level actually is on a first playthrough. Took 6 to 7 minutes the first time and died a couple of times too. Watching and playing are 2 entirely different things and controlling Sonic's momentum is not at easy as it looks.
@@MariusUrucu whether or not it's your first play through or not you clearly demonstrate that you can easily avoid 90% of the obstacles, without glitching or using exploits, just using normal gameplay. That's pretty bad level design. Just from looking at the stage you can tell things are spread way too far and open to pose any real sort of threat to the player and it seems like you have alot of flexibility and leeway with your jump.
@@LordMoebius Do me a solid, play the game since it's free, try speedrunning this level in particular the same.way I did once you get to it, then come back to this video and tell me how it went.
The very open design of these levels that allow you to take different paths and explore despite the somewhat linear structure reminds me of the Sonic Adventure games. They weren't perfect, but I'd love to see the Adventure formula brought back somehow in a way that resembles what this game did.
Wow 15 years ago this level was just a bonus secret level hidden in the first stage. Its amazing to see how far theyve come. Im also in love with the Sonic skin. I wish SRB2 had that as default.
There’s...nothing going on in the level though? It’s just jumping across empty platforms, aside from the rolling ball area, there’s so few enemies and hazards and to me this just looks really empty and boring?
Given you can cover great distances with a single jump, level design and platforms need to be spaced out. And enemies and hazards are plentiful, they're right there in the video. If you think this level is easy... oh boy you haven't played the game yourself. Took me a lot of retries to get this level right
I've been playing the game since 2015; all I'm gonna say I'm still fucking glad SRB2 is still powering through to this day. The mixture between well made DOOM levels and the mechanics SRB2 has can produce damn good levels like these. Thanks a lot for sharing, it's already giving me a bunch of nostalgia cuh u_u
@@epicredhot5675 Spin dashing requires you to be at a standstill before you can use it, making for many situations where it is just not a practical option.
Not gonna lie this doesnt seem like it would translate to well to new players Are there any new players who can tell me what they think of the game? It looks interesting
Yeah I'm pretty new to the game this is pretty much the part of the game when it gets hard but it still fun and you do get stuff in the game for playing it but I would start with sonic and tails if you're not to good like me or if your more experienced then just go sonic for the first game just don't start off the game with the easy characters that sucks out the difficulties and fun of the game
I've downloaded this just to tell you! I thought thought this was great, the gimmicks specifically and how they aren't forced. This is above-average for a fan game
@@kaitaylor1980 oh wow that's really nice of you! That's really good to news to hear. When I watched the game it looked a bit difficult but I'm glad its able to translate well once played!
@@takashiiizuka772 Doesn't necessarily have to be funny in a way to make you go "AHAHAHAHAHHAHAH LMAAOOOOO GOOD ONE!!!!!" It's funny in a subtle way, mate.
idk if i'd say this is good design, if i were playing this game i would have no idea where to go or what to do, and the platforming segments aren't too challenging or original. The physics in this game are amazing though, and there's a lot of aesthetic originality in these textures and interface. It needs work, but i'm sure this could turn out to be an amazing game with the right direction
This is only "good" level design if (like the person who made this) you know every exact turn to make at every precise moment. Imagine trying to navigate this level without any clue of where to go or when to make turns, it would be a nightmare. This is, in fact, incredibly BAD level design.
@@MariusUrucu if it were Mario, I would agree. But as Sonic, the natural inclination is to go fast, and as such, you would just plummet off every platform, having no idea even to jump or turn.
I get that this isn't for everyone. Heck, some people just don't like the idea going fast in a platformer, period. Hence why Sonic games are met with such divisive opinions, regardless of objective quality, since the speed factor is in the mix. This is pretty much the classic Sonic games design philosophy done in 3D. Personally, I really enjoy it, hence I made this video.
"Imagine trying to navigate this level without any clue of where to go or when to make turns" I did. It was very fun. The OP took several dangerous yet rewarding shortcuts that most new players would not be able to pull off, so I'm guessing many commenters are just assuming you have to be a master to play it, but that's simply not the case. This is a good level because it rewards you for being good at it, but is still fun and challenging if you're new.
SRB2 is an AMAZING fan game, that every Sonic fan with a PC, casual or not, should play. However, this isn't meant to rival the actual games. Let's remember SRB2 is supposed to be a labor of love made by fans. NOT an official Sonic game that's been play-tested multiple times. SRB2 is meant to be a different take on 3D Sonic, not a replacement.
Based opinion
Sonic robo blast 2 is better than sonic robo blast 1, change my mind.
@@glazeddoughnutgod4352 Fr
@@glazeddoughnutgod4352 no, i don't need to change your mind because your opinion is correct
Based
speed but its neither forced nor focused, interesting hazards and enemys that can actually do something, interesting stage gimmicks, slopes, and multiple pathways. man i love srb2
Except azure temple, fuck azure temple
Fun Fact: Now were getting loops in the next update. Add that to your list if you will.
