Author Topic: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)  (Read 4220 times)

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Offline Flopsy

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Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« on: November 11, 2017, 01:46:33 am »
I'm not sure if this topic is in the right place, if it's not then please move it

I've decided to further pursue more Sonic Tilesets based on the initial success of my Scrap Brain tileset.

I'm sadly not as artistic as others in this community so I would benefit more from ripping video game sprites and terrain, hence why I'm focusing on projects like this as opposed to creating my own.

I'm now taking suggestions on what tilesets to do next.

I'll take any suggestions from Sonic 1, Sonic 2, Sonic 3, Sonic and Knuckles and Sonic CD as I have the resources to easily make any tilesets from those games.
The exceptions of course being Scrap Brain and Star Light from Sonic 1 since they already exist.

When making suggestions, please keep in mind that if a tileset which is already similar exists then please don't suggest it. Some examples include: Emerald Hill and Green Hill

I will also not accept Spring Yard Zone or Wing Fortress because I have levels for those in SEB Lems and I feel those tilesets are not a good fit for Lemmings.

I would also like it to be drawn to my attention the mistakes I made when making Scrap Brain and Star Light to avoid the same thing happening in future. I already am aware of the background sprites and objects being unpopular and confusing on those 2 tilesets.

Please address the issue of background sprites and how I could fix that issue in the current tilesets I have.

So Sonic fans, please send me your suggestions and I'll see what I can do :)
« Last Edit: January 29, 2018, 12:19:06 pm by Flopsy »
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Offline Colorful Arty

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Re: Flopsy's Sonic Tileset project
« Reply #1 on: November 11, 2017, 01:55:52 am »
I vote Mushroom Hill Zone and/or Sandopolis Zone from Sonic and Knuckles. Mushroom hill would be a beautiful alternative to the tree tilset, and Sandopolis would be a beautiful alternative to the Desert tileset. Both would be great!

Make sure objects are distinguishable from terrain and steel is clearly marked!
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Offline Flopsy

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Re: Flopsy's Sonic Tileset project
« Reply #2 on: November 14, 2017, 04:51:56 am »
Sandopolis is a great suggestion and is one I'd strongly consider doing, especially seeing as it is one of the more blocky zones and it's one of the more memorable Sonic zones (although wasn't important enough for Mania)

One problem I see with the grassy zones like Mushroom Hill (or even Marble Garden, Green Hill and Emerald Hill) is that the grass surfaces will take a lot of work and will most likely end up with something similar to the dirt tileset with the jaggedness of the surface.
It's still a good suggestion nonetheless.
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Offline Colorful Arty

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Re: Flopsy's Sonic Tileset project
« Reply #3 on: November 14, 2017, 05:28:38 am »
Do you have a way of ripping these images from the game, or do you have to manually recreate each piece.
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Offline GigaLem

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Re: Flopsy's Sonic Tileset project
« Reply #4 on: November 14, 2017, 06:13:18 am »
Do you have a way of ripping these images from the game, or do you have to manually recreate each piece.

Flopsy used Zone:0 for the pieces, that's why everything looks jpeg

Offline grams88

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Re: Flopsy's Sonic Tileset project
« Reply #5 on: November 14, 2017, 12:27:56 pm »
I agree that Sandopolis is a very good choice. That was one of my favorite zones, my second favorite zone would have to be the lava reef one, I put that one to the suggestions the lava reef zone. The Sandopolis zone was very unique as you had to keep turning the lights on so that the ghosts can't kill you in the sonic game.

One of the sonic games I tend to remember the most is sonic 3 or sonic and knuckles. The first two sonic games were quite good as well but I would say I spent a lot of my childhood on sonic 3.

If you are wanting to make a space tileset what about using the death egg one from the sonic 3 game. I might put that forward for the suggestions as well.

My suggestions are (Lava reef) and the (death egg)

Offline Flopsy

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Re: Flopsy's Sonic Tileset project
« Reply #6 on: November 14, 2017, 12:58:32 pm »
One question that comes to mind immediately is how should the "Spikes" in Sonic be handled.

I tried my best to keep them out of the Scrap Brain and Star Light tilesets, but on looking over the Sandopolis levels, it seems like spikes might have to be used in this tileset.

An example that comes to mind is the Prince of Persia tileset in Lemmix, where Lemmings would die on contact with the spikes.

EDIT: Also a Sandopolis specific thing, what would be the best way to deal with the Sand waterfall thing (what Sonic can jump up to get higher). Obviously it could be hazardous to Lemmings but I can't think of any other use for it.

