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Zone Idea Station - Share your Sonic Level Ideas Here!


Popponic

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On 25/09/2016 at 8:35 AM, Popponic said:

Just came back to this, these are awesome ideas!

Pipe Paradise

This is an extension of the Palmtree Panic GF level theme.

It acts as a tropical grass level, but has pipe gimmicks like Launch Base Act 2 and Chemical Plant Zone. Also, there would be extensive underwater parts of it aswell.

Sorry for the bare bones idea, but I'm focusing more on my ideas for both a Sonic hack and an actual Sonic-inspired game.

Hey, thanks, my Volcanic Maze Zone idea was a bit on the bare bones side of ideas too, but still good to see you back Popponic:D.

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On 1/10/2016 at 9:21 AM, TheBlueGuardian said:

Hey, thanks, my Volcanic Maze Zone idea was a bit on the bare bones side of ideas too, but still good to see you back Popponic:D.

Yeah, I forgot about this board for a bit.

I might post my ideas for a possible upcoming speed platformer.

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  • 2 months later...

Green Coast Zone

Prolouge (sprite cutscene): Sonic, Tails and Knuckles fly to Great Island by the Tornado, suddenly the trio are ambushed by Metal Sonic and Robotnik, seperated Sonic and/or Tails now must find out what Robotnik is up to.

Act 1: The first zone is easy, Sonic can run over bridges, go through waterfalls and run on corkscrew loops, for Knuckles however, he starts on the lowest route and must use his gliding and climbing abilites to reach Sonic's, path, badniks include buzzgatling, rapid firing buzzbombers, choppy, Piranha based robots, and warhog, Wharthog inspired badniks.

Miniboss: Spike Ball

This miniboss is similar to the Green Hill Zone boss, except you only have one platform in the middle, luckly it only takes six hits to defeat and it's ball has a shorter range, wait for it to be above you, or be a dick and hit it from any side, once you defeat it the signpost will drop from the top of the screen, like Sonic 3 you can get bonuses if it lands on certain spots.

Act 2: Sonic starts running through a cave, once out the cave the background changes to a large ocean, there are sandy beaches, water pits, and surfing sections, halfway through Sonic runs on wooden bridges, near the end, it changes to grass, once there you will reach the boss.

Boss: Egg Palmtree

The boss has Robotnik drop coconuts on Sonic, attack it 8 times to clear the act, however on the seventh hit it will fire projectiles at Sonic land the last hit to finish the boss.

Transition: Sonic runs to the cliff, there Robotnik emerges holding what belived to be part of a mysterious relic, Sonic then leaps off the cliff to go after the mad doctor.

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When Sonic Runners still existed, it had an event for Halloween in Silent Forest. The music there inspired me to create the concept of Haunted March Zone. Haunted March Zone is a spooky forest with both regular trees and purple, dead ones. The grass is a dull green, while the ground is purple. The background shows a mansion. Act 2 adds a graveyard to the theme, and I have no clue what Act 3 should bring. (Town of haunted mansions?) In this forest is a marching band of ghosts, hence the name. There are 5 varieties of ghost.

 

The cymbal wielding ghosts appear in the background as Sonic and friends approach, then a few seconds later slam their cymbals together in the main plane to attack. 

 

Small drum wielding ghosts can have their drums used as movable springs... if they aren't hitting them with their drumsticks, which they do in intervals of 5 seconds each. 

Large drum wielding ghosts can be used in the same way as the small ones, but they don't use their drumsticks as much. (15 seconds intervals, and there is a clear wind up beforehand) However, when they hit their drums, they cause earthquakes that will stun Sonic and friends if they are on the ground. 

Saxophone wielding ghosts blow Sonic and friends away if they attack from the front. They also appear in some sequences as spring replacements.

Flute wielding ghosts move back and forth over pits, so Sonic and friends can float on the air from their flutes to cross said gaps.

 

 

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  • 2 months later...

I really like coming up with Zone ideas:D.

Desert Canyon Zone

Act 1: The Zone starts off in the desert, Sonic has to make his way through the blistering heat of the desert, along the way there are badniks such as Catow, Cactus based robots that shot spikes out of its body, (but not as annoying as those Asteron badniks from Metropolis Zone), Stings, Scorpion based badniks that behave like Skorp, and Adders, Snake like badniks that pop out of the sand. There is a sandstorm half-way through the act so use speed to your advantage, or face being blown into a bottomless pit, cattle bones act as spikes in this Zone.

