Wish more people understood what makes games like sonic and other platformers fun to play. This speed does not look good at all honestly cause the levels were not built with increased speed in mind. Its like modding classic pinball phhysics into SA1. It just doesn't work well. I also get why sonic was sslowed down in frontiers and it benefitted the stages greatly since sonicteam didn't have to worry so much about making massive levels to accomodate sonic's speed. Whenever people make mods like this it gives me the impression they don't understand how stage design in platformers work.
This is exactly what would make the game more fun to play. Just because these particular levels aren’t built around it, doesn’t mean that for the most part this isn’t superior to what we got. The original controls with this level design would be inferior to these controls with level design built around them
I understand the game-design reason Sonic was slowed down. But you can't tell me that generally these controls don't look way better! If Sonic Team removed the speed decrease on the first jump (both in Cyberspace _and_ Open Zone) that would already greatly improve the controls. But also, the max speed increase of this mod makes it look more akin to Unleashed and Generations, which I'd argue is a good thing!
It's criminal the Cyberspace levels have music THIS GOOD, only to be muffled by the boost filter. Also, apparently I'm one of the few people that like the Cyberspace levels with the default physics.
I love it without the boost filter that motion blur is absolutely dumb. The games so gorgeous, but then it just blurs everything with that. Was that a mod to turn it off or something?
The cyberspace is horrible when you try to play normally But then you discover things like the instant boost and the homing cancels, and a whole new world is opened to you
That "Stomp Jump" move was an idea I had when thinking of the perfect Sonic game. Great minds think alike. Also the Sonic World fangame also has it, I think.
Yeah, I actually think Sonic being slower in the default physics was for the better. While this mod improves some things, it feels like cheating since you can destroy the levels in half. And in this video, I wasn't even trying to speedrun... and I was holding a bit back in fear of not shooting off into the abyss
Looks dope. Loved unrestricted momentum in Unleashed and Generations, so I'm sure it'll be a blast in this game. Albeit, I do believe this game has better level design than prior Sonic games and its base physics are much more well suited. And after looking at the general reception for this mod... it's as if people hated the "boost formula" so much that, when people started modding it into a game that dealt with it perfectly, they started to act like it was something they always wanted. Very interesting.
The only thing I really dislike about the physics in the Cyberspsace levels is how quickly you lose momentum after boosting or jumping. It feels terrible whenever that happens, can take you right our of the experience
This mod is great when it comes to the improved handling and the jump keeping your momentum but that speed is just over kill lol. They gotta tone that down a bit.
about 15 minutes in, I realized these levels pay homage to some of the levels from older sonic games, from Sonic adventure 2 to Unleashed and Generations. and when I realized that, I kinda lost my mind if I'll be honest.
Well I'm glad that the people who don't really care about the game's design have something that makes it fun to them. I really don't want this mod though. As someone who genuinely loves mastering the controls and the levels that accompany them, I can 100% say this mod is not for me. And this is coming from someone who's played almost every game in the series. Default is the way to go. Plus: who doesn't love the magnet dash? Intentional or not.
@@Terminal_Apotos That's what the Homing attack cancel is. It was activated the same way in a little gem of a game called Spark the Electric Jester 2. The community of that game named it magnet dashing, so it makes sense to call it that as it's basically the same thing. Also play the Spark trilogy. All great sonic inspired games.
Have you considered the (endless) possibility of having a Sonic game like this but the levels are designed around better physics instead what's in frontiers? It's okay to like what is here, I do too, but I want the next game to give us more freedom and physics. To give us utopia even
@@angrymoths while I wouldn't want something on utopia's scale, I definitely would like levels designed around these "better" physics. That said though, I don't think the default physics are bad, just different. Cyberspace feels very focused, which is honestly something I don't think enough people appreciate.
A short hop/hurdle jump would be a neat addition. I'm noticing in act 1-2 it's hard to take the top route because when you jump you lose speed. The top route is supposed to be fastest but you slow down with every jump. A short hop would help. I'm glad this mod seems to help you keep momentum.
I tried this mod, but sonic is waaay to fast (making the levels harder because of how imprecise they are) . Showin's momentum mod is better because it only adds a subtle difference where you keep your speed while jumping and any other speed has to be built up.