Quote
that's why everything looks jpeg

Is the tileset looking jpeg a bad thing?

Quote
My suggestions are (Lava reef) and the (death egg)

Now that would be a challenge with Lava Reef.

Death Egg wouldn't be as bad to make, I'm not considering it a priority seeing that Star Light is Space related not to mention that LPIV Space and L2 Space also exist.

All great suggestions still, I'd rather make what people would like to see.
« Last Edit: November 14, 2017, 02:08:26 pm by Flopsy »
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Offline GigaLem

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Re: Flopsy's Sonic Tileset project
« Reply #7 on: November 14, 2017, 08:55:38 pm »

Quote
that's why everything looks jpeg

Is the tileset looking jpeg a bad thing?

the way you handled it, not particularly, I see why you did so, because the tile rips would've been too big for your own good

Offline Flopsy

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Sandopolis Zone tileset - Flopsy's Sonic Tileset project
« Reply #8 on: November 15, 2017, 05:49:29 am »
Ok, I've done all the work required to put together the Sandopolis Zone tileset.

Here's a sneak preview at the key features in the tileset.



The exit of Cheapo Pillar was suggested to me by Proxima and it's actually a better fit for this tileset than the Pillar tileset exit.

The trapdoor is from the Egyptian tileset, not really any competition there.

The thing that was hardest to make in this tileset was the sand animations which will be in effect on the sand slope in the picture. The sand slope acts as a one way field pushing the lemmings towards the bottom. Unlike the Scrap Brain tileset, this is not actually steel. Diggers in this tileset could make these one way fields vulnerable to backroutes.

Also the hardest thing to spot in the tileset which is not as apparent is the sand waterfall at the end of the slope is actually an updraft. This is possibly a debatable part of this tileset, it was suggested by Arty in the IRC when I was designing the tileset at the time.

The water in this tileset, the first of my own tilesets to feature water is in fact the quicksand which features in Sandopolis which would Sonic would slowly sink into. This is also another debate part of this tileset, because it's similar to the updrafts except the updrafts are slightly more transparent. This quicksand (Water) is like the waterfall (updraft) but is more solid in appearance.

The spikes in the picture are fire traps and will kill lemmings on contact. I've wanted to have a spike trap for a good while now but the Sonic 1 spikes were too spaced out to look nice.

There is also a trigger trap on the platform below the exit, this is like the spike trap on the pillar tileset where the spikes will pop out and kill the lemming. I made this trap work in all four directions by making it once for each direction. This also plays the sound of Sonic getting killed by spikes when a lemming dies to the trap.

The steel in this tileset is actually not the SEGA tileset Steel for a change, a lot of people were confused by this in the Scrap Brain and Star Light tilesets because it wasn't clear what was steel and what wasn't.
For Sandopolis zone, I opted for the Knuckles destructive wall which you can see below the trapdoor. This steel is available in 4x4, 8x8, 16x16 and 32x32. I feel having small steel blocks is good for backroute fixes. The 4x4 steel piece could address problems with the digger through the one way field problem without taking too much away from the scenery of the level.

The background was decided to be Sky Blue because the original background colour was too much like the colour of the tileset which was a greeny gold type colour. This is the default background for this tileset.
There is also another background available which is based on the background in the underground parts of Sandopolis.

And lastly, by popular demand, the ghost sprites from Act 2 are also in the objects as No Trigger objects so are purely there for decoration purposes.

So debate time, did I do good this time?
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Offline GigaLem

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Re: Flopsy's Sonic Tileset project (New: Sandopolis Zone tileset)
« Reply #9 on: November 15, 2017, 06:01:09 am »
Looks pretty good Flopsy :thumbsup:
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Offline Colorful Arty

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Re: Flopsy's Sonic Tileset project (New: Sandopolis Zone tileset)
« Reply #10 on: November 15, 2017, 02:30:59 pm »
It looks very nice indeed Flopsy!
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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: Sandopolis Zone tileset)
« Reply #11 on: November 15, 2017, 05:42:22 pm »
As an update as well, I've now finished the level which was half finished in the post above.

This also show cases the other background in the tileset.


Ghost Rider
1 Walker
3 Climbers
1 Bomber
7 Builders
2 Bashers
5 Miners
Don't tell me solutions to levels which I have not solved.

