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About Maddnsk

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  1. Hi. im Nick! And today i want to show you my attempt at recreating one of the Sonic Forces stages, City Heights. The stage took me 10 weeks to make (from May 1rst to July 8th 2017). The point of making this stage in particular was, not only to test my skills in recreating something by only available footage at the time, but also test the limits of Hedgehog Engine and to improve on original idea a bit by adding extra pathways and extend level length. In order to speed up the process, ive decided to make the stage BEFORE Eggman attacked it. Approximate stage lenghts ~ 5km (3 mile) Objects in the stage ~ 7000 Polygon (triangle) count ~ 6 millions (11 millions) Showcase footage: Progress Showcase: My friend @TwilightZoney tried to put this stage into the game. but we run into issues, the stage was overly detailed for the hedgehog engine to handle Comparison to the gameplay footage after modelling was done: Not everything went smoothly, even by watching the footage 100 and 100 times i wasnt able to keep it in scale with the original. Assets links: Since we werent able to make it before the game release, due to lack of time and having issues with Sonic Generations limits. ive decided to release stage assets for everyone to use. Below you'll find links to all the source files i have for this stage, for those who enjoy doing levels or just want to mess around with it, i hope you'll find it usefull. the files are also "Generations-ready", including splines, collisions, setted up materials, 2nd uv channel for every mesh, etc. (requires DarioFF's SonicGLVL editor and Hedgehog Converter tools) DarioFF tools Link Why so many links? I simply wasnt sure if FBX exporter wont screw up the meshes (even when i checked those multiple times). since we found fbx is pretty unstable (main reason it can screw up UVs). You DONT have to download everything. 3ds max source files are just in case you run into issues with fbx. 1) Assets (separate) [3dsmax 2015] 2) Assets (separate) [FBX] 3) Assets (single file) [3dsmax15 and FBX] 4) Lower poly version of the stage [3dsmax15] 5) Lower poly version of the stage [FBX] 6) Custom Sonic Forces EGG fighter model [texture were made by TwilightZoney] 7) Main terrain geometry [3dsmax15] 8) Main terrain geometry [FBX] 9) Object physics [FBX] {street cone, floating block platforms etc } 10) City heights high poly ver [3dsmax15] 11) City heights high poly ver [FBX] 12) Skybox [FBX] 13) Source textures 14) Lower resolution textures Have fun making better stages
  2. Well some people think it not based on Amsterdam, but really i cant find any other cities to be similar to what was shown in project 17 teaser. If anyone could prove me wrong and find another city with this architecture i would really appreciate it. Cause all i want is to know what this city might be.
  3. I think you should ask TwilightZoney on retro (or twitter) about it (i personnaly dont mind), since i basicly gifted it to him, so its kinda his property now lol. Atm i finished other level remake (it was in development since mid august till mid january) - Green Forest. And Zoney trying to put it ingame as best as he can, it has many issues that we yet have to fix. While he doing this i almost done with Rooftop Run wii remake, that we also gonna put in game in the future. And as for Music Plant, im doing a remake of it from scratch with higher amount of details and overall better modelling. Hopefully will finish it some time in the future.
  4. its about materials and meshes. Level design is ok, Its better to rebuild it. Gonna take a while. Green Forest took me 5-6 month to develop. this one took me 2 years, cause it was my first effort.
  5. Im worked with TwilightZoney on Green Forest level and it's done. Zoney will try to put it in the Gens sometime in the future. Regardless of this stage its never going to be put in Gens since it has a lot of unfixable errors, I'm gonna rebuild it from scratch in free time. Idk when its gonna be done, since i'm going to start working on the next level soon (i need to draw concept art for it first). Not gonna reveal anything regardless my work cause im very im busy. My friend Zoney will show our stuff when he feels it worth to be shown. Sorry for late response. i found this on my Hdd a while ago, sadly this is only thing left. http://i.imgsafe.org/57868cb.jpg
  6. Thanks. I really happy to hear that. Level is still in 3ds max on my pc, with collision and, i believe, old GIA and splines. While its not perfect structure wise (it the first level i ever made lel). it's still beatable (even without any standard objects like springs, speedbooster etc.). If somebody find my work worthy to put in gens by themselves, i wouldn't mind provide them my source files.
  7. Sadly, the only thing that left in generations itself is a HUB. GIA render takes to much time and effort, that i dont want to get back to generatiions modding. here's hub screens if anybody interesting:
  8. Hi guys! Don't been in a long time here. So i decided to show a little project i made 1 year ago. This is my version of what could be a music plant if it was made for Sonic Generations. Since the overall structure is shiiiit, i decide don't put this level in generations. i try to remade it so many times, ended up not liking overall result, so i just gave up. Maybe some of you would find something interesting here. Level is 10 km long, somewhat playable. polycount is about 1.5million. 99% of textures was stolen borrowed from unleashed, genetation and o6. Trees and flowers was also "borrowed" from these games. Everything else i made myself. Under spoiler tags you will find 28 pics, 1920x1080 resolution. (sorry for my bad engrish, comrades) Overall structure of the level:
  9. Well when i played a 360 version i didn't noticed any screen tearing honestly. And in this area statues are definitely animated and the eyes are glowing, In this gif they just don't awake for some reason. And while graphics on consoles are definitely worst, they still has gorgeous looking areas like a castle drowning in lava, and especially area with dragons, in my opinion is the best looking area. But i already bought the game on steam though. The only real problem that will affect gameplay is lighting, i never had to use torches in the whole game, there is no catacombs in this game where you don't see shit. Maybe in PC version torches would be useful, but on 360 they nothing. I even wounder if there a day and night system because when i go to that area that was shown in demo, i saw everything without using torch.
  10. Screw Simon from Yogscast, i want TotalBiscuit to be a racing character for SASASRT.
  11. While i highly like boost gameplay, i think that 3 games was enough and they should move on, i dont think they got gameplay and controls right (from what i saw in the videos) this time , but the same was for boost gameplay, maybe after 3 games they will get parkour gameplay right. I really don't like idea of run button and kick move, i always liked that Sonic just jump into an enemy rather then punching it with fists (or kick him) like some other platformers does in 3d. And honestly i never felt that i can't reach some platform because sonic too fast (i guess im in the minority). Make controls simple, that what was sonic brilliance in tha classic days, making interesting gameplay by having just 1 action button. Well ofcourse they can't do 1 action button with 3d games, but still.
  12. So? i don't denied that. Just give you an example of a platformer with one bottomless pit. I dont want to rid of bottomless pits completely. Just have less of them. or may be had some opportunity to skip them by taking higher routes like in the classics.
  13. I hate SA2 and barely remember what that game had, sorry. I am talked about only first adventure game.
  14. I will not defend the reviewers, but really, how about not having a run button, how about making level design less cheap, how about make less bottomless pits, how about make controls simpler, sonic 1,2, cd and 3&k just have 1 action button, a jump button. that all. sonic adventure had 2 action buttons: first is jump and second is spindash. I had no problems with Sonic's speed in earlier games, i don't need a run button honestly. But that just me.
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