This game to me feels like Sonic 64. It’s the ultimate perfect transition of the feel of the Genesis games in 3D.
There is even the fact that the game gets more fun the more you get to know the layout of the level (just like the Genesis games did) and learn to run through it faster and more skillfully. Just watching the speed run community play through this is amazing - and a testament to how good this game plays and how well thought-out the levels are. Not to mention this game implements Sonic’s friends with diferent play styles WAY better than any official Sonic game ever did.
My personal favorite is Castle Eggman 2, and the boss that follows.
SA2 is still the greatest sonic game.
the game is incredible, but it isn't quite 3D classic sonic due to the lack of slopes and loops. not saying that's a bad thing.
This was made with the Doom Legacy engine.
It Looks Like Something More From The Sega Saturn Though Yes.. Basically Sonic 64 In Someways And Maybe If Sonic Xtreme Had Came Out.. I Noticed Because Sonic Has It's Sega Saturn Design :/
@@somerandomsonicfan8479 this game has slopes lol
This proofs sonic doesn't really need a boost. Just a good level design to make him gain momentum and acelerate
People who think Sonic needs a boost are just people who started playing in 2010. They can't help it since it's the main Sonic for them.
I do agree that level design is the more important thing. Although I do think if the level design supports it the boost could work.
@Totally Toxic indeed
Comic Fan 13 I agree, my biggest problem with the boost formula right now is the lack of level design to make it interesting. I appreciate fan projects like the Infinity engine that find new ways to combine the boost mechanic and traditional momentum platforming.
There is only one boost we need and it's this sonic.fandom.com/wiki/Boost_Mode because it's simple, tied to Sonic's speed and it can be enhanced with Rings compared to requiring Rings to use it which I appreciate the Boost but I'm a little more interested in that one because it's just like the boost, Bolt of Lightning which Super Sonic uses against Perfect Chaos in the more beloved game.
Technically this is good DOOM level design
@@BendyCratesok not funny
@@DamageMaximo oK nOt FuNnY
@@DamageMaximo he referring that Sonic Robo Blast 2 uses the engine of Doom
Waluigi it was probably because it was available at that time the game started production which was way back in the 90s. Quite an old game isn’t it?
Ok not fast didn't boosted
Yeah, this was the part of the game where I really started to realize just how good the level design in this game was. Not just for sonic but for 3D platformers as a whole. There's just something really satisfying about a 3D platformer that isn't just another collectathon with an actual focus on straight A-to-B platforming with a good difficulty curve, something I see way less and less of these days. The beautiful part about it is that it still even allows for that same sense of exploration too as there is a lot to discover in these levels and the different ways that you can get to the end make it insanely replayable along with having a pretty cool unlock structure. If anything, this game truly does feel like the 3D sonic game that is structured like a classic game that everyone keeps harking on about and it wasn't until I played this that I realized just how awesome that would be on a AAA budget.
Needless to say, but this is probably my favorite 3D platformer now and I don't see it changing anytime soon. Oh yeah, the pterodactyls are cheesy as crap, i've gotten messed up way more times than necessary because of those dudes.
@@nonameavailable7383 Late reply, but you should check out Cloudbuilt. It's another fast paced 3D platformer with a heavy focus on parkour.
It's also really tough in later levels with a very high skill ceiling.
Brandon Clark Hi, another example of an A to B 3D platformer would be Rayman 2: The Great Escape. I’d recommend that if you haven’t played it already.
Your profile pic is a mishmash of Command Mission X and Sonic.
Dib Membrane ^^^^ Forgot to mention that. Yeah do what he says.
Brandon Clark Pac Man Worlds 1 and 2 are also great examples.
Don’t you just love the aesthetic of this level?
Yeah, and the music makes me think Earthworm Jim
It’s when you get outside of the volcano when that aesthetic really kicks in.
Need more green hill & 2D
@@takashiiizuka772 You're not the real Takashi Iizuka YOU FAKER!
No.
You're wrong dude, everyone knows good 3D Sonic level design is when you have a repetitive rollercoaster ride for ten minutes with quick action prompts that don't do anything
what about the
"lol hit enemies that does nothing" part?
Ten? You mean 1?
Which game are you referring to??
@@trashycannoey the enemys do actually attack you tho
Not every official Sonic game is like Forces. Nostalgic fan, I guess?
Where are the boost pads? How can Sonic be about speed if there aren't any boost pads to make him go fast? What is he just supposed to be naturally fast?
by building up speed without boost pads like adventure if you dont like it get the modern sonic mod
@@pixelfoxshouse dude...
@@pixelfoxshouse You do realize itsa joke right
I also hope that the future official Sonic games matches the standard of some fan-content.
The fact that this comment exists is depressing
Harsh but true
IMHO, Sega really needs to take off the kiddie gloves off of Sonic games and teach people to earn Sonic's speed Most Sonic game have it where going faster removes the challenges instead of increasing it. Badniks? Gotta go Faster! Pits? Go Faster! I know people disliked this game but I personally like Sonic Lost World's gameplay because going faster meant you knew the level very well and knew when to not blast off into a pit. I do wish some of the level design was better but still.