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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: Marble Garden Zone tileset)
« Reply #12 on: November 21, 2017, 08:50:09 am »
It's been a struggle but I've finally finalised the Marble Garden tileset :)



The toughest part of this tileset was getting the grass terrain to be consistent.

There is a Spike crusher trap at the top of the level image, just treat this as a masher trap.

Also the 2 face masks in the centre of the level are like the laser from the Bubble tileset and will shoot lasers from the mouth if the lemming is standing a certain distance in front of it.

The spikes with fire triggers from Sandopolis make a return in this tileset.

Like with Sandopolis, I've included a level to test the tileset.
Please give your honest opinions about features in this tileset :)

EDIT: Level removed, thanks for your feedback Nessy
« Last Edit: December 07, 2017, 09:07:18 pm by Flopsy »
Don't tell me solutions to levels which I have not solved.

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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: Marble Garden Zone tileset)
« Reply #13 on: November 29, 2017, 08:25:26 am »
Since there's been no replies for over a week, I'll assume Marble Garden has no problems with it that I need to be aware of.

My next tileset is currently underway
I'm making a Casino Night zone tileset which I'm sure will be a very nostalgic tileset for those who remember the Sonic 2 multiplayer back in the days! :P

There is also plans for GigaLem and I to work together on a Labyrinth zone tileset soon. I'm sure that is probably the only tileset remaining from Sonic 1 which will be popular (or unpopular! :P) with a lot of Sonic players on here.
Don't tell me solutions to levels which I have not solved.

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Offline Yung Gotenks

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Re: Flopsy's Sonic Tileset project (New: Marble Garden Zone tileset)
« Reply #14 on: November 29, 2017, 09:51:11 pm »
Casino Night? Nice!

Adn labyrinth is gonna look great in puzzle levels!

Good job so far man! :thumbsup:
« Last Edit: November 29, 2017, 11:39:33 pm by Yung Gotenks »

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Offline Nessy

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Re: Flopsy's Sonic Tileset project (New: Marble Garden Zone tileset)
« Reply #15 on: December 07, 2017, 02:14:02 am »
I have played through the Marble Garden level (replay attached below), but I think I might have backrouted it :-[

Anyway I don't really have anything negative to say about this graphic set. It's visually beautiful and I wasn't caught off guard by anything. For example, I knew right away those faces were traps and the mud at the bottom was water. I guess if I had to say something it's not to include spikes on the masher trap as I thought it was the spike fire object for just a moment. Honestly, this is just nitpicking and not a big deal.

So yeah, another excellent set. Good job so far :thumbsup:

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #16 on: December 07, 2017, 09:06:21 pm »
Introducing at long last, my first tileset from Sonic 2!

CASINO NIGHT Zone


Casino is the Night

This tileset was much easier to make since it relies on a Black background for all of the background objects to work.

This one seems like the better choice to make when compared to Spring Yard Zone, at least this one has better platforms and the hollowness of the tops of the platforms could make for interesting level terrain.

One thing to debate about with this tileset is the metallic bumpers on the top of the level and the triangle red metallic bumpers at the bottom of the level are steel in this tileset. Also steel is the blue bumper (6 sided shaped one) in the middle of the level.
I made these steel because they are seen to be quite hard materials by the sound Sonic makes when he bounces off of them.

Please state your thoughts on the steel pieces I've made. I've included the standard SEGA tileset steel in this tileset also, I opted for this instead of the Sandopolis/Marble Garden steel because Sonic 2 doesn't encounter that type of Steel so I chose to use the retro looking SEGA steel instead.

As with all of the previous tilesets, I've included a level with this tileset to test out the tileset, this one is much easier than my previous inclusions so I encourage everyone to try it! :)

EDIT: forgot to put PrePlaced Lemmings and Pick Up Skills in the tileset. Fixed now!
EDIT2: files removed. See post below for updated tileset.
« Last Edit: December 11, 2017, 12:31:42 am by Flopsy »
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Offline nin10doadict

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #17 on: December 08, 2017, 12:11:46 am »
This is the easy one? You have strange ideas of easy, friend. I certainly can't figure it out...
Tileset looks good though. Still a little hard to tell which pieces are background and which aren't but it's not that bad.

Offline Nessy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #18 on: December 08, 2017, 01:23:45 am »
Here is my solution to Casino is the Night. This time I'm sure I didn't backroute it, but if I did... :XD:

The choice of what is steel is fine with me. I think the only thing that looks like it could be steel was the little circles with a star in it. I think it's because they look like they are part of the red triangles at the bottom, such as they are both bumpers and the same color. That was the only thing that really stood out to me.

