Jump to content
Awoo.

Zone Idea Station - Share your Sonic Level Ideas Here!


Popponic

Recommended Posts

Smash Test Zone:

Eggman's twisted version of crash testing but safety isn't the goal here. This is where Eggman has been experimenting with his latest maniacal creations, fine tuning them for maximum destruction. Watch out for crash test dummy-like badniks, take a ride in out of control race cars, dodge malfunctioning booby traps, and do battle with Eggman as he beta tests his latest fighting mech.

  • Thumbs Up 1
Link to comment
Share on other sites

  • 2 weeks later...

I don't really have any sketches or music or official ideas on the level but I'm very proud of this one

Mega Drive Zone

Act 1 could start off with Sonic running inside a Sega Genesis with many obstacles based on the system's hardware and its Blast Processing! The boss for this one could be a transformer looking NES (or Famicom in the JP version)

Act 2 has Sonic entering a Studiopolis like city with old Sega slogans and Sonic running through some segments of classic Sonic games and buildings from some memorable Genesis games including Club 30 from Moonwalker. The boss for this one would have Sonic entering a Mortal Kombat coliseum and the boss would be a giant Sega CD in the coliseum and Eggman showing up in a 32X, he'd drop smaller ones that would latch on to Sonic like the Amy bombs from Mania that would slow Sonic down a bit. The CD could shoot out discs that would slice through Sonic but they can be used for platforming to get to Eggman, I guess the boss would have some platform if segments to hit Eggman.

the music would have reminiscence of some of the Genesis' memorable tunes, mainly Sonic's music, but would still have some other notes from a few other games here and there, and I think it would only use the YM2612 (the Genesis sound chip)

some of the enemies could include ones based off of some of the bad games and some Nintendo. I can't really think of a whole lot.

i really wish I had a concept design for it. I was going to make an image of it, but I didn't get too far into it at all.

  • Thumbs Up 1
Link to comment
Share on other sites

  • 1 month later...

How about a zone based around a medieval fair? One of the gimmicks would be a maypole that players would be able to swing on to gain velocity. Be careful not to be tied up. Chimneys would work like Oil Ocean cannons. Self-powered swings would also be gimmicks there. Be careful not to be hit! Call it Festive Field Zone. 

  • Nice Smile 1
Link to comment
Share on other sites

  • 3 months later...

Green Ruins Zone:

Sorta like a bad future for Green Hill. Everything is ruined. Even the badniks are all worn out. Half of the ground will fall apart if you run on it.

ACT 1:

Mostly a remake of Green Hill acts 1, 2, and 3 like in mania. Just a few new mechanics to make things more interesting. Its mini-boss will be a decayed DD Wrecker

ACT 2:

Has those giant totem poles from mania's Green Hill act 2. Some of them will be leaning towards the fore ground, they'll fall when you come near. Kinda like Thwomps. This level will have water thats been contaminated and is now sludge. The sludge will act like quicksand. Some of the zip-lines will be broken and unusable. The boss will be a souped up version of the famous wrecking ball boss.

The music will be a grim remix of Green Hill and Green Hill act 2.

Badnik Factory Zone:

A humongous factory dedicated to the production of badniks. There will be tons of conveyor belts and unfinished badniks.

ACT 1:

A big maze. There are tons of pipes and gears everywhere. There will also be plenty of giant pistons that can launch and crush you. Like I said before there are conveyor belts. The mini-boss will be a huge machine producing giant badniks.

ACT 2:

After you defeat the mini-boss you move on to a place full of rejected badnik ideas. The parts of these badniks have assembled themselves into absolute abominations. Here you'll also see broken versions of the most useless badniks. Like that one dribbling badnik from Knuckles Chaotix. The boss will be a huge monster made up of all the rejected badnik parts.

The music would kinda be like if Metallic Madness and Metropolis Zone's music were combined.

Hope you like these zone ideas!

 

Link to comment
Share on other sites

On 11/29/2019 at 5:18 PM, Nintenboi said:

Green Ruins Zone:

Sorta like a bad future for Green Hill. Everything is ruined. Even the badniks are all worn out. Half of the ground will fall apart if you run on it.

ACT 1:

Mostly a remake of Green Hill acts 1, 2, and 3 like in mania. Just a few new mechanics to make things more interesting. Its mini-boss will be a decayed DD Wrecker

ACT 2:

Has those giant totem poles from mania's Green Hill act 2. Some of them will be leaning towards the fore ground, they'll fall when you come near. Kinda like Thwomps. This level will have water thats been contaminated and is now sludge. The sludge will act like quicksand. Some of the zip-lines will be broken and unusable. The boss will be a souped up version of the famous wrecking ball boss.

The music will be a grim remix of Green Hill and Green Hill act 2.

Badnik Factory Zone:

A humongous factory dedicated to the production of badniks. There will be tons of conveyor belts and unfinished badniks.

ACT 1:

A big maze. There are tons of pipes and gears everywhere. There will also be plenty of giant pistons that can launch and crush you. Like I said before there are conveyor belts. The mini-boss will be a huge machine producing giant badniks.

ACT 2:

After you defeat the mini-boss you move on to a place full of rejected badnik ideas. The parts of these badniks have assembled themselves into absolute abominations. Here you'll also see broken versions of the most useless badniks. Like that one dribbling badnik from Knuckles Chaotix. The boss will be a huge monster made up of all the rejected badnik parts.

The music would kinda be like if Metallic Madness and Metropolis Zone's music were combined.

Hope you like these zone ideas!

 

These are cool! Love the idea of a badnik factory. 

