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Make your own Sonic Stage


Johnny Boy

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hm...

I want... acctually, something like the Soundwave Cave in this fanfiction (Now that I think about it, it's more like a special stage... still, combine that with something similar to Music Plant and a Casino Zone and you've got one AWESOME trip!)

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Generic Green Zone

Except at the end of the game for a change

The first act is a generic green zone.

The second act is a formal written apology for every generic green zone since Green Hill

End game

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HoloZone:

The last full zone in a 2D sidescrolling Sonic the Hedgehog game. At first, there is a tron-like quality to the visuals. The primary color is black, with streaking green lights marking the platforms that you can stand on. The soundtrack is scarce, consisting of an electronic hum and tiny synth melody.

After taking a few steps into the zone, the background and platforms light up, morphing and taking on the appearance of Green Hill Zone. The music changes to suit the new look, though still retaining its highly electronic quality. As you continue through the stage, the design continues to change, cycling through vistas from Sonic 1 through Sonic 2.

The level transforms to Stardust Speedway for the midboss, Metal Sonic. He is abusing a small animal by stepping on its head until he notices you, after which he assaults you head on, rather than challenging you to a race. However, it is actually the Metal Sonic hologram from the “past” stages in Sonic CD. Metal Sonic's hologram can hurt you, but you will always pass through it harmlessly. The only way to beat him is to attack the hovering projector that floats around and only leaves itself open to attack for short periods.

After you destroy the Metal Sonic projector, the second act starts. It is the same as the first, other than that the environments are now copied from Sonic 3 and Knuckles. As you reach the near end, the holographic representation of the Death Egg starts to break apart, and disappears entirely as you reach the last screen. Here, the entire level goes completely blank, as only Sonic's sprite remains on the screen.

That's a giant Robotnik falls down from the ceiling, knocking you backwards. It does not appear as a robot, but as the in-the-flesh doctor himself. He almost twice the size of the Egg Robo from the final (non-super) battle in Sonic & Knuckles, and fights in a similar style, trying to crush you in his giant palms. He also has two cords next to him, which he can pull. The left cords unleashes a barrage of checkered balls onto the arena, which must be dodged. The right temporarily transforms sections of the ground into spikes, and you must jump with the right timing to avoiding getting stung. If he pulls both cords, metal platforms such as the ones from the Sonic 1 final battle will crash down, killing you instantly if you don't see their descent and move out of the way in time.

At first, he shows no weakness. But after you have dodged a certain amount of attacks, the Robotnik's visage starts to break up, and you see that it is once again a giant robot piloted by Eggman. During this time, you see a flashing green section of the body that can be attacked by using the robot's swinging fists as platforms. After hitting the green section, the robot will go back to using its disguise, and you will not be able to attack it again until it has revealed itself once more.

After hitting the Egg Mech 8 times, the robot falls apart and Eggman escapes once more in his tiny hover vehicle. You chase him outside of the secret base as it falls apart. Depending on whether or not you collected all the chaos emeralds, you now either beat the game, or be taken to the final act for a Super Sonic race against Robotnick through space.

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  • 1 month later...

Design an idea for a Sonic stage, they're no limits, they can be realistic as SA2 or as imaginative of Sonic CD. Invent some ideas for level design or specific gimmicks.

Also, come up with a clever name tongue.png.

Luminous Lake Zone

A giant lake with several sets of small islands resting on it.

Basically the level comes in two parts, the upper half has the sets of islands for quick maneuvering and platforming, any time you can enter the water and enter a different level entirely.

Gimmicks include underwater jets, manipulating sea currents,and shifting seabeds underwater, still figuring out what type of gimmicks should be held above water on the islands.

Any ideas of your own?

Edited by Soniman032-
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I've got a few:

BUCKET HARBOR ZONE

A polluted, rusty, worn down ship bay, with really smoggy skies and disgusting waters. The stage would be littered with giant boats and cranes, with large crates sitting around to use as steps. There would be some intense platforming inside the ships engine rooms.

WINTEROPOLIS ZONE

It's winter time in the city. Snow covered parks and icy construction sites cover the city as it glows with vibrant lights. Little details like Robotnik snowmen are in the background. Sometimes a blizzard will pick up and it will be hard to see.

DUSTY DEPOT ZONE

An abondoned goldmine started up again by Robotnik. Locomotion would be used to travel long distances, and could even make for some unique platforming. Cacti would be everywhere in the stage with a nice orange-yellow canyon background. Maybe throw a few tumbleweeds in there.

That's all I got for now, but I will be back with more.

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I know I'm not the best artist, or at least wasn't at the time of making this, but I love to have an excuse to post these.

rt76j32kp490_Zone_by_Super_Stingray.jpg

This one is basically what happens when the game breaks. Sonic falls into the code that makes up the game itself, completely eviscerating the fourth wall. The intro screen scrambles before the level starts, so it doesn't really have a name.