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #19 on: December 08, 2017, 09:47:29 am »
This is the easy one? You have strange ideas of easy, friend. I certainly can't figure it out...
Tileset looks good though. Still a little hard to tell which pieces are background and which aren't but it's not that bad.

This was way easier compared to Marble Garden and Sandopolis.

Maybe I'm the wrong person to make this tileset because I can't animate light up objects which would make the background objects stand out. I'll see what I can do though :)

Not a backroute Nessy, you did it slightly differently to intended but it's still the same idea.
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Offline nin10doadict

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #20 on: December 08, 2017, 05:32:33 pm »
Spent some more time on it and got a solution, even saving a bomber. I had spent my first run wasting time with a train of logic that was doomed to fail, as I am apt to do.
I still wouldn't call it easy, but it wasn't terribly hard either. I just didn't have a lot of time to spend on it yesterday.

It would be nice if the BG objects animated. I don't think it would be that complicated either; just two different frames would do the trick, one with the color values scaled up to show it lit up.

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #21 on: December 08, 2017, 11:11:35 pm »
Spent some more time on it and got a solution, even saving a bomber. I had spent my first run wasting time with a train of logic that was doomed to fail, as I am apt to do.
I still wouldn't call it easy, but it wasn't terribly hard either. I just didn't have a lot of time to spend on it yesterday.

It would be nice if the BG objects animated. I don't think it would be that complicated either; just two different frames would do the trick, one with the color values scaled up to show it lit up.

Nice solution there, the miner placements had to be very precise for that to work but great job. The additional bomber was there to help make the solution a lot less precise.

Regarding your comments about the background objects, I agree and I think it's a great idea. I'll try and do that to them at least and it is very achievable even for someone as inexperienced as me. I think to be honest, I just need to hear that it was in demand for me to animate them from other people.

Thanks for taking the time to test the tileset as well, really appreciate it :)
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Offline nin10doadict

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #22 on: December 09, 2017, 02:06:43 am »
You're welcome. I've also noticed that there's no traps of any kind in the set. That's fine, but I feel like a tileset is a bit more versatile if it has at least one hazard that isn't just the screen edges. I whipped up a fire trap that looks like a neon sign; I think it fits decently. What do you think?

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #23 on: December 09, 2017, 08:08:48 am »
That trap is brilliant nin10doadict :D

Of course I'll use it in the tileset and give you credit.
Usually Casino Night is a very unhazardous zone in Sonic 2 with the only hazards being the rare spikes, an enemy which is rarely seen and getting squashed under the blue platforms so for that reason the tileset provided very little in the way of usable traps.
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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #25 on: December 11, 2017, 12:34:27 am »
I've implemented a revision to the Casino Night tileset based on feedback and I think you'll like the changes.

Per nin10doadict and Nessy's advice, I've made the background objects illuminate alternately from their standard sprite.

I've also added in nin10doadict's neon fire trap.

Thanks for all the feedback given, it has really helped this tileset improve :)
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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #26 on: December 23, 2017, 06:55:42 pm »
Going forward, I'm going to develop my tilesets exclusively for the New Format NeoLemmix from now on.

This means that the following tilesets are available in both old and New formats (when officially released)

Scrap Brain
Star Light
Sandopolis
Marble Garden
Casino Night
namida's Rickroll tileset

Anything not on this list will be in the New Format only.
Don't tell me solutions to levels which I have not solved.

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SEB Lems - My first level pack (175 levels)
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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #27 on: January 03, 2018, 12:11:57 am »
I've updated the Casino Night Tileset, some tiles were missing some transparency.

Nothing major but it's recommended that you update.


In Other News
Marble Garden, Sandopolis and Casino Night (the updated one) have been submitted to the next New Format NeoLemmix update.

Mystic Cave's tileset is now ready and being tested :)
Don't tell me solutions to levels which I have not solved.

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Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #28 on: January 29, 2018, 12:31:06 pm »
This tileset has been finished for a good while now but I'm public releasing it now for the first time.

Presenting the Mystic Cave Zone tileset also from Sonic 2


Emerald Excavation (upcoming level in MegSEGAbytes - Terrain by Flopsy, solution by Wafflem)

This tileset features a squish trap like the rock terrain which goes up and down in the actual Mystic Cave levels, it is pictured above the exit in the level picture, it will squash a lemming like the other crusher traps do. There is a terrain like this trap to make the trap solid also for those who prefer solid traps :)

There is also a No Effect object light to put on the hanging lanterns so they glow :)

This tileset natively uses the mineshaft trapdoor and exit from namida's LPV tileset.