 

VALLEY MOUNTAIN ZONE

Whereas "City Escape" imagined San Francisco in the day, this zone imagines Hollywood Hills at night, and then into the caves and sewers below.

ACT ONE:

It looks like the Mulholland Drive hills in Hollywood, CA, from orange sunset into purple twilight. The background is a starry cityscape, and you're running on mostly brown / yellow / gray / green hills. 

Begins on a straight-ahead chase with slopes and loops, but otherwise clear path. It's like the end of act one in Studiopolis, but instead of missiles coming at you from the front, you're chased from behind by Eggman in a car — like a more souped-up version of his ride in Emerald Hill act two.

After 1 minute or so of this, the opening of the course ends in a mountain wall, which Eggman crashes into, full-speed ahead... and Sonic is able to roll through a small tunnel into a cave system. There are spikes, and only a few badniks - bat-themed, and bear-themed.  

Once inside the cave, the objective is to find your way through it. The cave is more platformer with some rolling pathways, like Mystic Caves mixed with Lava Reef act one, and a few optional pathways that eventually re-connect into...

End of Act One: A closed-off space with a hip-length pool of dirty water at the bottom, not enough to drown you (unless you crouch), but enough to slow you down. It's a small cave with a beam of light shining in from above -- same size as the boss from act two of Casino Night with less 90% water than Hydrocity act one. From the background emerges the mini-boss: a TROLL CYCLOPS. He is slow-moving and throws punches and grabs, and in the muddy water, the best strategy is to spin-dash around the walls and ceiling to the other side and spring from the wall to land a hit on the back of his head. After 5 hits, he goes down. But when he falls, the floor crumbles, and you both fall into..

 

ACT TWO

You land in a sewer dungeon. Troll Cyclops breaks your fall. He awakens enough to show you he's not dead, then lurches back into the background. At first, seems like a slow, spiky slog in narrow pathways, then opens up into a neon sewers, which is like is a mix of Chemical Plant act one, and Hydrocity act two... lots of fast / rolling sections and clean waterways. Badniks are mouse/rat, bat, and crocodile themed.

The sewers open into the second part of the act, which is the subway system. Sonic runs along tracks, with cars going in different directions... the cars are not deadly, because the front of them is shaped like a small curve -- hitting it just sends you up, depending on your speed. You could jump from subway car to subway car until the end, but it's also possible to run along a concurrent path along the other track that doesn't have a car.  

Eventually the tracks merge and you run through a tunnel and onto a subway car.

End of Act Two:  Once you're on top of a subway car in the final tunnel, the caboose breaks off and transforms into a flying Egg Cart, capable of shooting straight and diagonal/bouncing lasers at you. Dodge those, bop Eggman when he pops out to gloat, hit him 6 times, and he crashes behind. Inside the main subway cart is the egg prison thing for the little animals, blanking on the name.

 

The subway cart takes you to the next zone.

  • Thumbs Up 1
  • Way Past Cool 1
Link to comment
Share on other sites

One of the things I've always loved about the level design in Sonic 2 and especially Sonic 3 / Sonic & Knuckles is telling the story through the action set pieces within the level... it makes the story feel more interactive than a cutscene, even though it's just as scripted. 

NEON FESTIVAL ZONE

ACT ONE

It's a night festival in a cityscape by the ocean. Stardust Speedway + Carnival Night + Casino Night + side-scrolling version of opening stages of Sonic 06 / Sonic Unleashed but night instead of day / Super Mario Galaxy. Fireworks light up the sky, as do neon lights. 

It begins on rooftops and alleyways. There are also giant statues* in which you run along the arms/heads/shoulders, like the giant statues in the Schumacher Batman version of Gotham City.  You run across telephone wires, laundry lines, and bounce on balloons, umbrellas or awnings. 

Sonic reaches a pier with a boardwalk, with happy animal families playing games and enjoying the scenery. There's an arcade, restaurants, and a giant Ferris Wheel. As Sonic enters, all hell breaks loose... the ocean explodes upward as a giant silo missile/tanker emerges at the end of the pier. Badniks descend from the silo, and the animal families run in terror in the opposite direction.

Charing forward, Sonic destroys badniks along the course forward to the silo, but he's interrupted by...

End Of Act One:  Eggman has taken control of the Ferris Wheel from the center, and uses the (empty) carts to smash down at you. The key to beating the 'Egg Octopus' is to make his swing miss, then jump on it once it's stuck in the boardwalk, hop to another cart, and then smash attack Eggman (two times each reach is possible) 6 times (or three) until his machine is destroyed. 

The Ferris Wheel spins off and smashes into the silo, sending both into the ocean... BOOM! The ocean catches on fire, and a black oil rains from the sky. The neon lights are shattered and flicker irregularly. The city is under siege. 

ACT TWO

We return to the city but in reverse, and now the festival has become a nightmare. Black oil rains, the ocean burns, the previously cheerful neon lights are cracked and smudged into scary rorschach shapes in the sky... and the level is covered in badniks. 

This stage features an unusual (but not unprecedented within the series) objective. This is a rescue mission -- 5 Flickies are scattered throughout the act that must be brought to the checkpoint before progressing to the boss. Taking damage means losing rings and scattering your Flickies, just like 3D Blast / Yoshi's Island. 

Once the Flicky family is reunited safely, they pick up Sonic and carry him back across the stage to the floating silo in the ocean, and drop you off on top of it. 

End of Act Two: Sonic smashes into the silo/tanker through a vulnerable air duct, and finds Eggman frustratedly yelling at worker-badniks to repair the ships. When he sees Sonic, Eggman dashes into a chair at the front, which breaks away into an enclosed pope-mobile speedboat. 