Miniboss: Buzzark

As Sonic reaches the canyon he is ambushed by the Buzzark, as you move on the gondola (yes it's an autoscroller miniboss) Buzzark will try to attack, when it dives, that's your chance to attack, do it six times to clear this act.

Act 2: Now in the canyon, Sonic must make his way through the mining area of the canyon, since Robotnik is mining for oil in this Act, Sonic must be careful of the drills in this Act. A uniqe badnik in this act is called Drillgrain, badniks that either attacks Sonic from above or head on, gondolas from the miniboss are in this Act to help Sonic get across the pits (unlike Hill Top Zone there's no lava but a bottomless pit in each gondola crossing), once Sonic reaches the mineshaft the boss begins.

Boss: Egg Drill mk.II

Robotnik attacks Sonic with the drill by firing it like a missile, when Robotnik attacks by charging this is your chance to hit him, after 7 hits Robotnik slams the drill at a much faster rate, land the last hit or Robotnik will eventually destroy the floor.

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Terminal Velocity Zone: Would start off 2D, and Sonic running down a skyscraper like in Speed Highway. Then it switches to 3D and you have to destroy a bunch of enemies flying upwards towards you. Then, you hit a jump spring. It bounces you through those red ring hoops things and finally a rainbow one, letting you do tricks like a (Explicit Words have been Censored). You then have to make your way through a labyrinth of a parking building littered with Egg-Pawns (or whatever they're called these days). You then make it out on a street, bringing you upwards (hold down the BOOOOOOST) and then, like a roller coster, go back down. Music speeds up, and missiles fly upwards towards you, curiosity of Eggman. You then have to beat the Egg-Arachnid and then, done.   

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  • 2 weeks later...

I haven't been back in a while, but these are some good ideas.

Eh, already working on a platformer of my own, so I'll probably share similar ideas to it on here soon.

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I've always had a thing for creepy, overgrown theme parks. Knowing that one such place was a deathtrap, maybe Eggman could use it to his advantage. All he has to do is rig up a few generators and replace a few bolts, and we have a zone!

Derelict Funland Zone

Boss: Egg Clown

Located in a dark ride building, Eggman's warped park mascot mech is as creepy as he is lethal! Use what's left of the tracks to get near his head and attack. However, Egg Clown can lash out at the tracks to destroy them. He may even hide, only to jump out at you when you least expect it!

 

Second zone idea

Mecha Midway Zone

More clowns (not creepy though, just Egg Pawns dressed up)! Partly inspired by the 19th Century Barnum and Bailey Circus tours, Eggman's circus is in town.

Act 1: The train leading up to the circus. Expect tons of animal robots: lions, snakes, etc. The boss for this act would be a strongman, armed with his fists and a dumbbell. After being defeated, he slams into the engine, derailing the train.

Act 2: The midway itself, leading up to the Big Top. Eggman is inside as the ringmaster (and suitably dressed for it).

Boss: Egg Ringmaster

This mech features whips and a flamethrower. However, this is his weakness. As he's charging, attack the flamethrower mouth to close it before it fires. As the fight goes on,  the armour is slowly stripped away. Eventually, the curtain will fall!

 

 

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  • 1 month later...

Roulette Highway Zone

Act 1: Sonic race through a Casino Night Zone like stage with slot machines, bumpers and pinball gimicks, but the outskirts of the city is not safe, Crawl mk.II, like Crawl from Sonic 2 but has spikes on it's back, use the insta shield to attack it, Orbibump, a bandnik from the Orbinaut line of robots, can't harm you with it's bumpers but will try to annoy you, and Electropiller, Catterpiller badniks that rome back and forth on the electrical sufaces of the Zone, (don't worry, the surfaces won't harm you), think of this Zone as Casino Night number 2, near the end if you find a switch in the upper routes you can access the V.I.P. room. (Where the slot pay out double the reward).

Miniboss: Big Bumper

Sonic can not damage this boss, the only way to defeat it is to use its greatest strength as its weakness, it will block any attack for 10 seconds, then it will attack by firing one it's bumpers, hit it to send it back to damage the miniboss, repeat six times to clear the act.