Well, SEGA did release a statement a while back that they were going to “take their time” with the next Sonic game, but considering the fact that Forces took four years to get made and still came out the way it did makes me think this is all fluff unfortunately.
@@KorjiUborji thats because they were spending their time on making the hedgehog enigine 2 and stuff
before making the game itself, but thats what i have heard
I'm seeing a lot of people say this is bad lvl design for newcomers. As a newcomer to srb2 that used sonic only for his first run i can safely say that this lvl is fuckin awesome. Its hard as balls yes but thats the point lmao. People are saying you can skip the whole lvl but noobies will go through it normally, the more you play the more you can abuse sonic and the lvl design. Pretty fuckin rad game imo
Yeah, its pretty fun, just hard for new players like me.
It's also not the first level so who cares if it's easy for newbs?
Is this a real game? Or a fan game?
@@lasarousi Fan. Google it
@@lasarousi Fan games aren't real games? :'-(
It's amazing what you can do when you actually try to make a fun game, and don't just appease the Sonic people who don't know what they want. This sincerely blows the official games out of the water.
The main appeal of this versus the official games is the continuity of the level design and how intuitive it is to find your way through it. People gush about the Mega Drive games and their "momentum", but the one thing I can't stand about those games is how once you've built up momentum, you'll inevitably have to engage with a gimmicky, shallow setpiece that sends you flying across the level and completely boggles your sense of direction. That doesn't do anything for momentum.
Staunch Sonic apologists say that you need to 'learn the level' in order for it to be fun, but in my opinion, if you need to play through an entire game once before you can properly enjoy it then it's not worth my time.
This on the other hand is good, because it's just so clear to the eyes in which direction you need to go in order to progress, unlike in the Adventure games where there's no sense of direction sometimes. It's laid out in a way in which you'll naturally build momentum if you're familiar with the stage, but if you aren't then you still have optional platforms that fall within plain sight, so it's not a frustrating experience for somebody who's new to the game.
This game just feels like it's designed with ordinary members of society in mind, and not tightly wound Sonic fans who, in my opinion, come to these experiences with the pre-conceived intention to *try* and enjoy them a certain way.
I got pinned! To be fair, I think that this comment is a bit meanly worded at points. I hope that in spite of that, my sentiment about this awesome fan game shines through.
Stop editing your comment because TH-cam unpins and unloves any edited comment
@@MariusUrucu Aw shit, sorry! It's all good now, I just hate spotting deficiencies in stuff I've written. Thanks for notifying me, I'll cease
@@hocolate271 Trust me, I know hownit feels. :))
“Ordinary members of society in mind”
Hey, GET OUT filthy casual! Lol jk
Red Volcano feels really good to play. Sad that there is only a single act.
Eventually they’ll be adding a second act that’s reminiscent of 2.1 and before’s version: deep within the volcano’s depths. The remix for it already exists and is used for one of the multiplayer maps
Because there's a single volcano
If you look in the background, you’ll see many volcanoes.
@Katz Meowski currently, its only 7 zones long. 2 more zones are planned.
When you gotta blow the entire budget at the start to pull in the fans.
This game's difficulty curve is absolute hell imo, especially older versions
i love the pterodactyls
they make the exact sound *I* make when I get caught by one of them
What if a pterodactyl and a trex had a baby. It would be called a Trextodactyl
It's the hand sound from Eversion. Startled the shit outta me, haven't heard that in forever.
@@Zyjem lmao yeah I instantly recognized it! ...then it gave me some bad flashbacks.
@@danielbueno8474 That game is Satanic
I have such a love-hate relationship with this game, and seeing you enjoy it so much almost makes me jealous. I just can't vibe with this game's controls. I've always wished for a game that nailed Classic Sonic level design, but... I honestly find these levels oddly confusing. I remember the Desert level made me say "where the fuck do I go" several times.
Takes some getting used to since it'd a different control method altogether, though the simple control scheme aleviates that issue somewhat if you prefer a gamepad over kb&m like here in the video
Try using a 360 controller! I was able to get through with that with some practice!
Don't feel bad. Keep at it and you'll be robot blasting in no time!
FINALLY A SYMPATHISER
I wasnt a fan of the controls either. Using Gamepad didnt help. Also using air dash to correct jumps is a bad idea.
@@theARDISAN Tight platforming was so difficult, and Sonic's lackluster jump height doesn't help either.
And this is one of the reasons why sonic robo blast 2 is one of my favorite games
Its that kind of game design wherein the gameplay is just hard enough, but satisfying enough once-beaten to keep fans coming back.
Great amount of speed✅
Great amount of platforming✅
Challenging but fun✅
Gimmicks are creative✅
Gimmicks aren’t forced✅
Gimmicks are simple to get the hang of✅
Utilizes Sonic’s moveset at the max✅
Aesthetically looks great✅
I think we got ourselves an S Rank Sonic level!