Sonic skis from behind, and you shift in the water and jump to avoid harpoon projectiles coming from Eggman's bubble boat. Sonic bobs and weaves and bops the Eggboat two times, then Eggman starts making wild turns to send you backward -- Sonic needs to lean into the turns at the right time, the cue being when Eggman's boat dashes ahead in a quick burst of speed, he's about to make a sharp turn. 

After Sonic destroys the getaway boat, Eggman uses an eject button and a jetpack to fly away. Sonic is left stranded on the destroyed boat. He taps his foot, annoyed... and then Tails arrives with the bi-plane, and Sonic hops aboard and heads to the next zone.

 

 

 

*Whoever the statues are tell some of the lore of the game, though I'm not sure what that is yet. Feel free to pitch. For some reason I think this is like a bird city, with lots of Flickies but also birds of all sizes, so the statues are of different birds -- eagles, sparrows, seagulls, etc.

  • Thumbs Up 2
Link to comment
Share on other sites

  • 2 weeks later...

Got an idea.

 

Neo Scorched Valley:

 

Starting in Green Hill like aesthetics, Sonic will run through a loop and attack some robots that look slightly burnt. After obtaining a fire shield, Sonic will continue with the stage. Slowly, the blue sky will turn more orange with (originally) water sections  evaporating into platforming sections. Then, there’s a fork in the path: Sonic can either go through a corkscrew with a dangerously Scorched path or he can take the left path to a section where he has to jump through uneven platforms shaking due to having no ground to balance on anymore. After around 2 minutes, the paths contect ending in a wildfire Sonic has to run away from.

Link to comment
Share on other sites

  • 3 months later...

Not sure how late I am back on this thread; no activity in the last 3 months.

Don't really know the best place to post this, but since this is all about making original zones, I figure original music for zones is also credible.

https://soundcloud.com/ominous-pigeon-master/mix-3-sega-2020-march-16-bit

Sangyō-yō Gen Zone

Would be akin to something like Hot Crater Zone from Advance 2, although in the style of the 16 bit Sonic 2 era. Probably have a lower section with lava hazards, while the upper section of the map is more Ice Cap themed, but with an industrial twist. 

Picture on the Soundcloud link is basically what the upper half of the zone would look like.

 

 

  • Thumbs Up 1
Link to comment
Share on other sites

  • 1 month later...

When's the last time someone posted here again? Anyway since the boost is my favorite style and it was my introduction to the franchise this level has the gameplay of unleashed-generations in mind. It's a level I came up with years ago.

 

Casino acre zone

 

Casino acre zone is basically a super sized casino. So in terms of how it looks, it's visually identical to casino night except for some parts. 05-14-2020-00_09.59(1).thumb.jpg.a816089385585dee0d9480584796daef.jpg

This image is low quality I know but you can see everything well enough right? By the way that black on the bottom right is a box so ignore that. That is the start of the level with two routes. So you start off in a 2d area and there is a large bumper except the red is replaced with black. This bumper works like the spinning things from metallic madness zone that you run on. It's just there to prepare you for later challenges. You can go down the slope and run through the loop or enter the slot machine which then leads to the boost rings. The upper path will introduce one of the main badniks in this level, the buzz bouncers. The buzz bouncers are just buzz bombers with black tuxedos,shades,and u.s dollars for stingers. The bottom path has a light dash that allows you to skip right past the line of egg pawns in tuxedos. 

 

Then there is a 3d section where you just run,quick step to avoid projectiles, and grind on rails while preforming perfectly timed tricks to gain twenty ring boxes. Then you will have to catch a zipline and a light speed trail or else you will fall into the pinball area where you have to deposit 200 rings into a control console by constantly using the slot machine in order to open up the floor and reveal a giant spring. The way this specific slot machine works is you press a button and the first slot starts spinning and you homing attack it to stop the spin,rinse and repeat two more times and you get the final combination. This is where those twenty ring boxes help.

 

Then after that part is a brief moment with precise platforming. Most of the platforms will break if you land on them more than three times so you must tread carefully or else you will fall to your death. Then there is a section like casino park from sonic heroes except your boosting down avoiding obstacles with the quick step. Then as you reach the ground the level is bit more open with stairs that open randomly. If you quick step to them in time then you will get to rings and light speed trails. As you run through a large loop a gigantic slot machine will crash down destroying the loop and you if your not fast enough. After some more boosting the entire casino acre will suddenly lose power. The lights will go off,leaving a completely dark and eerie environment. The music will take a low unnerving whispering tone. The slot machines won't work,the doors won't open. But this also works in your favor as the egg pawns won't move. Only the badniks will still be active. And laser that normally blocked certain rooms deactivating allowing you to explore the place. Just boosting and rail grinding with collapsing rails adding to the challenge until the end of the level. Now for the boss.

 

Egg voltage

 

Think big arm from sonic 3&k combined with the casino night boss from sonic 2. It's big arm but the claw on the sonic 2 boss as it's arms. So just big arm in a 3d environment with electric claw hands that it can extend. Just like in 3 you have to hit the middle or else you will take damage. It's a simple but challenging boss fight. The arena for this fight is just the casino night arena but larger and with two rails. 

Link to comment
Share on other sites

I just came up with another idea. This is also a boost level.