The base game could've at least given us the ability to stomp after resetting on a spring or enemy. It feels wrong that you can only stomp ONCE before you need to touch the ground before doing so again
The levels would've been fun if the open zone physics and a grander sense of speed were implemented, for the second one; the second green hill level was slow as hell why the first sky sanctuary felt nice and speedy even if you weren't going for the s rank
I hope in future boost games theres at least an option to toggle the boost filter on and off. Why make such a great OST if you're just going to distort it?
Yeah, that made me pissed as well, but then I discovered that you can change directions almost instantaneous, when you're boosting, deactivate it for a millisecond, change Sonic to the direction you want him to go, boost again, and he will almost instantly start boosting to that direction, it made a lot of levels like the city escape one way easier There's also the homing cancel, that let's you practically fly through half of the stage lol, just air boost before the homing attack hits something, it takes some timing, but when you get used to it, it's like breathing, you're going to want to do this to every spring or enemy that appears
Good ideas hidden behind a mess of speed lol. It's like if I was making a Generations physics mod, improved certain things, but then thought he goes TOO fast and slowed him down, making levels take far too long. I understand and am all for kept jump momentum and improved handling, but changing something as fundamental as how fast Sonic goes is inserting your own agenda at that point
I've never liked the boost filter - hated it ever since Unleashed. One of the standouts in every Sonic game is the music and speed. Why would they implement a mechanic that pits one against the other? I get the whole 'sonic boom' idea where the bass cuts out, but it honestly just de-hypes me with all that music depth missing.
i don't know anything about game making or design so im not even gonna hope for some kinda patch but for the next game i hope they reconider the physics mainly the jumping and instantly losing speed, homing attack feeling super slow , lightspeed dash stopping you, and with the open world sonic being magnetized to nearly ever single cliff or edge. really if you toned down the boost speed and top speed this would be a perfect change to the physics.
Those cyberspace levels looks sweet and I already recognised the layout from other levels. But, I have one question. WHY YOU WERE RUSHING ON 3-6! Seriously, 02:55 minutes is quite enough and no need to rush. But this... I was rolling my eyes and sighed from this poor display. Moral: don't rush unnecessarilly.
Wish more people understood what makes games like sonic and other platformers fun to play. This speed does not look good at all honestly cause the levels were not built with increased speed in mind. Its like modding classic pinball phhysics into SA1. It just doesn't work well. I also get why sonic was sslowed down in frontiers and it benefitted the stages greatly since sonicteam didn't have to worry so much about making massive levels to accomodate sonic's speed. Whenever people make mods like this it gives me the impression they don't understand how stage design in platformers work.
This is exactly what would make the game more fun to play. Just because these particular levels aren’t built around it, doesn’t mean that for the most part this isn’t superior to what we got.
The original controls with this level design would be inferior to these controls with level design built around them
This is exactly what I've been trying to say.
🤓
I understand the game-design reason Sonic was slowed down.
But you can't tell me that generally these controls don't look way better!
If Sonic Team removed the speed decrease on the first jump (both in Cyberspace _and_ Open Zone) that would already greatly improve the controls.
But also, the max speed increase of this mod makes it look more akin to Unleashed and Generations, which I'd argue is a good thing!
@@technicallyinept2120 I'd love it if these mod controls had level designs built around them but we don't sadly...
It's criminal the Cyberspace levels have music THIS GOOD, only to be muffled by the boost filter. Also, apparently I'm one of the few people that like the Cyberspace levels with the default physics.
I love it without the boost filter that motion blur is absolutely dumb. The games so gorgeous, but then it just blurs everything with that. Was that a mod to turn it off or something?
@@miqotelover When I said "no boost filter", I meant it for the music. I actually played with motion blur on believe it or not.
@@MariusUrucu
The boost filter on the music was way less overwhelming in Generations, but here, it's too much and it sounds atrocious.
The cyberspace is horrible when you try to play normally
But then you discover things like the instant boost and the homing cancels, and a whole new world is opened to you
I like the default physics too lol, 2D has some stiffness tho
That "Stomp Jump" move was an idea I had when thinking of the perfect Sonic game. Great minds think alike. Also the Sonic World fangame also has it, I think.