Just wait until we get into the emblems...
(I know Sonic won't be able to get them all, knowing the devs)
I haven't seen something like this since Adventure 2. It's beautiful.
Not gonna lie a good sonic level is about replay value
@@fierykoopa8994 ....uhhh... *Emblems.*
So yee
Just missing alternate paths.
Everyone: "So is Sonic a game about platforming or running fast?"
SEGA: "Yes."
@Vannan195 not a dumb theory, thats exactly why Sonic was made back in he 90s! He was bsed on oneof the creators trying to beat Mario stages as fast as possible.
"Don't mind me, just moonwalking on a boulder over a river of lava"
SRB 2 is a huge proof that Lava and water zones in Sonic can be as fast as other levels.
When I first played this level I was much more mixed about it, now as I see how well it flows and how challenging yet fair it truly is, I have new appreciation for it
I absolutely love the Spyro samples in the music!
iJerseyDevil same! I heard chimes from Spyro 1 and that weird noise from Skelos Badlands in 2.
Video: Goes through level perfectly nearly without stoppimg.
Me: Loses rings every 5 seconds.
The person playing this game makes the level design look good. A 1st time player would have no idea where tf they going lol
I was slow, but I still knew where to go. And I bet if I went back and played it again I'd be faster, definitely not show this level of mastery, but in that way it's like classic sonic where as I get better I also get faster.
This game lacks an orientational arrow like gta, otherwise this game would be perfect
Sonic games should be somewhat controlled like rail shooters if you ask me I think it would make them better possibly
Leo Geronimo that works in simulated cities where you can essentially take a more or less straight path to your destination. 3D platforming levels loop around too much, and need to make better use of the space.
You’d have to program it to like, continually follow the intended path of the level like it’s a Mario Kart track
Would also super discourage exploration imo
That's where you're wrong
As much as I love Sonic Adventure games I have to say this looks like a Classic. I would have LOVED had they made a Sonic game like this between the Classics and Adventure era.
I LOVE SRB2 (played my first demo in 2002 i think), especially this level! The only issue I had was the overall speed and the thok move..., but with the Jammin! mod Sonic gets reasonably slower, better to control, and he has a double jump! highly recommend for people who find the base physics of SRB2 too floaty...!
you're one of the people who found out about the RedXVII secret aren't you?
@@InferNOrrr hmm never heard of that before tbh ^^
Man, it frustrates me that there are good examples of 3D Sonic level design out there that barely anyone puts to use. SRB2, Spark 2, now Sonic Encore. It's not impossible, and it's not terribly difficult. More of this!!
Well to be fair there's so many 3D sonic fangames that are utter shite that the few that are any good don't get much attention
Supersonicspyro 2577
There will always be more shit fan games then good. Cause only a few are actually good at making games. This goes for any series.
May I ask you why you put "Spark" and "good level design" in the same phrase
Yamahearted:
Probably because Spark 2 has good level design. Was the sentence that difficult?
Sure the enemies are unfun to fight and kill the flow of the gameplay more often than not, but that's more of a general mechanic design flaw; the levels themselves are a lot of fun if you ignore the enemies.
@@Zerio105 true
If I'm being honest this looks more like you already knowing the level then good level design.
I mean, first time playing a Sonic for the most part should be a bit overwhelming until you master it.
I notice a pattern here that the few people who don't agree with the video leave me the impression that they really don't want to put the effory in learning the game and just want instant gratification. Not every level needs to be Green Hill Zone in terms of difficulty after all
@@MariusUrucu I really don't know what other people are saying so I'm not gonna comment on them. But from this gameplay it looks like you've played this level over 50 times, with how you skip over half of it. The game doesn't really look fun to me so I don't see the good level design. I don't think you should have to be a master at a game to enjoy it, maybe you find super difficult games fun but I don't.
@@likedmyowncomment3547 I understand and respect that. I just appreciate a good but fair challenge, even in my Sonic games. Plus, Sonic games are made for speedrunning, so unless you aren't into that, it will be a hard sell for some.
Also, I've benn getting into rally sims like Dirt Rally 2 and I've heard it's notoriously difficult (and it is, especially on controller) but I'm enjoying it, so take that for what you will
Isn't classic sonic gameplay's whole point based on mastering a level and getting gratification from that?
I won't say it's my favorite philosophy on game/level design (the only classic sonic game I really like is mania), but on the terms of bringing classic sonic's level design structure to 3d, they basically nailed it with this.
@@likedmyowncomment3547 this game looks like it could be fun, but the precision required in a fast paced 3D platformer is not the same as in 2D.
Even in terms of unique level design, this is far from being on the level of Lava Reef for example.
SEGA mess up sometimes, but I'm not sure that this is the answer. Super Mario 3D World showed a good way to implement 2D in a 3D environment, and that style would work for Sonic also.