Egg industrial zone

 

So the level is a level with a Futuristic, sci-fi look. Tall buildings with advertising and promotion, Many different studios and factory's, and Futuristic looking roads and stuff. And then in the background it's all natural. Green and lush forests, Dozens of mountains,and blue serine water. So the level starts off with sonic running through the city. You have to dodge Futuristic vehicles being driven by egg pawns using the quick step and catching rails to gain twenty ring boxes.  This segment doesn't last very long and soon you find yourself inside of eggman's base of operations. So this area is pretty open with Lines of badniks being made and gigantic pits of lava being filled. So You run through and go on the rotating platforms to reach the switch which opens the door allowing you to proceed. 

 

Once you go through the door you boost downward using quick step to dodge laser fire from cameras on the walls. Then laser walls start appearing and you have to go through the one opening of each. Then a ramp appears and the cameras pop back out. If you evade the lasers and get on the ramp then you will be launched over the pit of lava below. Then you boost up a crumbling flight of stairs. And the top of the stairs will collapse as well forcing you to quickly jump and homing attack the chain of spinners to avoid dying. Then you boost through a narrow catwalk until it's destroyed by a crane. You have to homing attack onto some rails and dodge lasers from egg robo. Then you will have to use the homing attack to reach the elevator. Then the final stretch will be a frantic run into the core as robots are constantly attacking you and sections of the floor will open up killing you if you fall into them. Then as you jump into the center of the base the level ends. Then the boss.

 

Egg scorch 

 

The arena is a large platform over a pit of lava So eggman's egg mobile is hooked up to a red and black humanoid mech with a dragon head and wings. The only weak spot on the mech is the egg mobile but the dragon head cover's it up. Metal Sonic goes inside of the mech and the battle starts. The egg scorch at first slashes at you with a energy sword,then it destroys the platform. As the platforms destroyed you have to jump onto the catwalk and boost after the mech as it moves back to keep you away from it. Then all of a sudden the mech lifts up as it charges at you,but this is when you can attack. As you reach another large platform the second phase begins. Basically it will slash you then it fly around and finally metal sonic will use his maximum overdrive to empower the machine. The mech will release a crazy combo and take a moment to recharge. The egg mobile will be exposed during that time. Rinse and repeat eight more times and the boss will be defeated. Will anybody see this?

Link to comment
Share on other sites

Sound Stage Studio Zone

Style: Adventure/3D

A mix of Studiopolis from Mania, and the studios from an episode of Sonic X. Sonic speeds through various genres of TV and film (even putting in a guest appearance in Chao In Space!). With Eggman in the director's chair, there are no second takes!

 

As you make your way through, you are attacked by larger super badniks, as well as regular pawns (themed to each genre).

 

Boss: Hyper EggRobo

You stand in a city set, but you're the same height as the skyscrapers. The previous super badniks you fought all form up to create the Hyper EggRobo. Yes, I'm saying this is a Super Sentai/Power Rangers boss fight.

Avoid the robot's fists and missiles, and use the springs to attack. Each hit results in a shower of sparks.

As a final burst, Sonic uses the buildings to build up momentum and unleash a final strike (much like in Sonic Movie). He lands, does a pose to camera, as the Hyper EggRobo crumples and explodes. The theme song should play during this too.

 

 

  • Thumbs Up 2
Link to comment
Share on other sites

10 hours ago, HywelAtTheMoon said:

Sound Stage Studio Zone

Style: Adventure/3D

A mix of Studiopolis from Mania, and the studios from an episode of Sonic X. Sonic speeds through various genres of TV and film (even putting in a guest appearance in Chao In Space!). With Eggman in the director's chair, there are no second takes!

 

As you make your way through, you are attacked by larger super badniks, as well as regular pawns (themed to each genre).

 

Boss: Hyper EggRobo

You stand in a city set, but you're the same height as the skyscrapers. The previous super badniks you fought all form up to create the Hyper EggRobo. Yes, I'm saying this is a Super Sentai/Power Rangers boss fight.

Avoid the robot's fists and missiles, and use the springs to attack. Each hit results in a shower of sparks.

As a final burst, Sonic uses the buildings to build up momentum and unleash a final strike (much like in Sonic Movie). He lands, does a pose to camera, as the Hyper EggRobo crumples and explodes. The theme song should play during this too.

 

 

I like this. Studiopolis was a blast for me in mania plus. I like the level theme overall. And the boss sounded like a fun and creative boss that challenges your skill while simultaneously being a very enjoyable experience. All in all a amazing level idea in my opinion. 

  • Fist Bump 1
Link to comment
Share on other sites

1 hour ago, The Unleashed said:

I like this. Studiopolis was a blast for me in mania plus. I like the level theme overall. And the boss sounded like a fun and creative boss that challenges your skill while simultaneously being a very enjoyable experience. All in all a amazing level idea in my opinion. 

Possibly, as a bonus, have Tails (if playing as him) use the Tornado in walker mode (Sonic Adventure 2) for an extra Sentai reference! He could be used to take down any missiles launched by the boss.

 

Glad you like it!

  • Way Past Cool 1
Link to comment
Share on other sites

Okay so I have a third level idea. This is also a boost level.

Aurora Rush Zone

 

In terms of it's looks just refer to this to get a visual of itdownload.jpeg.1aee1384797624ab69baef789a1b3ee1.jpegThe level is a forest at night with a beautiful night sky. The level starts with sonic standing in the forest remarking on the aurora. You boost through the forest quick stepping around tree's and swinging on tree branches to get rings and lives. Then you go on a ramp which sends you flying across to the other side of a ravine. Then you get on a Vine and swing onto another vine and you land on a large tree. You have to run though hollow logs. The egg pawns here will have a green color. They will also be completely invisible to you until you get close where they will appear,wait a second then attack.885229325_images(2).jpeg.269c15e70a0912d1a706c7407eb1ca28.jpeg This part of the level is very narrow and one slip will lead to your fall but the first tree will only punish you with the lower route. After you get through this you will have to carefully platform on the trees. The final section of the level is a fast pace section where you grind on branches and vines, homing attack enemies, and use the light speed to get to the end. With a second of hesitation being your doom. Now for the boss of this level.

