Sonic's White Glove Diaries -
Updated and maintained by Johnny 'Sonikku' Wallbank and A.J Freda.
15 July 2000 -
SRB2 Plans: Levels.
Level design is another important factor
in making SRB2. A level with a straight corridor from start to end with a bunch
of Crawlas in the way obviously, does not make for an interesting level. So
what are planning to put in levels?
Difficulty Curve – Putting Sonic in a room that consists of five
bosses is (quite comically) possible to create. It’d also suck, to be it bluntly.
More realistically, you’re not going to see any life or death jumps in the
first nine or so levels (save perhaps to reach that Chaos Emerald) but on the
other hand, you’re not going to see a room with an extra life TV completely
unguarded in the later levels.
Multiple Routes – …I echo this from the previous WGD, perhaps, but
one straight, linear route through a level isn’t very exciting and doesn’t help
the replay value. Perhaps the early levels might be a little more linear to help
new players break the ice a little.
Multiplayer levels – While Sonic 2 only had limited levels from the
actual game, with no multiplayer exclusive levels, Sonic 3 took the other
extreme and gave you nothing BUT multiplayer levels. You can expect to have
some Racing-Only levels, for example.
Next time: The engine.