Robo-purple birb took my soul with that ear piercing yelp
Edit: That other birb at 2:35 then proceeded to take what was left.
That birb almost gave me a heart attack...
This feels so different than modern 3D Sonic games... You have the speed yet you have like a certain freedom to go where you want.
Don't know what you mean by "modern", even the Adventure duology was limited to one or two paths for the majority of each level.
@@epicredhot5675 Modern means "modern"
@I like fat chicks. This. This is exactly what I meant. 👍🏿
@I like fat chicks. Pyramid Cave, City Escape, and Sky Chase did.
This whole level gives me anxiety. Amazing how you were able to get through it without losing a single ring
Boost bad
Momentum good
Heart my comment
I like the boost games too you know, especially Unleashed and Generations. Heck, wait until the end of the video to see the other videos I put at the end screen.
Well, you got your heart and a pin. Bet you didn't expect that, did ya?
@@MariusUrucu I just wanted to see if I could steal the "pin of shame" from that other guy. I didn't think it would be this easy.
@@Freashplayer Well you did. Well played. ;)
I can't stand the boost games at all.
Cosmo Kong AKA Cosmological expansion Dong better then forces.
When I see I think to myself sega should of done something similar back in the sega Saturn days
The whole history of video games could have been changed with something like this in Saturn.
The level design in this game is just phenomenal. And the fact that they have to make the levels nowadays with SIX playable characters in mind, and still make them fun.
And they've managed to do that in such a way that keeps people much like myself and every other member of the SRB2 community coming back. SRB2 Forever
It’s so weird that fan made Mario stuff is awful while fan made sonic stuff exceeds official stuff.
Nintendo keeps shutting down fanmade projects while SEGA's chill about them.
yeah it's not that mario stuff is bad, it's that ninty keeps killing all the GOOD mario stuff lol
I mean look at the bars you have to go over in both cases lol
I think that answers your question
@@AlbertBalbastreMorte sega actually encourage it.
the good fan made mario games tend to get taken down
This video tricked me, I thought I would have a fun time with this zone until I actually got around to playing it and realized...
THE 2ND ACT IS STILL IN DEVELOPMENT!
I really like how you can skip large portions of the level if you go fast enough. It’s a great risk reward system.
0:27 if this was a sonic team game, this is the part when the game stops playing itself for the player to finally move
Garuu popka honestly, that’s about right. The automated section shows promise and then all you get to play is some stupid gimmick
This one level encompasses exactly how Sonic SHOULD have evolved after Sonic 3 & Knuckles. I like to think that in a good timeline this is what Sonic X-treme would've been like, and by mixing in some of Sonic Utopia's momentum physics (also adding loops, halfpipes, corkscrews and such) it could've been Sonic's equivalent to Super Mario 64 even.
0:27 And would you look at that, they actually found a way to implement an interesting boulder gimmick without having it overstay it's welcome or be completely pointless.
Looking at you Sonic 4 Ep. ....
You take this words straight out of my mouth and I couldn't agreed more!!!!😉
0:07 Don't remind me of those hands from hell..
*GAME OVER*
-eversion
Does anybody remember when you had to jump in a house's roof a few times, a guy comes out furious and "sends you to hell" to play this stage? Good times...
Marius: *goes through level with methodical input and no damage*
Me: *leTs JuSt BlAzE tHrOuGh It AlL.... proceeds to run into every possible obstacle at mach 20*
You cover a whole lot of ground in this level, wow
wind shield op
Running at top speed through this infernal cave with this music really makes you feel like you’re on the past.
0:06 *Eversion sound effect!*
When I first heard that I thought Eversion was starting to leak itself into other video games and cause a video game apocalypse
The gameplay everyone wants: Adventure style with faster momentum, no interrupts, filler or character gimmicks, and more linear pathways but with the level size and exploration of Mario Odyssey
The gameplay Sega thinks we want: Auto runner style levels with boosting, Classic Sonic levels, Wisps, ranking, and only being able to move in one singular direction.
Honestly I think sega should take a big ol break from sonic and work on the less known ones *cough cough* nights, jet set radio and ristar *cough cough*
Huh. I think the title of this video and some of the comments are.... ironic.
I mean it’s definitely interesting and I kinda like it. But if we’re titling this video in a way that sounds like it’s an example of a good Sonic level design in general compared to those we would criticize, I don’t really agree. Nothing in this level design bothers me exactly, also it’s a fan game so do whatever you want and I won’t criticize too much really. But for the sake of this context, one could easily tear this design apart.