Egg Dart Frog

 

In terms of design this boss is the egg mobile attached to a giant mech that looks like a poison dart frog. It's main attack is wrapping you up with it's tongue and spiting you out. The first phase of the fight is the robot jumping through the forest and you giving chase. You have to jump from vine to vine until you reach the mech and get to homing attack the mech. There's a bottomless pit below so you can't slip up here. After two hits the second phase begins. The arena here is a large body of water with four platforms. The mech will swipe it's tail forcing you to jump up to avoid damage. Then it will bring it's tail down on a platform. Submerging that platform in water for awhile. Then the mech will slam into the water making all the platforms flip over. Then the mech will stop it's assault. You can get a total of four hits before the egg dart frog changes color and you take damage when you touch it. Repeat three more times and the fights over. Hope people liked this.

  • Promotion 1
Link to comment
Share on other sites

  • 3 weeks later...

Friends Zone

Act 1: Hyper Potions

Styled in a 16-bit fashion, this act takes place in a pencil sketch version of green hill zone leading to an elevator with knuckles and tails, the three enter the elevator and it takes them up to the second act.

Act 2: Nitro Fun

Also styled in 16-bit graphics, takes place in the opening animation of Sonic Mania, after some parkour sequences, Sonic is taken to studiopolis zone, and fights Heavy Gunner as a miniboss, then he leaves and continues as normal, at the end, sonic and tails take a ring to angel island, thus beginning sonic mania, knuckles, uhh, mmm, i'll think of something later

  • Thumbs Up 1
Link to comment
Share on other sites

  • 3 weeks later...

This is my first post, so sorry if I goofed up miserably...

Thunder Current

More of a classic-type level with only one act. You must find four buttons in a Titanic Monarch Act 2-esque type of level, and and again like TM2, proceeding to a boss. Before the boss, however the large amount of electricity in the area makes you supercharged(yes, it's a movie ref)!

Boss: Supercharged Metal Sonic

Turns out Eggman did the same thing that happened to you with Metal. Shoot.

Metal's main attack is a homing attack. No explanation needed.

His other attack is a powerful lightning bolt directed at you, and your only way of avoiding it is to move quickly; the bolt is more likely to miss that way!

Again, sorry if I screwed up.

Edit: Nvm I did just fine XD

Edited by NotMetalSonic
  • Thumbs Up 1
Link to comment
Share on other sites

  • 2 weeks later...

spacer.png

Here is a Level Select I created to combine my various stage ideas. The game is called Sonic Ultimate. There are the five playable characters from Mania + Dr. Eggman. Eggman can use an electric hook to swing on ceilings and walls, which can generate loads of speed used correctly. The story takes place on an unexplored side of Angel Island called the Echidna Mountains, after the conclusion of Sonic 3 & Knuckles - Metal Sonic has is revealed to have survived his tumble from Stardust Speedway in Sonic CD and is out for revenge! Using the power of the Time Emerald and the 7 Time Stones, he and the prototype Hard Boiled Heavies send Sonic and Tails through a portal back to Angel Island. The opening of the portal wakes Eggman from a coma induced by the Death Egg crumbling around him at the end of S3&K, but he is soon transformed into Metal Sonic's slave. The two villains then try to destroy Angel Island together using the combined power of the Time and Super Emerald and also a mechanised space station built on top of Little Planet called the Remix Reactor.

Hilltop Castle Zone is a medieval castle which you explore outside in Act 1, and inside in Act 2.

Highway Robbery Zone is a Victorian locomotive in Act 1, and the train station for Act 2.

Mutiny Harbour Zone is the water level of Sonic Ultimate, with a waterpark in Act 1 and a pirate ship to explore in Act 2.

Retro Arcade Zone is a classic 80s arcade with references to classic arcade characters from Bandai Namco, Atari and SEGA. Act 2 sees you briefly explore the town outside, before heading back inside the arcade.

Illusion Manor Zone is a classic haunted house, but with disappearing floors, a fast-paced Sky Chase homage in Act 1, and rotating floors in Act 2.

Comic Strip Zone is a city with bumpers and cannons to hinder your progress. Utilising a hand-drawn art style, this stage is like nothing else in the game - there is even a flying sequence when Sonic dons a Superman-style cape!

Dragon Palace Zone is an oriental inspired stage with firecrackers, endless loops, the bouncepads from Wacky Workbench, a dragon chase sequence as well as your first race with Metal Sonic!

Cosmic Heist Zone's first act sees you board a rocket towards the stars, and Act 2 sees you explore locales from across the Solar System in an attempt ot stop Eggman from making off with the Emeralds.

Sawmill Hill Zone is an alpine skiing resort with various industrial elements and snow slopes, whilst City Escape Zone places you in a metropolitan city with a chase sequence inspired by SA2,.

Fiesta Muerta Zone (dead party in Spanish) is a Mexican style desert stage with a run down chocolate factory in Act 2.

Rhythm Slider Zone is this game's airship, with various objects with which you can interact with the music in Act 1, and rhythm based challenges in Act 2.

Twisted Cyclone Zone is a mechanical theme park with rollercoasters and a motorbike racing stadium - if you beat Metal Sonic in the first final boss then you get to beat the game, but if you lose, Angel Island is destroyed when the Remix Reactor falls to Earth and you are warped to Eternal Graden Zone.

