Sonic Chaos Quest

Discussion in 'Showroom Archive' started by Narcologer, May 8, 2015.

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  1. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    Since I have nothing else to do right now...

    Aberdeen Land Zone

    I hit buzz bomber enemies inside a loop. That's really odd and broken looking, and can be really dickish too, if someones running through the loop.

    The bottom textures of the GHZ purple rock don't match the actual ground, making it look out of place.

    I see you took some of my advice to heart; the use of the unused GHZ tiles and the addition of proper shading really looks much better!

    No newtrons in midair! They don't work like that! You can let them fly through the air when they're rocket propelled, but when first placed, they're clearly trying to cling to a background wall! In the original GHZ, they were always placed against walls, never in the air.
     
  2. Narcologer

    Narcologer Hell angel Member

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    New release! Its main focus is graphical and level design changes.

    -Aberdeen land zone's and title screen's palletes are changed.
    -Some leve design changes in Aberdeen land zone.
    -Sonic/Mighty can't leave level border when they got through act (except third acts and Hydrostation act 2)
    -MZ is changed again. It is called Border Fort zone now, has new music, pallete and its background is edited.
    -Title screen, Aberdeen land zone, Speed road zone and Hydrostation zone act 1 also have new details on their backgrounds too.
    -Some layouts of Mechanograd zone are changed. Also Mechanograd has some new chunks.
    -Mechanograd's boss was edited a bit to make him not so hard.

    -Some music is changed
    -I tested hack on Regen and found no problems.

    Download link: http://www.mediafire.com/download/4cdj4ntpgqu3045/Sonic+Chaos+Quest+v1.1.bin

    I wait for your comments!
     
    Last edited by a moderator: May 29, 2015
  3. Burst

    Burst You call this a connection? Oh, give me a break. Member

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    Finally no Genocide City anymore, well, i will miss the Bad Ending Music of Knux' Chaotix. But not this high-pitch sounds. They confused.

    I like it what you done, it looks just better. Oh, and Border Fort sounds cool :) I was suprised where i heared the Knux' Chaotix music in Dangerous Pit act 2.
     
  4. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    The music for act 2 has odd glitchy static sounds in the music; this is usually caused by attempting to play invalid DAC sounds, or by using broken instruments. Try messing around with those two things, it might help fix the music.

    There's a floating monitor high up in act 3, which looks really ugly.. Underneath and in front of that is an area that looks way too similar to Green Hill Zone act 3.

    After that is an easy to see and even easier to get 1-up; if it's easy to see, at least make it time consuming to get to.

    The super peelout frames don't quite fit with the new artwork; the white details on his shoes need to be present in the red figure 8 shape, it looks jarring without them.

    The ported S2 animal container art at the end of the zone doesn't use the right art; the object needs to be edited to use line 2, it looks dumb and undetailed with the limits of the line its' using.

    Act 1 of Dark Pit Zone has a dick move right at the start; a driller which doesn't even have it's drill out of the ground leaps up and hits me in a tight space with no room or time to react. Not cool.

    The area with the ring box and the spike ball near the start of act 1 takes time, effort, and patience to get through, which I like. It needs a better prize, though; a 10 ring box isn't really a just reward for a scary and complex trap like that.

    The background to LZ looks really flat and boring. Also, what the hell are those flashy thingys in the background? They look really odd and out of place.

    I love dangerous pit act 2s' theme :3

    Sonic's pushing frame is about a pixel too far to the right; shift his pushing frames one pixel to the left in flex or SonMapEd, and you should be good.

    There's a point in Act 2 of dangerous pit zone where two orbinauts are lined up, with the upper one moving forwards and the other firing. I don't see any way to get through this without getting hurt. Even if you try to dodge the lower orbinauts shots, the upper one will run into you. Its too dickish.

    There are bubbles inside of a wall a little ways past the part I mentioned above. It's even next to another properly placed set of bubbles :|

    I drowned to death before the drowning music finished. They need to be aligned for full affect, otherwise, it just feels weird.

    Act 2 feels very bland; it has no branching paths, no secrets, and lots of very empty areas with no badniks, traps, or other objects; just wasted space.

    Ristar music for act 3 is cool and all, but it doesn't fit the ominous and dangerous feel the other two songs set up at all...

    I loved Dangerous Pit Zone, it really captured the feel of Labyrinth, but it's just too long, slow, and hard to be second (there's a reason Sonic team removed the original). It should be the third zone, especially seeing as MZ has tie ins to Aberdeen Land Zone that would fit more if it was second.

    The buzz bombers in this zone look particularly un-sonic-y, and the caterkillers just look like grey blobs of shit. Some of the badnik art needs some serious redoing.

    There's a yellow spring which blindly launches me into a buzz bomber partway through act 1. A huge dick move.

    The swinging platform art is messed up by the new palettes. Also, don't make these overlap; it's really glitchy and confusing, and resulted in an unfair death.

    This act so far has only one check point near the very beginning, and I'm dieing alot. Not good level design

    I quit there. I wanted to see some of the faster zones, but the two slowest and most painful levels in the game were put immediately in the beginning, so it sucked all the fun out of me. I felt like I was playing a mario game with a limited screen size; after Aberdeen Land, all the zones were built like mario levels, and had no curves or slopes, so the spindash, and superpeelout were completely useless. The level order really needs to be changed, or the first two zones need to be drastically altered, to let the player feel the speed part of the game that makes Sonic who he is.
     
  5. Razor

    Razor Active Member Member

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    Topicstarter asked me to post it here:
     
  6. Burst

    Burst You call this a connection? Oh, give me a break. Member

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    ​It's nice to see the hack with rocking skills from Razor :)
     
  7. Narcologer

    Narcologer Hell angel Member

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    I post this screenshot here to show you that project isn't dead.

    [​IMG]

    What do you think about it?
     
  8. Narcologer

    Narcologer Hell angel Member

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    I hate to double post, but I forgot post this reply at the start of SHC 2015. So, here it is: Sonic Chaos Quest v1.5 SHC release!

    Screenshots:

    [​IMG]

    [​IMG]

    Link to SHC entry: http://shc.sonicresearch.org/entry/42

    I wait for your feedbacks!
     
    Last edited by a moderator: Oct 22, 2015
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