For starters, half of the level design is wasted by the fact that Sonic can jump and even double jump over large sections. Secondly, especially in the first 30 seconds, the level is just random platforms with gaps between them that are easy to jump and have little to no obstacles or enemies in the way. It’s a waste. Third, in the lava the concept is cool but the placement of lava spills is unforeseeable on your first run. They can come out of nowhere with no indication of where is more dangerous than others. This would be considered “cheap”. Lastly, it looks like a fun place to explore but too small for how fast Sonic goes. Instead of wasting space where you’re practically not doing anything, take that creative exploration section and make everything bigger, taller, longer. It’s odd. One of the things I hate about the official modern games is how all the assets are so huge compared to Sonic where you have to zoom out to see the stage while Sonic looks tiny in comparison so that he looks faster. But here is the opposite. He IS fast but the stage is so small that he skips over everything and when it’s big there’s no substance.
As a fan game, I don’t mind. It’s cool to see someone’s creativity and explore regardless of graphics or physics. But if it were an official stage, that’s the scrutiny of the fan base it’d receive.
I disagree heavily with your comment. I'll just say this... the time attack requirement for an emblem is 2 minutes 30 seconds... even with all the skips I still failed. Also, this is a late game level, so it is supposed to be more difficult and I think the punishment is very fair compared to falling into a bottomless pit as here you can still get right back up.
SRB2 just has a really high skill ceiling. The controls actually make more sense the more you play. It's the reason why I enjoy the game and this level in particular so much as it was built around these controls. Also, don't think you speak for the entire Sonic fanbase. I sure as hell don't and it's already divided as it is.
I stand by the video title, the footage is here as proof. We'll just agree to disagree.
@@MariusUrucu Time attacks have to do with getting an objective done within a certain amount of time. The level could literally just be a large blank canvas with a few drops and cliffs to climb here and there with no other obstacle and still be difficult to beat in that time if that's what they were going for. Doesn't mean their level deign was a masterpiece.
I don't speak for the entire fanbase. No. I'm speaking for me. And the comment is my disagreement with your claim. Not that you have to change it. Just that I disagree with the usually praise just because a fan made it. So yeah. Agree to disagree. I'm not particularly looking to make arguments anyway. lol
I'm loving the design, music, and the aesthetic of the level! Those bell-like instruments in the music near the 1:09 mark give me major Spyro the Dragon vibes and it's beautiful
It’s surprising how little the people in these comments have never even heard of SRB2
This stage looks so beautiful and I'm in love with the games aesthetics, this is getting a download from me
It's platform based, i would still like something speed based, but that's still awesome.
That's the beauty of this game, with enough speed, and momentum, Sonic can bypass hazards in such a way people thought they would need Tails or Knuckles to do so! This fangame is just as much about speed as it is Platforming!
That's the best part, it's BOTH!
"i would still like something speed based"
I don't get how can srb2 not be speed based :V
It allows you to totally be free on how much speed you want to use and its really good on that.
I thought that title was sarcastic before I noticed this was SRB2
Red mountain intensifies
This is the same video that got me interested in SRB2! Feels weird watching this now that I've memorized the layout and hazards of this level...
0:06 Hold up that is literally the death hand sound from Eversion
I love the sound the save points make I watched it in thumbnail when it was silent and could still hear it in my head
I feel tempted to design a 3d level now, been always making 2d levels layout
While I'm personally not a fan of how SRB2 plays I have immense respect for the devs and the work they put in. I know from experience that fan game development is by no means easy especially with such an unorthodox engine. It absolutely deserves the adoration it gets
why do robot vultures share the same sound effect as bloody red claws in another game?
I don't know, but apparently pterodactyles can make that sound too.
(I get which games you're referencing. Both of them)
What game are you talking about?
*bootiful* I really hope some random sega employee looks at this soon
I think this is one of the weaker SRB2 levels to show tbh.
Most of the stage is just jumping from platform to platform in a linear sequence and the ocassional lava ball roll.
I wouldn't call it good level design, more like serviceable.
I think.it's because it's focused on "jumping from platform to platform" that I like it so much,.plus the creative ways you can finish.the level despite being more linear that I love it so much. Also the fact that it's challenging without being cheap.
Game journalists will have a field day if they tries out SRB2
IGN in 2.1:
I'd never be able to do a level like this at THIS speed, I have to keep stopping ad lining myself up or I'd never make those jumps1
I would recommend to trying to force yourself to get used to the speed, give yourself little challenges in the game, like... GFZ act 2, going fast with sonic and falling right on a certain spot of the ground, or just roaming around getting a feel of the speed.
Dont avoid going fast, go faster on safer places and get used to it.
Its something that most players don't do, they like the game, but cant go fast because they think will fail, when in reality you cant avoid failing at first, so go fast and try some stuff, if you fail try to get a feel on what you did wrong before failing, doing that on safer places of the game with small challenges will mostly help you avoid doing mistakes.
In fact, the levels are designed that way... if you explore them you will probably see places that you wouldn't know how to reach at first, leading you to challenge yourself and look for a way to reach those places, which leads you to getting used to the controls... but you will not get used if you are going slow and stopping yourself all the time :v
Dominating aerial momentum is essential for this kind of high-level play, my recommendation is to get a good sense of Sonic's movement, learn how manual braking works, how your landing position changes based on your movements while in air, how to manipulate the thok to your advantage... this guy has recorded some gameplays with the control inputs visible in-game, so you can see how he performs some moves on a more technical level. Good luck.