Eternal Garden Zone is a overgrown temple where Time is unpredictable - you have been warped 40 minutes back in time to stop the destruction of Angel Island by the Time Emerald.

The final zone takes place inside the Remix Reactor, where you revisit classic sections from the classics. When you disable the cannon that was about to destroy the island, you must escape the station in a Metroid-style escape sequence, called World's End.

Chaos Control Zone is a Super Sonic-only final boss that you access after beating the game in Twisted Cyclone Zone, and Death Egg Ruins Zone is a prologue to Eggman's story.

 

  • Thumbs Up 1
Link to comment
Share on other sites

2 hours ago, DavidCoasterKing said:

spacer.png

Here is a Level Select I created to combine my various stage ideas. The game is called Sonic Ultimate. There are the five playable characters from Mania + Dr. Eggman. Eggman can use an electric hook to swing on ceilings and walls, which can generate loads of speed used correctly. The story takes place on an unexplored side of Angel Island called the Echidna Mountains, after the conclusion of Sonic 3 & Knuckles - Metal Sonic has is revealed to have survived his tumble from Stardust Speedway in Sonic CD and is out for revenge! Using the power of the Time Emerald and the 7 Time Stones, he and the prototype Hard Boiled Heavies send Sonic and Tails through a portal back to Angel Island. The opening of the portal wakes Eggman from a coma induced by the Death Egg crumbling around him at the end of S3&K, but he is soon transformed into Metal Sonic's slave. The two villains then try to destroy Angel Island together using the combined power of the Time and Super Emerald and also a mechanised space station built on top of Little Planet called the Remix Reactor.

Hilltop Castle Zone is a medieval castle which you explore outside in Act 1, and inside in Act 2.

Highway Robbery Zone is a Victorian locomotive in Act 1, and the train station for Act 2.

Mutiny Harbour Zone is the water level of Sonic Ultimate, with a waterpark in Act 1 and a pirate ship to explore in Act 2.

Retro Arcade Zone is a classic 80s arcade with references to classic arcade characters from Bandai Namco, Atari and SEGA. Act 2 sees you briefly explore the town outside, before heading back inside the arcade.

Illusion Manor Zone is a classic haunted house, but with disappearing floors, a fast-paced Sky Chase homage in Act 1, and rotating floors in Act 2.

Comic Strip Zone is a city with bumpers and cannons to hinder your progress. Utilising a hand-drawn art style, this stage is like nothing else in the game - there is even a flying sequence when Sonic dons a Superman-style cape!

Dragon Palace Zone is an oriental inspired stage with firecrackers, endless loops, the bouncepads from Wacky Workbench, a dragon chase sequence as well as your first race with Metal Sonic!

Cosmic Heist Zone's first act sees you board a rocket towards the stars, and Act 2 sees you explore locales from across the Solar System in an attempt ot stop Eggman from making off with the Emeralds.

Sawmill Hill Zone is an alpine skiing resort with various industrial elements and snow slopes, whilst City Escape Zone places you in a metropolitan city with a chase sequence inspired by SA2,.

Fiesta Muerta Zone (dead party in Spanish) is a Mexican style desert stage with a run down chocolate factory in Act 2.

Rhythm Slider Zone is this game's airship, with various objects with which you can interact with the music in Act 1, and rhythm based challenges in Act 2.

Twisted Cyclone Zone is a mechanical theme park with rollercoasters and a motorbike racing stadium - if you beat Metal Sonic in the first final boss then you get to beat the game, but if you lose, Angel Island is destroyed when the Remix Reactor falls to Earth and you are warped to Eternal Graden Zone.

Eternal Garden Zone is a overgrown temple where Time is unpredictable - you have been warped 40 minutes back in time to stop the destruction of Angel Island by the Time Emerald.

The final zone takes place inside the Remix Reactor, where you revisit classic sections from the classics. When you disable the cannon that was about to destroy the island, you must escape the station in a Metroid-style escape sequence, called World's End.

Chaos Control Zone is a Super Sonic-only final boss that you access after beating the game in Twisted Cyclone Zone, and Death Egg Ruins Zone is a prologue to Eggman's story.

 

I feel a Star Wars reference coming on!

  • Chuckle 1
Link to comment
Share on other sites

Sonic CD 2

Honey Hill Zone- Like every “hill” zone in the Sonic franchise, it’s complete with loop-de-loops, corkscrews, and waterfalls, badniks are bee-themed and lakes of honey can be spotted throughout the Zone. 

Cyber City Zone- Located in an area near Wacky Workbench Zone, this nighttime metropolis features tubes like the ones in Chemical Plant Zone, the elevators from Casino Night Zone and the skyline from Star Light Zone. 

Tetra Treetops Zone- A jungle level with gimmicks from Studiopolis Zone and Scrap Brain Zone, based on Technology Tree Zone from Sonic: After the Sequel. 

Dying Diamond Zone- A sub-area of Quartz Quadrant Zone, but scattered with cracked diamonds instead of quartz, it also has over ground sections with references to Palmtree Panic Zone. 

Metal Monarch Zone- The remains of Titanic Monarch mixed in with Metallic Madness, the Phantom Ruby portals can still be found in Act 2. 

Lunar Labyrinth Zone- A moon lit version of Tidal Tempest Zone along with features from Hydrocity Zone and Hidden Palace Zone from Sonic 2. 