Act 2: Now into the city Sonic can use its big slopes to pick up speed to get to higher routes, a gimmick in this act is the roullete wheel, you can score some rings, some points, or an extra life.(Red=rings, black=points, blue= extra life), watch out for the white with the Eggman symbol as you will lose rings. (Probabillity if you're wondering, 20% for rings 35% for Eggman, 40% for points and 5% for extra life).

Boss: Egg Dealer

Robotnik uses a giant slot machine to attack, not only that but it's modified to choose Robotnik symbols all the time, however if you enter the slot you can get the bomb symbol, which will count as a hit, after 7 hits, Robotnik will be vunerable to an attack, but will drop a big spiked ball on Sonic, rapidly, so land that last hit to defeat Robotnik to complete this Zone.

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The first post nods to this idea, I think, but has there ever been a stage based on formal gardens?  The elaborate and refined gardens accompanying palaces such as Versailles?  I imagine it would be harder to do in a 2D side-scroller, of course, but there are still plenty of possibilities to evoke.  Just having a very carefully-managed and pruned version of a typical grassland stage rather than something wilder would be a change; there could be water features, streams to be swept down and fountains to jet you up; rising and sinking hedge obstacles to simulate a maze; weird tree formations, like monkey puzzles or inverted stumps; a palacial backdrop; topiary and statuary, possibly of badniks or Eggman or Sonic.  A Grecian-style statue would make a good miniboss or boss, not unlike Sandopolis; another boss idea could be a great hedge-trimmer adorned with chainsaws and buzzsaws.  There's plenty of potential for other acts to be set at night, sunset, sunrise, or especially in rain...

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For me, an expanded taste of Sonic 3's level order with day/night changes in every few zones. Its a 2D game.

Like this, the game starts in the morning in a tropical area:

Angel Beach Zone:

Sonic and Tails are on the wings of the Tornado in the mid-morning with Amy Rose as the pilot. Sonic jumps off and transforms to Super Sonic in an undisclosed island. Suddenly a mysterious Egg Robo figure glows green, similar to the Master Emerald, knocks Sonic off his super form. He finds out that this figure is a lot more dangerous than Knuckles when he approached the Floating Island, is shaped like EggRobo with his lazer gun. He then takes the 7 emeralds, puts it in the gun, and fires it randomly in the sky in different areas on the island, then flies away. Sonic and Tails then goes to explore, knowing that Eggman isn't far away from this.

Act 1: They are on the beach, and they are dodging robo crabs and piranhas fishes like Green Hill. Since it is morning, robo seagulls randomly drop bombs and wind currents sometimes blows water on Sonic and Tails; it is potentially dangerous if they have Lightning and Flame shields cause the waves will cause you to lose them. Special Stage giant rings are hidden in buried areas under the sand and a couple of underground places. Miniboss is a cobra-like badnik that digs in the sand and comes on top to breathe fire on you.

Act 2: Sonic and Tails further explore the beach and they now encounter random spikes and even quicksand. It is even more dangerous with palm trees dropping bomb coconuts (Like Mecha Green Hill in "Sonic Chaos"). Further along the act, a flying warship starts to drop bombs and fire and lazers, being controlled by the glowing EggRobo . Sonic and Tails then fights Eggman's first of many inventions in the game, which is a giant groundhog that digs and pops right out the ground; the best way for Sonic to damage it is the face when it pops off, but this is a very easy boss. After freeing the egg prisons with the animal friends (Blue Flickies and all), the EggRobo AND Nat the Weasel, together, shoot the guns into the ground from an above ledge, making Sonic and Tails fall down underground to a hidden city filled with water.

Water Temple Zone: 1 act underwater, second act controlling the water levels by switches, uncovering hidden water shields, extra lives, and plenty of ring boxes. Takes place in the Afternoon, but since its underwater, sunlight is hardly seen. Act 1 boss is a seal robot that just doesn't know how to behave. Destroy that to end act 1. Act 2 boss is Eggman again controlling a whale looking machine that attacks Sonic like Free Willy. lol.