Sometime I just forget how great this game really is. Insane level designs
This is exactly how Sonic should have transitioned to 3d
GOD I'VE BEEN WAITING FOR THIS FOR YEARS
I'm surprised how your speeding through the level without dying.
Also, a level that's 3 minutes long while speeding through it?! I feel like the average playtime would be 5-10 minutes
Took me way longer, though that's because I'm bad at platforming haha
Well he obv had some practice before making this vid tbh
@@MrAppleSalad Same for me. Proably around half an hour. These pterodactyles man...
@@1ochotnik skill issue
While this DOES look really satisfying to master with multiple play throughs, I can’t agree that this is good level design. This would be a nightmare for beginners, especially with platforms like that. If the beginner isn’t scared away by the first negative experience, it could be really fun to memorize and get down like the classic games. However, I think that the classics have better design, because they have paths that the skilled and not skilled can comfortably and separately take. This looks fun, on the second or third play.
I've seen a bunch of bland 3D Sonic fan game but this looks way past cool.
Everyone: How is it so fun if it’s so hard to beat?
Azure Temple Zone: You called?
Man... this stage is so incredibly dark in OpenGL mode. You can hardly see the platforms in front of you sometimes.
Agreed. I only play with OpenGL because of the beautiful models
I think it's cause the fog is turned on.
He has the fog really close for some reason.
I wish OpenGL kept some of the nice platform shading from Software Mode - the models are nice but that's worthless when the rest of the level gets reduced in quality!
(Plus, the sprites are extremely well made too...)
This made me download the mod, had a ton of fun with it! Thanks for the video
Me: sees the title of the video is good sonic level design and that the level is red volcano
Also me: visible confusion
Edit: just so everyone knows, I play srb2 and I think it’s amazing and I wish it was official. The reason I don’t like this level is for these reasons
1: the lava destroys your rings and it makes it dam near impossible to collect a ring after you take damage from lava
2: the petrodactle ( or whatever there called) badniks can be really annoying to deal with and they hurt my dam ears with there horrible screech
3: and that dragonfly badniks that drop bombs everywhere are downright frustrating and have followed me to areas of the map I didn’t even know they could go to.
5: there is no fire-bubble shield meaning no lava protection
6: THE LEVEL GOES ON FOR TOO LONG.
Man, this totally looks like something I would've loved playing in the 90's, doesn't matter the console. The colors, the gameplay, the aesthetic, everything looks amazing here.
Can't wait for Act 2
I just had my first time playing Red Volcano and completing it, I came with 15 lives, just to get out with 5 lives.
I like how open the level is with all the different ways to reach the goal. However, I do feel as if navigation on a first playthrough can become complicated and there needs to be knowledge of the stage beforehand, which is fine but yeah.
I think for a 3d styled sonic game like this, adventute 1's level design in stages like speed highway and emerald coast is best. It offers alternative pathways and rewards exploration and keep it straightforward when going through the stage, not leading you to get lost.
None of the enemies matter, take them out and nothing changes. You had one interaction with an enemy, they should matter a little bit than that. However, the level design is interesting and allows you to focus on speed or accuracy in your movements. Really fun to play around with.
Uh yeah that’s kinda how 3d platformers are lol. Combat is rarely ever incentivized
Everybody's an arm chair developer up in these comments.
You don't need to be a dev to talk about stuff
@@ecoista1373 most of the commenters have never played despite the game being free. People love being critical.
Rolling around at the speed of sound. Got places to go, gotta follow my 🌋
Considering you blazed through most of the level in 3 minutes avoiding 90% of the obstacles by jumping around them and avoiding them entirely, I would say this probably isn't "good level design". Not unless you expect everyone to play like speed runners and ignore the majority of the stage design with basic jumps.
There are some cool concepts here, but overall sonic seems way too mobile in this game snd the stage design can't really accommodate for it outside of bending over and letting you have its way with it. Stage design should challenge the player and make the players use mobility in interesting ways, not let you abuse it to zoom past every obstacle unabated.
Like none of the enemies posed a threat to you at any point, unless you deliberately walked into them.
You have no idea how difficult this level actually is on a first playthrough. Took 6 to 7 minutes the first time and died a couple of times too. Watching and playing are 2 entirely different things and controlling Sonic's momentum is not at easy as it looks.
This guy clearly memorized this level
@@MariusUrucu whether or not it's your first play through or not you clearly demonstrate that you can easily avoid 90% of the obstacles, without glitching or using exploits, just using normal gameplay. That's pretty bad level design.
Just from looking at the stage you can tell things are spread way too far and open to pose any real sort of threat to the player and it seems like you have alot of flexibility and leeway with your jump.
@@LordMoebius What part of "it's not as easy as it looks" did you not understand.
@@LordMoebius Do me a solid, play the game since it's free, try speedrunning this level in particular the same.way I did once you get to it, then come back to this video and tell me how it went.