Stardust Speedway II- An alternate version of the original Stardust Speedway, but instead of racing Metal Sonic, you race Mecha Sonic from Sonic 3 & Knuckles, and after defeating him, you face Silver Sonic from Sonic 2 and Neo Metal Sonic. 

Platinum Parkway Zone- A construction site, also is where the Eternal Egg is being built, its purpose? To forcefully use the Time Stones and Chaos Emeralds to shift time towards the Robotnik future of Little Planet and the rest of the world. 

Magma Maze Zone- A Lava Reef type stage that is geographically located in the volcanoes seen in Tidal Tempest Zone, at the end of Act 3, a river of lava carries a platform and Sonic with it, leading to Relic Road Zone. 

Relic Road Zone- Sonic CD 2 version of Marble Garden Zone, has the breakable columns from Aquatic Ruin Zone and the puzzles from Marble Zone. 

Rainbow Rush Zone- Recreation of the lost Zone of the same name from Sonic 4: Episode 3, and it’s very similar to Rainbow Road from Mario Kart, and is somewhere near Cyber City Zone. 

Launch Lake Zone- The Eternal Egg has been moved here to be launched into the sky, it’s like Launch Base Zone in many ways, if you don’t have all the Chaos Emeralds or Time Stones, your game ends here. 

Eternal Egg Zone- Unlocked when getting all 7 Chaos Emeralds, after the final boss, the game ends, but if you have the Chaos Emeralds and all the Time Stones, the 14 gems together will glitch in a way that sends you to Warp World Zone, kind of like the Phantom Ruby. 

Warp World Zone- A boss rush stage and the true final boss, can only be accessed by collecting all the Chaos Emeralds and all the Time Stones. After beating the final boss, the gems will scatter, leaving Sonic to navigate the Zone and find the exit. 

 

Edited by Irogia10GA
  • Promotion 1
Link to comment
Share on other sites

Quote

Sonic CD 2

Honey Hill Zone- Like every “hill” zone in the Sonic franchise, it’s complete with loop-de-loops, corkscrews, and waterfalls, badniks are bee-themed and lakes of honey can be spotted throughout the Zone. 

Cyber City Zone- Located in an area near Wacky Workbench Zone, this nighttime metropolis features tubes like the ones in Chemical Plant Zone, the elevators from Casino Night Zone and the skyline from Star Light Zone. 

Tetra Treetops Zone- A jungle level with gimmicks from Studiopolis Zone and Scrap Brain Zone, based on Technology Tree Zone from Sonic: After the Sequel. 

Dying Diamond Zone- A sub-area of Quartz Quadrant Zone, but scattered with cracked diamonds instead of quartz, it also has over ground sections with references to Palmtree Panic Zone. 

Metal Monarch Zone- The remains of Titanic Monarch mixed in with Metallic Madness, the Phantom Ruby portals can still be found in Act 2. 

Lunar Labyrinth Zone- A moon lit version of Tidal Tempest Zone along with features from Hydrocity Zone and Hidden Palace Zone from Sonic 2. 

Stardust Speedway II- An alternate version of the original Stardust Speedway, but instead of racing Metal Sonic, you race Mecha Sonic from Sonic 3 & Knuckles, and after defeating him, you face Silver Sonic from Sonic 2 and Neo Metal Sonic. 

Platinum Parkway Zone- A construction site, also is where the Eternal Egg is being built, its purpose? To forcefully use the Time Stones and Chaos Emeralds to shift time towards the Robotnik future of Little Planet and the rest of the world. 

Magma Maze Zone- A Lava Reef type stage that is geographically located in the volcanoes seen in Tidal Tempest Zone, at the end of Act 3, a river of lava carries a platform and Sonic with it, leading to Relic Road Zone. 

Relic Road Zone- Sonic CD 2 version of Marble Garden Zone, has the breakable columns from Aquatic Ruin Zone and the puzzles from Marble Zone. 

Rainbow Rush Zone- Recreation of the lost Zone of the same name from Sonic 4: Episode 3, and it’s very similar to Rainbow Road from Mario Kart, and is somewhere near Cyber City Zone. 

Launch Lake Zone- The Eternal Egg has been moved here to be launched into the sky, it’s like Launch Base Zone in many ways, if you don’t have all the Chaos Emeralds or Time Stones, your game ends here. 

Eternal Egg Zone- Unlocked when getting all 7 Chaos Emeralds, after the final boss, the game ends, but if you have the Chaos Emeralds and all the Time Stones, the 14 gems together will glitch in a way that sends you to Warp World Zone, kind of like the Phantom Ruby. 

Warp World Zone- A boss rush stage and the true final boss, can only be accessed by collecting all the Chaos Emeralds and all the Time Stones. After beating the final boss, the gems will scatter, leaving Sonic to navigate the Zone and find the exit. 

Your ideas are awesome! I really Metal Monarch Zone in particular- a ruined version of one of my favourite stages sounds so cool!

  • Thumbs Up 2
Link to comment
Share on other sites

  • 2 weeks later...

Some Ideas I had, one I've already mentioned:

Gentle Jungle Zone- A jungle level reminiscent of Angel Island and Jungle Zone.

Crystal Crevice Zone- A ravine filled with strange purple crystals that used to be mined for profit. Some elements of the mineshaft still operate, but are not reliable.

Plunderer’s Bay Zone- Dedicated water level. Let out your inner pirate as you set sail, only to be sunk at the end of Act 1. Looks like you'll have to get to shore somehow...

Scorched Sizzle Zone- All that hard work to end up in a sandy wasteland, filled with of all sorts of robotic parts scattered everywhere. You even get to scale a pyramid. Tourism!