Microcosm_Zone_by_Super_Stingray.jpg

MICROCOSM ZONE

Sonic shrinks down to germ size and... well, the rest is pretty clear.

Some other ideas I've had since...

SUBLIME TEMPLE ZONE - The level is occupied by empty space, solid ice and liquid water, all of which "rotate" when Sonic presses special buttons, i.e., water becomes ice, ice becomes air and air becomes water.

METAMORPHOSIS MOUNTAIN ZONE - Similar to the previous one, except the switch is between ice and magma. You're in a volcano that's in a state of flux, with sections made of ice and others made of rock and fire, the borders between them continuously moving along. Like a Hailfire peaks in a state of flux.

QUAGMIRE TRENCH ZONE - Sonic has to work his way through a fast-paced, hyperactive warzone filled with bombs, bullets and mines. Basically the platforming equivalent of a bullet hell shooter.

TREACHEROUS TOWER ZONE - A vertical level, like Egg Rocket from Sonic Advance. Sonic has to move quickly, as if he stays on one side too long, the tower begins to tilt. He has to keep in balance as he goes for the top.

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Made this when I was in middle school, obviously around the time before Shadow the Hedgehog came out, it didn't really have a stage theme, just a layout:

Soniclevel.png

Yeah, I played Heroes to death...and yeah, I was seriously thinking of mailing this thing to Sega...SHUT UP. ;w; I was a kid, at the peak of my crazy Sonic fan-luv. ;w; *twiddles fingers*

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STAGE: RAMPART FORTRESS

TROPE: Castle/Medieval theme

STAGE GIMMICKS: Trebuchet catapults, switch-activated traps

W-w-w-wait... before any Black Knight haters get on my case... Hear me out.

This to me honestly could be a goldmine of opportunity as far as level aesthetics and gimmicks are concerned when used in the traditional 2D Sonic sense. If anything, I hope that those walls behind the main map in Sonic the Hedgehog 4 point to a castle themed stage.

Act 1:

We start the stage having landed upon the castle's ramparts, but this is not an ordinary castle... the architects have had a field day making this castle a great playground for a hedgehog to play. Loops are built into the brick-work, and roofs of the main keep serve as excellent ramps to launch off of. Also in the stage are Trebuchet catapults which can throw Sonic from one side of the stage to the other with great force before eventually... Sonic lands in the castle's main courtyard where the act 1 miniboss awaits...

MINIBOSS ROBOT: Joust

Joust is a robot who's size is about on par with that of the woodcutter boss from S3&K's mushroom hill. In terms of looks, think of an Escavalier inspired robot with two long and sharp jousting lances as well as a spiked helmet. Before each charge... Joust must remove his helmet to lock onto Sonic's location before eventually lowering it to charge and skewer the hedgehog on one of his two lances. 6 hits and this robot will be destroyed.

Sonic, after this makes his way inside the main keep...

Act 2:

We get into the castle itself. The stage in this light works in a similar vain to Flying battery in that the scenery changes dependent on where in the stage/where your vertical location on the map is. The upper levels of stage would be the interior of the castle in all its glory. Bright and majestic with stained glass windows reflecting on past stories of the kingdom, however as the stage progresses, you eventually find yourself going further, and deeper down into the castle keep itself where things become increasingly darker as well as dangerous before eventually... we hit the castle dungeon where the act 2 boss would take place.

Robotnik boss fight: Egg Armory

Robotnik's Egg-craft has been outfitted with a great deal of armor, Similar in style to that of a knight rendering it invulnerable to Sonic's default attacks. Here, Robotnik aims to destroy Sonic in the trap-ridden dungeons. Various levers/switches litter the arena, each of which triggers a particularly nasty medieval themed weapons from flails, to heavy maces. Here Sonic aims to turn Robotnik's weapons against himself, ultimately destroying the armored craft and proceeding to the next stage.

Castle themed stage... We need a properly done one.

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Made this when I was in middle school, obviously around the time before Shadow the Hedgehog came out, it didn't really have a stage theme, just a layout:

Soniclevel.png

Yeah, I played Heroes to death...and yeah, I was seriously thinking of mailing this thing to Sega...SHUT UP. ;w; I was a kid, at the peak of my crazy Sonic fan-luv. ;w; *twiddles fingers*

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I have this idea for a combination of a carnival/casino stage with a beach stage. I don't think these tropes have met in Sonic before. Tropical resort was a close match, but there was exactly zero beaches there.

Name: Carinval Coast Zone, or Party Tropic zone.