The very open design of these levels that allow you to take different paths and explore despite the somewhat linear structure reminds me of the Sonic Adventure games. They weren't perfect, but I'd love to see the Adventure formula brought back somehow in a way that resembles what this game did.
I think its design branching paths are 4x better than adventures
This one lacks. Wisps are very important.
Faker
Wow 15 years ago this level was just a bonus secret level hidden in the first stage. Its amazing to see how far theyve come. Im also in love with the Sonic skin. I wish SRB2 had that as default.
There’s...nothing going on in the level though? It’s just jumping across empty platforms, aside from the rolling ball area, there’s so few enemies and hazards and to me this just looks really empty and boring?
Given you can cover great distances with a single jump, level design and platforms need to be spaced out. And enemies and hazards are plentiful, they're right there in the video. If you think this level is easy... oh boy you haven't played the game yourself. Took me a lot of retries to get this level right
Did we watch the same video? There’s tons of shit here lmfao.
I've been playing the game since 2015; all I'm gonna say I'm still fucking glad SRB2 is still powering through to this day.
The mixture between well made DOOM levels and the mechanics SRB2 has can produce damn good levels like these. Thanks a lot for sharing, it's already giving me a bunch of nostalgia cuh u_u
Why boost to win when you can *play the heccing game*
"why spindash to win when you can play the backing game"
See, I can use fallacies too!
*hecking
@@epicredhot5675 Spin dashing requires you to be at a standstill before you can use it, making for many situations where it is just not a practical option.
This level is one hell of a journey
Not gonna lie this doesnt seem like it would translate to well to new players
Are there any new players who can tell me what they think of the game? It looks interesting
Yeah I'm pretty new to the game this is pretty much the part of the game when it gets hard but it still fun and you do get stuff in the game for playing it but I would start with sonic and tails if you're not to good like me or if your more experienced then just go sonic for the first game just don't start off the game with the easy characters that sucks out the difficulties and fun of the game
I've downloaded this just to tell you! I thought thought this was great, the gimmicks specifically and how they aren't forced. This is above-average for a fan game
@@kaitaylor1980 oh wow that's really nice of you! That's really good to news to hear. When I watched the game it looked a bit difficult but I'm glad its able to translate well once played!
@@superwariobros9108 thank you for the advice! I think I'll download it and play it myself with what you said in mind. Thank you!
This is actually one of the last levels in the game, so it's pretty high on the difficulty scale!
I've never really wanted to play a sonic game before, but this video has changed my mind.
Why is "Good Sonic Level Design" a trademark in the title?
Because I thought it would be funny?
@@MariusUrucu It's not funny, I didn't laugh.
@@MariusUrucu tough crowd
@@takashiiizuka772 Doesn't necessarily have to be funny in a way to make you go "AHAHAHAHAHHAHAH LMAAOOOOO GOOD ONE!!!!!" It's funny in a subtle way, mate.
Then again, Sonic the Hedgehog _is_ the trademark of Sega.
I like how it looks like a 3D version of the old side scrolling sonic games.
As a level designer, I fail to see how this is "good" level design
What games have you worked on or are working on?
Genuinely curious, tis all.
As an astronaut, I too make unverifiable claims about what I do with my life without proof in a TH-cam comment section.
As an alien from mars from the future my opinion is fact and i can say this is bad
I genuinely love this level design. It allows Sonic to go fast, whilst still having genuine challenge
idk if i'd say this is good design, if i were playing this game i would have no idea where to go or what to do, and the platforming segments aren't too challenging or original. The physics in this game are amazing though, and there's a lot of aesthetic originality in these textures and interface. It needs work, but i'm sure this could turn out to be an amazing game with the right direction
Sonic 2D games and adventure vibes
This is only "good" level design if (like the person who made this) you know every exact turn to make at every precise moment. Imagine trying to navigate this level without any clue of where to go or when to make turns, it would be a nightmare.
This is, in fact, incredibly BAD level design.
I'm still having a hard time how people would get lost in this level. It's very linear and easy to follow...
@@MariusUrucu if it were Mario, I would agree. But as Sonic, the natural inclination is to go fast, and as such, you would just plummet off every platform, having no idea even to jump or turn.
I get that this isn't for everyone. Heck, some people just don't like the idea going fast in a platformer, period. Hence why Sonic games are met with such divisive opinions, regardless of objective quality, since the speed factor is in the mix.
This is pretty much the classic Sonic games design philosophy done in 3D. Personally, I really enjoy it, hence I made this video.
"Imagine trying to navigate this level without any clue of where to go or when to make turns"
I did. It was very fun. The OP took several dangerous yet rewarding shortcuts that most new players would not be able to pull off, so I'm guessing many commenters are just assuming you have to be a master to play it, but that's simply not the case. This is a good level because it rewards you for being good at it, but is still fun and challenging if you're new.
How did I not know of this game before? Thanks for posting!