Roman Gardens: Takes places in Late Afternoon/ early evening. Act 1 is clear skies with the icecap mountains in the background, but the zone itself is a bunch of rundown areas of an ancient civilization. Plenty of areas to explore and extremely hilly with loads of Big Ring Special Stages, hidden routes, shields, ring boxes, and other good ies. Also a great place for Tails to assist you. Act 1 also has an attack on the flying warship, similar to Angel Beach, with it attack even more aggressively, with the act 1 boss being an ancient Roman statue with shooting arrows. Act 2, however, starts with the sun start to get lower in the sky. As Sonic progresses through act 2, the sky starts to change orange and the sun gets wider and more explosive as it sets in the background. The boss battle is Eggman who starts to attack Sonic on the ground, and after 3 hits, he takes off airborne. Sonic and Tails suddenly sees Amy with the Tornado, and they board it and chases Eggman through the sunset sky, dodging his rockets. Then after freeing the eggprison, night falls and they see Eggman going to the next area-a flashy nighttime outdoor studio/ Carnival. 

Party Night Zone: Tails assists Sonic off the Tornado that Amy is flying, then act 1 is a load of colors, filled with numerous nightlife activities, which many are crafted by Eggman. Tons of balloons, slot machines, gaming stations, prizes, and so on. Act 1 ends with the green glowing Eggrobo dropping off a box, that a robotic clown pops out of. The Clown looks like a creepy mixture of Eggman and The Joker as the act 1 boss. He breathes out deadly gas clouds and punching gloves, that you can deliver right back at him to damage him. Only 5 hits is needed to take him down. Act 2 is the same thing as Act 1, just a lot more hazardous with loads more traps. Act 2 boss is Eggman, with a bouncy ball, launches at Sonic and Tails and its controlled electronically. They key to destroying it is jumping through platforms to shut it down the machine to get a barrage of hits before it power itself back up again. Defeat it, and free the egg prison, and then the Master Emerald glowing Eggrobo with Nat the Weasel (flying with a rocket backpack), shoots a portal, launching Sonic and Tails way into the snow covered mountains.

Ice Blizzard Peaks Zone: Sonic and Tails start off with a snowboard chase where they start to run away from the Massive snowball that gets bigger and bigger as it goes down the hill. Eventually it goes to an underground cavern hidden under it and quickly keep moving to prevent Sonic from freezing to death. Fire shields will protect you from that and it can melt a lot of hidden ice passages to numerous goodies. Also these dark ice covered caverns hidden under the peaks is dark, and a fire shield will play as a lantern to guide you, since act 1 takes place at night. The act ends with a snowman robot that is mad and throws a machine gun worth of snowballs at you. It will run out, and only 4 hits of the spin attack will defeat it. Act 2 starts outside with the sun rising, and despite being daylight, you still have to go through a mini blizzard that pushes you back and slows down the speeding. A Spin Dash will do the trick. Act 2 ends with the beginning of the boss fight, with Eggman back turned against Sonic and Tails. He is typing something about certain plans of.....and then he pushes the computer that has the plans away, to start fighting with the Eggmobile shooting icicles and floating the sky with a sword looking icicle that Sonic has to dodge. After the boss fight and free yet another egg prison....Eggman abruptly dashes off to the right, but Nat the Weasel appears with the jetpack again. He doesn't do anything, but he flies away. Suddenly, the warship from Angel Beach and Roman Gardens appears again and Sonic with Tails run to the right. The problem is, the area they are running to, is the edge of the peak and nothing but a long drop off the Peaks is closeby. Out of desperation, Sonic and Tails knew that they had to board that warship; so they jumped on the ledge and grabbed a piece of the ship, but they had no idea that the ship itself was a revamped zone they boarded a long time ago...on the screen it displays:

WARNING!

SONIC AS BREACHED THE FLYING BATTERY!

WARNING!

SONIC HAS BREACHED THE FLYING BATTERY!

WARNING!

WARNING!!!!

 