Frozen Temple Zone- An old dojo in a cold climate, this Zone draws inspiration from Press Garden Zone from Sonic Mania. Let's see those ninja skills!

X Factory Zone- This is one big building. A 3-act monstrosity, this factory is sure to grind your gears, with complex level layouts leaving you stumped.

Halted Havoc Zone- Turns out Metropolis Zone from Sonic 2 is a little worse for wear. Navigating the crumbling city won't be easy, but it has to be done.

Heated Havoc Zone- Previous zone but on fire.

Sky Race Zone- This zone has you racing the antagonist(undecided as of now) in a tense race in the sky, which then lowers altitude to be a little more down to Earth. The both of you has no idea what to expect next as you speed toward a nasty looking storm...

Thunder Current Zone- A power plant that generates electricity from the constant thunderstorm raging over head. Final boss fight, ending cutscene, the end. Yay.

  • Thumbs Up 1
Link to comment
Share on other sites

spacer.pngMaybe like the special stage fr9m sonic 1 8-bit like lots of springs and less rings and only flying enemies and the end boss will be a bouncy boss that shoots springs with spikes on them and the boss room will be same as the stage but there is no sticks you go up and down

Link to comment
Share on other sites

On 7/13/2020 at 12:54 PM, Irogia10GA said:

Sonic CD 2

Honey Hill Zone- Like every “hill” zone in the Sonic franchise, it’s complete with loop-de-loops, corkscrews, and waterfalls, badniks are bee-themed and lakes of honey can be spotted throughout the Zone. 

Cyber City Zone- Located in an area near Wacky Workbench Zone, this nighttime metropolis features tubes like the ones in Chemical Plant Zone, the elevators from Casino Night Zone and the skyline from Star Light Zone. 

Tetra Treetops Zone- A jungle level with gimmicks from Studiopolis Zone and Scrap Brain Zone, based on Technology Tree Zone from Sonic: After the Sequel. 

Dying Diamond Zone- A sub-area of Quartz Quadrant Zone, but scattered with cracked diamonds instead of quartz, it also has over ground sections with references to Palmtree Panic Zone. 

Metal Monarch Zone- The remains of Titanic Monarch mixed in with Metallic Madness, the Phantom Ruby portals can still be found in Act 2. 

Lunar Labyrinth Zone- A moon lit version of Tidal Tempest Zone along with features from Hydrocity Zone and Hidden Palace Zone from Sonic 2. 

Stardust Speedway II- An alternate version of the original Stardust Speedway, but instead of racing Metal Sonic, you race Mecha Sonic from Sonic 3 & Knuckles, and after defeating him, you face Silver Sonic from Sonic 2 and Neo Metal Sonic. 

Platinum Parkway Zone- A construction site, also is where the Eternal Egg is being built, its purpose? To forcefully use the Time Stones and Chaos Emeralds to shift time towards the Robotnik future of Little Planet and the rest of the world. 

Magma Maze Zone- A Lava Reef type stage that is geographically located in the volcanoes seen in Tidal Tempest Zone, at the end of Act 3, a river of lava carries a platform and Sonic with it, leading to Relic Road Zone. 

Relic Road Zone- Sonic CD 2 version of Marble Garden Zone, has the breakable columns from Aquatic Ruin Zone and the puzzles from Marble Zone. 

Rainbow Rush Zone- Recreation of the lost Zone of the same name from Sonic 4: Episode 3, and it’s very similar to Rainbow Road from Mario Kart, and is somewhere near Cyber City Zone. 

Launch Lake Zone- The Eternal Egg has been moved here to be launched into the sky, it’s like Launch Base Zone in many ways, if you don’t have all the Chaos Emeralds or Time Stones, your game ends here. 

Eternal Egg Zone- Unlocked when getting all 7 Chaos Emeralds, after the final boss, the game ends, but if you have the Chaos Emeralds and all the Time Stones, the 14 gems together will glitch in a way that sends you to Warp World Zone, kind of like the Phantom Ruby. 

Warp World Zone- A boss rush stage and the true final boss, can only be accessed by collecting all the Chaos Emeralds and all the Time Stones. After beating the final boss, the gems will scatter, leaving Sonic to navigate the Zone and find the exit. 

 

Ever heard of Genocide City Zone before? If not, it is a scrapped zone from Sonic 2, and Genocide City was one of the names considered, including what it probably would've been called, Cyber City Zone. My question here is whether or not you knew this and that’s what helped name one of your level ideas.

Link to comment
Share on other sites

Bell Temple

A rather dilapidated monastery set in the mountains. A slight throwback to Dragon Road in Unleashed.

Ringing the temple bells could either open up pathways and doors, or cause floors and ceilings to collapse. 

 

Boss: Egg Mantis

This is where ringing the right bells could help you. The ceiling is unstable, and can be used to break the Mantis's armour. You can dodge the claws too to get them stuck in the walls and pillars. Just watch your head!

Link to comment
Share on other sites

Poriferan Pathway Zone

A largely if not wholly aquatic level (has the series ever had a wholly aquatic level?) marked by the number of sea sponges that line and form the pathway. Use them to gain a speed boost or a quick jump upward, but beware of some that have spikes! The second act is inside one massive sponge, the level made of spongy material. 
 

Boss:

The Pineapple Hunter

A GUN construct that is oval-shaped and slathered in spikes that it can rotate and fire. It floats around, and tries to crush the player. This is when it is most vulnerable. After 4 hits have been dealt, the machine will now spin its spikes even as it dives down, meaning you can only successfully hit it from beneath. It will also now create shockwaves that knock grounded players over.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.