Setting: Something of a sonicified beach boardwalk, except there would be sections of beach/water between rides and boothes. The first act is at sunset, focusing slightly more on the beach itself, and the rides would be more carnival esque. The second is at night, with a higher emphasis on the carnival itself. The night variant would be slightly closer to the casino theme. Dominant colors are yellow and purple.

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I said I would have more. Seriously, creating stage ideas is what I do a lot of in my spare time.

FUNKY FUTURE ZONE

A very futuristic city, like the kinds you would see in old films (can't quite think of one at the moment). UFO's would be flying in the background, and you would even enter one for a bit of the stage. Very bright colors and lights, with planets visible in the sky.

COOL MEADOW ZONE

Something like this:

2qc12eq.jpg

(Picture done by my cousin.)

Lots of wind turbines everywhere, with large gusts of wind pushing you places.

THUNDER MARSH ZONE

A creepy old swamp, with broken down boardwalks covered in moss. You would walk through small cabins, and ride a motorboat at one part (which would be like the Ice Cap snowboarding scene, just on water). You would also be able to travel across the treetops, and jump into the waters.

Edited by Jumbo Worm
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I have one idea I've alway taken a partiality to...but it'd be more like "Make Your Own SILVER Stage", so very circumstantial.

If it ever did arise though, I'd like a stage where Silver is initially fighting someone, like a pseudo boss battle (I like to use Knuckles, namely for what the purpose is). In 3D, you'd hold him off a bit as per a normal boss battle (mechanics of which are not of my concern here. :/). After a while though, you'd get an opportunity to get close and use some funky telepathy effects, and then you'd be in the stage proper (which I like to call "Mind Wash Zone"; namely because the whole point of it all is that Knuckles is being controlled and you have to go through his mind to try and fix him, or at least null his fighting abilities temporarily). You'd then be in a 2D action stage using your telekinesis to traverse landscapes that looked like a mix of BIS's Mario Bros. areas, Cyber Track and Machine Labyrinth, with heavy emphasis on electricity and nerves. You'd eventually get to the source of the problem, where you'd fight a boss within the very centre of the brain and defeat it to restore Knuckles' free will (or render him harmless for a while, whichever the plot demanded).

Derp.

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VOLCANIC BASE ZONE

TROPE: Eggman/Robotnik base/ lava level

This level would be a Eggman/Robotnik base in a giant set of volcanoes. Some sections would be supported above the lava and open-air. This would allow a lot of vertical progression/exploration as you went through various levels of the base supported above the lava. One gimmick for these sections would be steam vents that shot you upward and in various other directions. Sometimes you would go into indoor, under the lava sections. One gimmick of these sections would be very narrow hallways (a little wider then the width of Sonic), in which lazer guns would be mounted on the ceilings, and you would have to use timed spin-dashes to dodge them. These sections would normally be used to pass underground, only to pop out in another open volcano area.

It would be a very platforming-heavy level (as opposed to other levels in this "game"), and this would be a second-last level (the story object is to get to a rocket to get to the final space level), so the difficulty would be pretty high (for the game), with challenging platforming sections all around, but a very fun test for the skilled player.

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A recreation of Music Plant Zone

MUSIC FACTORY ZONE

Imagine grinding on guitar strings and going in tubes (like in Chemical Plant Zone) in the forms of tubes. Everything would be enormous instruments and every time you would hit an instrument in certain spots, the corresponding note would make a sound. Switching guitar strings rails from left to right to change the notes and running across a piano at full speed to hear all the notes. The place is crawling with eggpawns playing marching band instruments in uniform.

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I designed a few stages on paper a couple years back. Here's my favorite.

Catacomb Cliffs Zone.

The setting is massive purple-blue cliffs on Angel Island. Square pillars jutting from the floor in a natural exotic formation. Many years ago Echidnas buried their dead in the caves here, creating a massive system of catacombs. The ruins are said to be haunted by ghosts hostile to any Island outsider.

The floor of this level is a swamp made dark by heavy jungle growth, quicksand and thorns are a hazard.

The top of the level is shining with light bouncing off the massive cliff formations. Echidna sculptures are a regular sight, overgrown with vines to climb. A heavy wind knocks rocks and maybe hedgehogs from the cliff face so be careful. Certain parts of the level open into actual mausoleum areas.

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I can't think of a good way to expand on it right now, but I'd love to see a canyon level that took influence from the Grand Canyon and Bryce Canyon, but obviously Sonic-ified, and the geography being a natural playground of looping rocks and slopes for Sonic. Also, I would expand on the fact the the Grand Canyon is hotter at the bottom, and make it snowing in the upper half of the canyon, maybe raining for a tiny middle portion, and having the rain evaporate in mid-air, therefore it is hot and summery in the bottom half (maybe explained In a cutsecne where someone says, "The rocks absorb the extreme heat, so it is survive-able down there", or something like that). I think that would be awesome.

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