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Flying Battery Reborn: The sixth zone is unlike the other zones they boarded on in this journey. It starts off as a desperate mission not to drop off onto the bottomless pits of the deadly skies of the late morning. Sonic and Tails then breach the indoors of the warship, where loads of Weapons of Mass Destruction are being made. Surely, he is planning for world domination...but it seems a lot more messy than before. Eggman is planning something, especially when he himself is not even on the ship. Act 1 is basically exploring the revamped warship on how he is making new weapons and new kinds of badniks and loads of eggprisons, filled with all kinds of goodies and enemies. Act 1 is basically 3 flying eggprisons, that have the Sonic 3 Launch Base act 1 sub boss pop off of.....but it is 3 of them at once. Defeat them, and then Act 2 is where things get interesting....Cause Amy Rose been following you on the sky and will randomly throw item boxes like shields and 1 ups from above the screen in the outdoor areas of act 2. Also, just like in the first Flying Battery in S3&K, the first "boss" of act 2 is the lazer trap, but it isn't Eggman at all controlling it. Its the mole rat badnik that is controlling the ship. He will shoot sideways and can put holes in the bottom of the screen, but once that "boss" is over, there are 2 branching ways to end the zone to 2 VERY DIFFERENT BOSSES. If you go the standard path, by not moving the earthquake in time, you fight the standard boss. If you move quick enough, you can reach the last door to catch Amy Rose with the Tornado to catch a ride to fight a boss in mid air.....that boss is none other than the souped-up Eggrobo with controlling the Egg Arms, slinging a spiked ball-and-chains like a whip in mid air, while dodging it on the Tornado. Defeat that, with opening the egg prison from above, and you will go to Zone 7B-The Sky High Zone. If You go through the regular way, you will fight the mole rat badnik in a similar boss battle to the Original Flying Battery in S3&K. Eggman himself doesn't show up in this zone at all. You will go to Zone 7A-Wacky Workbench

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  • 3 weeks later...

Might as well explain about my dream Sonic game.

My dream Sonic game will like Sonic 3&k, with the move set from Sonic Mania, the playble characters are the classic trio (Sonic, Tails and Knuckles), and there are mini bosses like Sonic 3, each zone has 2 acts each with transitions between acts and zones.

As of the Zone list here it is with the level themes. (*=Some of them I explained already), others I'll add the details in seperate posts

Zone 1: Green Coast Zone* Green Hill/Coastal theme.

Zone 2: Sunken Temple Zone* Underwater/Anceint Ruins/East Asia theme

Zone 3: Arctic Glacier Zone* Winter theme

Zone 4: Roulette Highway Zone* Urban/Amusement theme

Zone 5: Juniper Jungle Zone* Forest theme

Zone 6: Desert Canyon Zone* Desert/Canyon theme

Zone 7: Vermillion Mineshaft Zone* Underground/Haunted theme

Zone 8: Nuclear Powerplant Zone* Urban(act 1)/Industrial theme

Zone 9: Volcanic Maze Zone* Fire/Underground theme

Zone 10: Hidden Realm* Zone Underground theme

Zone 11: Sky Ruins Zone* Sky/Anceint Ruins theme

Zone 12: Aero Fortress Zone* Sky theme

Zone 13: Supernova Station Zone Space/Cyberspace theme

Zone 14: Vortex Void Zone Space theme

* I've already explained the zones details.

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Here is one from me.

Neighborhood Rush Zone

This takes place in the outskirts of a city, and in a neighborhood area filled with houses, some parks, some buildings and many other things. Sonic will have to rush through the neighborhood on his adventure to stop the evil Dr. Eggman. Though it is a bright sunny day, and while there are cars, you won't see any human being in this zone. Strange enough, but what the hey. It does seem happy around here, but watch out, for Dr. Eggman has laid some traps for Sonic to deal with!

The level is kind of like this little level here.

Sonic mainly runs down the roads that make up the neighborhoods past the houses. Sonic will have to avoid cars as he goes by this neighborhood area. There are some areas where Sonic comes in from one side of a house and out the other end. These are usually short sections. However, there are big houses Sonic runs through. They have stairs Sonic can run up and tables Sonic can vault over. Sonic can also use the roofs to get around if he is able to.

There are park areas in this zone too. Sonic the Hedgehog comes by swings, which he can move and use to swing higher to gain goodies in the air. Sonic also comes across slides that he can slide down, as well as other playground equipment in the area such as a jungle gym, monkey bars and such. There are also picnic areas Sonic goes by at quick speed. Sonic also goes through sandbox areas and can climb up some of the trees.

There are water fountains Sonic can jump onto to be blasted upward to get to goodies that may be in the air. There are futuristic apartments Sonic passes by, which may have pools that Sonic can jump into to find goodies! There are bridges Sonic will have to run over, and there are also fences outside that Sonic will have to jump over. The parks may also have small baseball/soccer fields, basketball or tennis courts Sonic runs by. In the basketball courts, Sonic gets 5 rings if he can shoot himself into the bucket.

What do you all think?

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Arctic Glacier Zone miniboss

Snowmad: This snowman like robot will fire snowballs at Sonic so jump when he fires, hit it six times to complete act 1.