Wich minute?
Idk if greatly increasing his speed like that was a good idea but I like the other changes
Yeah, I actually think Sonic being slower in the default physics was for the better. While this mod improves some things, it feels like cheating since you can destroy the levels in half. And in this video, I wasn't even trying to speedrun... and I was holding a bit back in fear of not shooting off into the abyss
i want default frontiers physics w/ the faster homing attack and probably the lightspeed dash change and it'll he perfect for me imo
I like that you elaborate on your thoughts in the description of your videos. Really helps me understand your view.
I'm pretty satisfied with the physics in this game
Looks dope. Loved unrestricted momentum in Unleashed and Generations, so I'm sure it'll be a blast in this game. Albeit, I do believe this game has better level design than prior Sonic games and its base physics are much more well suited.
And after looking at the general reception for this mod... it's as if people hated the "boost formula" so much that, when people started modding it into a game that dealt with it perfectly, they started to act like it was something they always wanted. Very interesting.
yea sonic fans don't know what they want. i don't blame sega for not listening to hypocrisy
The only thing I really dislike about the physics in the Cyberspsace levels is how quickly you lose momentum after boosting or jumping. It feels terrible whenever that happens, can take you right our of the experience
also you can't turn lol
Also how worthless drop dash feels in 2D sections despite it being decent in open zone maps.
@@Alex95rlzi think the drop dash is faster than the boost in 2D so i use it in short bursts form time to time
@@aydenthehedgefox9592rop dash is a god send in 4-6 wdym
@@Fluxuation i mean it has ocassional uses.
Hopefully there will be custom cyberspace stages that do utilize this movement.
if not that, at least a mod that makes the S rank time more strict
There is, I think, a mod that make the S ranks stricter.
@@noone5454 Nice
This mod is great when it comes to the improved handling and the jump keeping your momentum but that speed is just over kill lol. They gotta tone that down a bit.
Maybe make a toned down version but also a version with no limit period
@@mattstaab6399 yea
about 15 minutes in, I realized these levels pay homage to some of the levels from older sonic games, from Sonic adventure 2 to Unleashed and Generations.
and when I realized that, I kinda lost my mind if I'll be honest.
The boost being so abysmally slow is what really killed cyber space for me. I don't know why they nerfed the hell out of it
how do you mod the filter to be turned off?
Well I'm glad that the people who don't really care about the game's design have something that makes it fun to them. I really don't want this mod though. As someone who genuinely loves mastering the controls and the levels that accompany them, I can 100% say this mod is not for me. And this is coming from someone who's played almost every game in the series. Default is the way to go.
Plus: who doesn't love the magnet dash? Intentional or not.
What’s a magnet dash
@@Terminal_Apotos
That's what the Homing attack cancel is. It was activated the same way in a little gem of a game called Spark the Electric Jester 2. The community of that game named it magnet dashing, so it makes sense to call it that as it's basically the same thing.
Also play the Spark trilogy. All great sonic inspired games.
@@DewMan31 oh so it’s just the Homing Attack Cancel
Have you considered the (endless) possibility of having a Sonic game like this but the levels are designed around better physics instead what's in frontiers?
It's okay to like what is here, I do too, but I want the next game to give us more freedom and physics.
To give us utopia even
@@angrymoths while I wouldn't want something on utopia's scale, I definitely would like levels designed around these "better" physics. That said though, I don't think the default physics are bad, just different. Cyberspace feels very focused, which is honestly something I don't think enough people appreciate.
A short hop/hurdle jump would be a neat addition. I'm noticing in act 1-2 it's hard to take the top route because when you jump you lose speed. The top route is supposed to be fastest but you slow down with every jump. A short hop would help. I'm glad this mod seems to help you keep momentum.
I didn’t have too many issues with the physics 🤷♂️
I only wanted my momentum to be carried while jumping. Is there a mod for that ?
2-1 eargasm
I really hope they add this in the future. The boost filter on the music really makes me not want to boost.
