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SR Seaside Hill TileSet D3

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FULL VIEW PLZ, as it is a 32-bit PNG and won't work properly otherwise, because it's being scaled down by 200 pixels and doesn't know what to do with itself.

Seaside Hill tileset for Sonic Rift. If you want to use it, please ask first and bear in mind it hasn't had any field test yet outside of making sure certain patches of ground line up in Fireworks, and there may very well be tweeks later (like a better fossil than that shelled thing... >.> The dinosaur came out okay, tho...).

After I get a Seaside Hill bg done, I can probably run an animation test of sorts using the models for Tails and Lumina and this set. I don't know if DA will let me upload an EXE to show off animations, tho, so that may be a special treat for my MSN homies unless I can get some sort of a host...

EDIT: Field testing sucked. This is draft 2, upgraded and better aligned to work with itself. Everything lines up smoothly, which'll help a lot, and does so strictly to the grid. Ground angles are 30 and 45 degrees, give or take, just as the ol' Rayman editor used to do it, and I added the blue background to serve as the bg for the waterfall, several curves, improved the loop-de-loop (though it's still very small...). Also, there's that nice big rock, and a mask for the palm should I decide to put a spring on top of it or something. I also added spikes, improved the columns, added more flat ground for said columns, lined all flat ground up to the top of the grid, and put in some signs. Wee. There's my day. XD

In short, I practicly redid the whole thing.

EDIT 2: Correctly aligned the pillar's floor tiles on the top row of said. Added a bigger loop and rails, as well as some general info to the bottom. Also, the ts has returned to being a transparent PNG.
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700x750px 197.17 KB
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UltraEpicLeader100's avatar
i smell splash hill!