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?