This looks fun to mess around with, but not for actual gameplay, the levels were not made with this in mind.
I swear if the next Sonic game uses the same themes and assets from generations I am going to scream.
Soo much better without that Boost filter
31:21 this level kind of looks like it was made for this
What? How?
Not really, he’s flying through everything
@@Terminal_Apotos That's what makes it so cool.
@@Eldoofus it’s not practical in a gameplay sense, why design levels if you’re going to let the player fly over it. There would be no point.
I tried this mod, but sonic is waaay to fast (making the levels harder because of how imprecise they are) .
Showin's momentum mod is better because it only adds a subtle difference where you keep your speed while jumping and any other speed has to be built up.
I don’t get why the ho’s are so mad about the Boost Filter - it hardly obstructs the music imo - it’s a cool effect of the sheer speed Sonic travels
This is how the physics should be nice and fast
The base game could've at least given us the ability to stomp after resetting on a spring or enemy. It feels wrong that you can only stomp ONCE before you need to touch the ground before doing so again
The levels would've been fun if the open zone physics and a grander sense of speed were implemented, for the second one; the second green hill level was slow as hell why the first sky sanctuary felt nice and speedy even if you weren't going for the s rank
Oh yeah, and faster clear times, most of them could easily be 55 seconds to 1 min for an S instead of the 1:20 to 1:30 that's there
how do I uh...remove the boost filter...asking for a friend >->
I hope in future boost games theres at least an option to toggle the boost filter on and off. Why make such a great OST if you're just going to distort it?
So this vs the challenge levels in Spark Electric jester 3😂
How about removing the whizzing sound after you hit a spring? Just keep the boing.
Sonic's jump is too floaty for me
Float the Float
@@bobbybero7452 must i float away
Chances that people will take these controls and make cyberspace levels around them?
Wish it could fix the boost turning, he still keeps running into walls
You can change that in the options menu but I'm not sure if it affects Cyberspace, only the open zone.
Yeah, that made me pissed as well, but then I discovered that you can change directions almost instantaneous, when you're boosting, deactivate it for a millisecond, change Sonic to the direction you want him to go, boost again, and he will almost instantly start boosting to that direction, it made a lot of levels like the city escape one way easier
There's also the homing cancel, that let's you practically fly through half of the stage lol, just air boost before the homing attack hits something, it takes some timing, but when you get used to it, it's like breathing, you're going to want to do this to every spring or enemy that appears
Good ideas hidden behind a mess of speed lol. It's like if I was making a Generations physics mod, improved certain things, but then thought he goes TOO fast and slowed him down, making levels take far too long. I understand and am all for kept jump momentum and improved handling, but changing something as fundamental as how fast Sonic goes is inserting your own agenda at that point
I've never liked the boost filter - hated it ever since Unleashed. One of the standouts in every Sonic game is the music and speed. Why would they implement a mechanic that pits one against the other? I get the whole 'sonic boom' idea where the bass cuts out, but it honestly just de-hypes me with all that music depth missing.
How i imagined the game to be
Cool
bro are sonic fans are quicker to make patches then sega that's crazy?
Gotta go fast
They just changed sonic to his regular open zone physics and no boost filter
i don't know anything about game making or design so im not even gonna hope for some kinda patch but for the next game i hope they reconider the physics mainly the jumping and instantly losing speed, homing attack feeling super slow , lightspeed dash stopping you, and with the open world sonic being magnetized to nearly ever single cliff or edge. really if you toned down the boost speed and top speed this would be a perfect change to the physics.
So how do you turn the audio filter off? Is it included with the mod?
It's included with HedgehogModManager.
i tried this mod on my own, and it just felt like cheating....
Not even 4 days and theres already a mod out correcting some of the most glaring issues with the cyberspace stages.
Those cyberspace levels looks sweet and I already recognised the layout from other levels. But, I have one question. WHY YOU WERE RUSHING ON 3-6! Seriously, 02:55 minutes is quite enough and no need to rush. But this... I was rolling my eyes and sighed from this poor display. Moral: don't rush unnecessarilly.
Wanted to make a cool speedrun and failed... hard
SEGA made this physics weird!