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#SuperHardMode #SonicTheHedgehog #Modding I've posted a few teasers of this, but yeah, I can make splines now, so Shadow Super Hard will happen. This time around I'm gonna be doing things a bit differently, though.First off, the stages will be much more approachable. The playtesters have said this is still difficult, but it's definitely not as challenging as Sonic's Super Hard. I don't intend to have any mandatory box platforming or an equivalent, and rings, lives and checkpoints will be much more common (the former especially if you explore), and I'm not going to worry much about whether a given section (or even stage) is particularly challenging; I want this to be fun, and I want anyone to be able to enjoy it.With that said, I now have far more modding experience (Sonic's Super Hard was my first attempt at significant stage edits) along with some new tools which means I can do some really neat stuff with Shadow's stages. My focus this time is to provide something entirely new; I want every single stage to stand out and wow the player with a mechanic that they've probably never seen before in addition to having completely redone stage SETs (as was done for Sonic's Super Hard). It's an ambitious project, and I have no desire to rush it, so I have no ETA on a release date; I'll work on stages when I have a clear idea of what mechanic I want to implement then go from there. In the mean time, I'll continue posting videos of whatever shenanigans I'm pursuing when I feel they're interesting enough to showcase. I'm also considering making a video on Sonic 06's level design as there's hardly anything out there about it, and I think it'd be a fun project, but we'll see if that goes anywhere.For anyone interested, Shadow's Kingdom Valley came about because I really wanted to do something with splines. In White Acropolis, I plan on experimenting with reworked enemy scripts (picture combat rooms where the enemies actually play to each other's strengths or move to defend their leader if you start attacking it, or an enemy that adjusts its behavior based on what character you're using).In Crisis City, I want a far more interactive co-op (e.g. Sonic actually running the Mach Speed section and/or the rest of the stage with you, more dynamic movement when he's swept into the tornado, etc.)At some point I want to work on a boss fight where Sonic and Shadow fight Iblis Phase 2 and Mephiles (might be a separate thing, might bundle it with Flame Core).I also figured out how to direct vehicles to custom scripts while working on Kingdom Valley, and I'd quite like to use that somewhere in a significant capacity (it's used in this stage to make the glider shoot bullets rather than missiles, but I want to do more with it).I'm also considering designing stages to have entirely different ways to play them. For example, on one playthrough you may take a path that has you play as Rouge and Omega while in another your route may exclusively use Shadow, or you may even visit entirely different section layouts depending on how you cleared the previous ones.For now, though, that's merely an idea. I will always design each section to be a full experience, and if having significantly different routes or section progress doesn't end up fitting with the rest of the stage, I won't try to force it in (Kingdom Valley almost ended up having this style of gameplay, but I after I introduced Mephiles, I decided it didn't fit). Chapters: 00:00 Initial run 13:44 Alternate routes (Section 1) 16:04 Alternate routes (Section 2)