A difficulty I had with this tileset was making the rock terrain pieces obviously and it was difficult to settle on a background colour but the background colour is slightly different to the rock terrain darker colours.

Enjoy the tileset, this tileset is only available for new formats


My next planned tileset is going to be Death Egg Zone from Sonic and Knuckles, probably my toughest project yet!

Download the tileset in the styles download in this topic.
https://www.lemmingsforums.net/index.php?topic=3686
« Last Edit: February 18, 2018, 10:10:30 pm by Flopsy »
Don't tell me solutions to levels which I have not solved.

Lemmings: Gotta Go Fast - My NEW (in development) Sonic tileset dedicated level pack :)
SEB Lems - My first level pack (175 levels)
Flopsy's Youtube Channel - Watch Lemmings videos/streams with live commentary
Flopsy's Sonic Graphic Sets - Download Neo Lemmix compatible Sonic tilesets.

Offline Nessy

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #29 on: February 15, 2018, 02:15:16 am »
I don't know if this is in the works but I actually think that Chemical Plant Zone from Sonic 2 would make a great tileset. The blue bubble goop and maybe even those bee/spider badniks that grab you can be great (and funny?) traps.

Too bad the rising water gimmick is culled though, to make a level based on the rising water part in Act 2 :P :P

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #30 on: February 15, 2018, 09:13:50 am »
I don't know if this is in the works but I actually think that Chemical Plant Zone from Sonic 2 would make a great tileset. The blue bubble goop and maybe even those bee/spider badniks that grab you can be great (and funny?) traps.

Too bad the rising water gimmick is culled though, to make a level based on the rising water part in Act 2 :P :P

Chemical Plant Zone has been a consideration especially considering what a legacy that Zone has been, being in Sonic 2, Sonic Generations and Sonic Mania!

Good suggestion for the badnik trap as well, I'll keep that in mind.

Death Egg Zone (S&K) is currently being made at the moment and it is going quite well :).
Don't tell me solutions to levels which I have not solved.

Lemmings: Gotta Go Fast - My NEW (in development) Sonic tileset dedicated level pack :)
SEB Lems - My first level pack (175 levels)
Flopsy's Youtube Channel - Watch Lemmings videos/streams with live commentary
Flopsy's Sonic Graphic Sets - Download Neo Lemmix compatible Sonic tilesets.

Offline GigaLem

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #31 on: April 17, 2018, 08:43:45 pm »
Two Things I might ask

What Sonic CD zone have you considered doing? and if you had to choose only one time period for that zone what would it be? or would you rather mix it all up?

and Would you consider doing one of the 2 player zones from sonic 3? The sprites are on spriters resource right here and if you could choose, which one would that be? or would you cast a vote?

Lastly, I've been wanting to sprite my own exits for you previous Sonic sets, think you can hand me the files for each of the exits you used on those sets?

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #32 on: April 17, 2018, 10:19:23 pm »
GigaLem, I've got no plans to do anymore tilesets at this time.

If I did do anymore, it would most likely not be any Sonic CD or Sonic 3 Competition zones.

I have considered doing Metallic Madness from Sonic CD but decided not to since Scrap Brain is very similar.
Wacky Workbench is another good zone to use, I don't really take much notice of time periods in CD, they all look the same to me.

Sonic 3 competition mode zones: I can't remember the names of specific ones but I honestly don't think any are worth the time. The carnival one (Balloon Park) maybe but there's one in there that looks a lot like Mystic Cave and another which looks like Sandopolis.

Sure, I'll send the entrance and exits to you for the current tilesets when I can :)
Don't tell me solutions to levels which I have not solved.

Lemmings: Gotta Go Fast - My NEW (in development) Sonic tileset dedicated level pack :)
SEB Lems - My first level pack (175 levels)
Flopsy's Youtube Channel - Watch Lemmings videos/streams with live commentary
Flopsy's Sonic Graphic Sets - Download Neo Lemmix compatible Sonic tilesets.

Offline GigaLem

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #33 on: April 17, 2018, 10:27:09 pm »
Thank you.
Besides I would definitely be down for a Chemical plant set.

Besides if you do a 2 player zone, I can suggest Chrome Gadget and Azure Lake.