Sunken Temple Zone miniboss

Mega-Chomp: This giant Pirahna robot charges at Sonic, at the temple entrance, the boss can't be damaged so its a race to the entrance, thankfully it's not difficult, suvive its brutal onslaught until you reach the temple wall, after that the wall comes down on the miniboss and destroys it after that the signpost drops from the top of the screen and clears the act like almost all act 1 levels. (You can also hit it to find extra rings or shields like in S3&k).

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  • 2 weeks later...

Here is another one from me.

Archaeological Anarchy Zone

This zone takes place in a set of ruins somewhere in Sonic's world. However, these are not just ruins that are here, but ruins under an archeological dig set up by Eggman himself! That's right! This is an archeological dig here! There are many artifacts to be found throughout the zone, and there are many traps to be seen in this archeological place. There are also plenty of tunnels to be seen as Sonic goes through here. Whatever the case, Sonic has to go through here to stop Dr. Eggman and his schemes!

There are giant picks that seem to be powered by electricity. They go up and down and hit the ground, and will harm Sonic if he is to be hit by them. Plus, plenty of pots with rings like in Sonic and the Secret Rings are found here, and Sonic can jump into them and use them to fly up to higher places he could not otherwise reach. There are relics in some areas that, whenever Sonic touches them, will cause Sonic to teleport to another area of the zone, sometimes to huge rooms with lots of hidden goodies.

Sonic also goes through large ruins where  he will have to get out of the way or risk being crushed! There are also large fossils to be found throughout the zone. Some of these fossils can be broken with a jump or homing attack. Other fossils are spiky, and if Sonic touches any of them, he can lose his rings. Some areas are dark, and because of this, Sonic will need to use a torch to get through here much like in Lost Labyrinth Zone of Sonic the Hedgehog 4: Episode 1. Sonic also finds shovels that can act as catapults, as when Sonic steps on one of them, they hurl Sonic right towards a particular direction. There are also ruins that fall apart, or walls that shoot spears at Sonic, or swinging axes to be found that come out of nowhere.

 

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Just now, TheBlueGuardian said:

Good god, how many zones are there and how long did it take you to make this document?:blink:

Lost count. Maybe over 150. And it took me years.

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15 minutes ago, CrystalStorm51 said:

Lost count. Maybe over 150. And it took me years.

Explains the over 400 pages of zones. Need a lot of free time to read it all.

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Chaotic Core Zone

 

A zone set within the confines of the Master Emerald. It is more or less anything but gloriously comprehensible to mortal eyes. The vague, preserved bodies of countless Mobian and other victims embedded within dark green crystal walls line the background and floors of the area.  Sparkling bridges of green light form, only to collapse suddenly. At the center is a statue of Chaos, in the lotus position. It seems to be embedded into the floor, and looks around as if alive. Sometimes it may even float. In its right hand lay a glowing orb of light. The ball of light represents Tikal. Speaking of that, other balls of light akin to her float around, talking about inane subjects before turning on you and changing into a variety of ghosts. After you face them, they then go back to the light ball form. Ancient parchment scrolls fall down and become roads. Emerald spikes will shoot upward before suddenly coming off their posts in the ground to track you down. At the end, you see an altar similar to the Emerald's own, with a Tikal-shaped sarcophagus at the center. Soon, the sarcophagus sinks, revealing a swarm of the evil ghosts to attack you. They serve as the boss. After clearing the level, the Chaos statue finally sinks into the Emerald as its eyes close, representing his complete merger with the Emerald and loss of individual consciousness. Unfortunately, the evil spirits are all released. 

 

Frenetic Farmin' Zone

 

A Zone based on a modern factory farm. Outside, there are pits of filth that players can sink and drown in. The darker the color, the deadlier. Some of them even ripple, which sucks players in like quicksand. Once you get to the deceptively bright red barn, you see lines and lines of (Non-anthropomorphic) cattle, chicken, pigs, sheep, goats, shrimp, turkey, donkeys, horses, geese, ducks, bees, rabbits, tilapia, cod, and even llamas. They are crowded, almost like a bustling metropolis of creatures wading among each other, as the roads come to a convergence. But the convergence is anything but happy; don't fall to the dance  macabre of the chicken skeletons or they will rob you blind (hit them and you get all the items back, they won't harm you if you have nothing), and beware of angry bulls. At the end of this convergence, one can see an Egg Pawn dressed up as a matador, blocking a mechanized gate. Once you get past this, you enter an area where cattle are kept in comically tiny stalls, hooked up to machines to extract byproducts. Mutated super-cattle lurk under the floorboards, and will attack those victims who fall below. There are also hanging capsules of Mobini being carried, which can be broken open. After this, you crawl into a ventilation duct, and after getting out, you find hanging animal carcasses ready for butchery. Beware, for Badniks are mixed in with the carcasses, and will get the drop on you. The boss is known as the Giga Harvester, a super powered combine harvester that is armed to the teeth.

 

Absolute Entropy Zone

You have ended up in a time warp to long after the end of the world. The universe has entered a dark entropy, with only the ruins of long-dead worlds for company. Dark energy has combined with the bouncing particles of what were once stars, planets, moons, asteroids, and immortals to form a strange world of dark energy. Run along high-speed tracks that flip around 360 degrees before walking on ceilings, yet still jumping up. Beware of powerful particle explosions with wide radiuses, which cause brief flashes back to the world you knew. 

 

Meatopilis Zone

A Level somebody ended up making out of meats. Bacon platforms, lengua slides, liver bumpers... it's like some strange picture of a city. 

 

Neuronic High Zone

Welcome... to the mind. An enormous replica Brain, the zone has you switch from the physical mind, filled with neurons, wrinkles, and other organic detail, to two mental worlds, the logical side and the emotional side. Inside the mental worlds, the emotional side is assorted into islands of personality, filed with an assortment of hazards, while the rational side is a stark, cold and alien machine. By the end, you've travelled into the subconscious mind, filled with increasingly more horrible fears. 

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Vermillion Mineshaft Zone

Act 1: After going through the canyon, Sonic ends up in an abandon mineshaft, use dynamite to blow up rocks, pass through the workings of the shaft, and face badniks such as Explo, dynamite based robots that blow up, Turtarocks are tortoise based badniks that can only be hit from the back, and Volbat, bat based badniks like that bat badnik in Carnival Night Zone (I can't remember the name).

Miniboss: Rockox

This giant rock miniboss fires rocks at Sonic, it will try to protect itself from his attacks, so attack when it raises it shell it is time to attack, repeat this six times to defeat the miniboss.

Act 2: It is now pitch black now the only thing visible is Sonic himself, use the light switches like in Sandopolis Zone Act 2, there's ghosts also in this act which go away when the mine is bright, also there are minecarts which are scripted to move automaticlly, keep the lights on or you're going to have a hard time in this act.

Boss: Egg Firefly

Robotnik attacks by lighting up the firefly based robot, if you try to hot it when it's lit up you'll take damage, when the light is off, that's your chance to attack, do this 7 times, on the last hit the firefly flies faster and will do a drop attack, hit when it drops to defeat the boss.

Transition: Sonic heads towards a large shaft, there Robotnik jumps onto a switch and detonates the dynamite, sending Sonic out of the mine and into Robotnik's nucelar powerplant, then Nuclear Powerplant Zone begins.

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As a kid I had a reoccurring dream about playing a Sonic game that never existed, i can only remember one level (that was always in it) I had completely forgotten about this until now,  i figure that counts for this right? 

we'll call it the Logger's Leap Zone

if you've played Mick & Mack: Global Gladiators, imagine the second level of that mixed with the first act of Angel Island Zone and you should have a good idea of what it looked like, It was a large american wood/forest with a high path that was very high up, so the lowest path was often against a rocky background, clear fresh water rippled around the bottom and huge waterfalls came down, at the very start of Act One you could jump across the logs falling in the waterfall to get to higher paths or just run across the standard log bridge but later on you'd have to jump across the logs with no safety net (my brain stole that from Mario 2 I think?). The Boss was Eggman in a buzz-saw Egg-o-Matic similar to what would eventually turn up in the Sonic 2 Long Version fan game and was fought against a background of dense wood.   

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Got this idea for a heaven and hell themed level. It's more of like the top layer of the level involves clouds, golden bridges and buildings, a sunny and starry backdrop, and devil themed egg robos that rise up from the clouds to invade this part of the stage. The lower part of the stage has spikes, dark blue and redish clouds, more devil themed badniks, and eggman shaped cave and pitchforks. The mini boss (a huge robot dragon) takes place in the heaven part of the level. After you beat it it falls down to the hell part and you fight it again along with eggman as you go through act 2 through hell.

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