Sonic Forces - Luminous Forest Hard Mode v1.0 releasebrandonj2026-09-21 | Sonic Forces - Luminous Forest Hard Mode v1.0 releaseSonic Forces Overclocked - Full Mod Playthroughbrandonj2023-12-23 | Gamebanana page: gamebanana.com/mods/485051
Anyways, after 5 long years Overclocked has now actually been finished and released. Pretty crazy that we actually managed to reach this point, and I'm excited to finally show off everything we've been cooking in that time.
Timestamps: 0:00 Title Screen 0:34 Episode Metal World Map 1:49 Stage 0: Lost Citadel 4:06 Cutscene 0: Ground Zero 5:51 Cutscene 1: A Proposition 8:33 Stage 1: Stolen Valley 11:51 Cutscene 2: Confrontation 15:10 Cutscene 3: Shuttle Race 17:00 Stage 2: Freight Frenzy 20:42 Cutscene 4: Artificial Mask 21:27 Stage 3: City Siege 25:25 Cutscene 5: Getting the Band Back Together 27:20 World Map 1 29:28 Stage 4: Eclipse Forest 32:58 Stage 5: Jungle Inferno 36:38 Cutscene 6: The Evil Agenda 40:52 World Map 2 43:58 Cutscene 7: On the Clock 45:47 Stage 6: Dead Atmosphere 49:48 Cutscene 8: Heart of the Beast 51:02 Stage 7: Meteor Rush 56:15 Cutscene 9: Not a Rookie Anymore 58:05 Stage 8: Vs. Infinite and Neo Metal Sonic 1:02:50 Cutscene 10: All's Well That Eggs Well 1:04:42 End Credits 1:07:10 Post-Credits Cutscene: NullifiedSonic Forces Overclocked - Rising the Ranks Trailerbrandonj2023-10-07 | The second of the trailers leading to the release of the project, which is projected to be released by the end of this year!
Trailer music composed by KB
Cast: James Dijit as Infinite Bold King Cole as Vector Landy as Sonic CallMeRyan as Charmy
Art Team: Codetrilogy JJsucksalot Scallybag Speedy_fabulous
Thumbnail logo by Vale
Be sure to check out our Twitter for further updates: twitter.com/SFOverclocked You can also join the official discord server to talk more about the project: discord.gg/zasegM3KyQScrapped Red Gate Bridge extension - Forces Re-imagined Behind the Scenesbrandonj2023-08-01 | And for the last of these behind the scenes videos (for now) I've got something pretty interesting: a scrapped extension for Red Gate Bridge from back around 2020. Unfortunately, the object layout file was corrupted, so there's not a whole lot of it that's actually playable. Not to mention the terrain and collision being extremely broken. While there's a couple of interesting bits in it, I'd consider the layout pretty below par compared to newer stuff, and it's unlikely that anything from it will make an appearance in the final Red Gate Bridge extension.
0:00 Main route playthrough 2:41 Upper route "playthrough"Scrapped Iron Fortress Layout - Forces Re-imagined Behind the Scenesbrandonj2023-07-23 | For the next-to-last behind the scenes video, here's a scrapped version of Iron Fortress' layout from August 2020, only a month and a half before the first public version was released at SHC (the first public version with a terrain extension that is). Starts off the same as the final one with the half-pipe, but it quickly diverges into a completely different layout, though admittedly one that is quite poorly designed and not particularly playable. There's some misc. differences in the rest of the level as well, but most of them boil down to jank and awkward moments that got smoothed out in the public releases. Overall, not the most significant of these scrapped layout so far, but interesting to look back on nonetheless. 0:00 Main route playthrough 2:07 Upper route playthroughSonic Forces Overclocked - Stolen Valley Gameplaybrandonj2023-07-22 | A brand new showcase of the very first level in Sonic Forces Overclocked, Stolen Valey. Sonic's home has been turned to ruin once more, the beautiful Green Hills have now been scorched black.
Be sure to check out our Twitter for further updates: twitter.com/SFOverclocked Feel free to join our public Discord server as well: discord.gg/zasegM3KyQEarly Sunset Heights layout - Forces Re-imagined Behind the Scenesbrandonj2023-07-11 | Starting to run out of interesting things to show, but here's another early extension layout. This is from around February 2021, and as you'll quickly see it's pretty drastically different from the final version of Sunset Heights. The main difference is that what would become the "middle" portion was basically the entire extension, with the Valkeen quickstep section being non-existent and the rail section being very simple and short (and also completely missing geometry). The wall-run on the upper route was conversely meant to be longer, and basically let you skip the entire rail section instead of dumping you back in midway through (though as you can see it wasn't even remotely playable before being reworked).
Along with that, having Shadow attack you in the level hadn't even been conceived yet; at this point I was only planning on having some cameo spots where you would see him flying around the background. There were also plans for a gimmick where bombs would collapse certain overhanging roads you would then have to slide under; the slide spots were kept in the final, though they're just static terrain. Aside from that there's also numerous minor differences, especially in the OG section's object layout, which was originally meant to build off my extremely old "hard mode" edits. Even in the final I ended up using one alt path from that, namely the red ring path in the 2D section. Anyways, I think we're getting pretty close to the end of this series; there's two other things I'd like to show off (specifically an early layout for Iron Fortress and a very old Red Gate Bridge extension layout) but I need to make sure that the files for those were ever even backed up first.
0:00 Main route 3:05 Middle route 3:51 Upper route 4:27 Comparisons w/ final stageScrapped EX stages: Part 2 - Forces Re-imagined Behind the Scenesbrandonj2023-07-01 | Apologies for the extensive delay since the last upload, been pretty slammed by IRL stuff and working on Overclocked among other things and haven't been able to record new vids for a few weeks as a result. Anyways, we're back with a look at a few more extra stage layouts that didn't make the cut.
The first two have the same name (Swinging from Danger) but are completely different concepts; the first one was made by me and is built around the swinging floors, while the second was made by Duck Dealer and is basically designed around various wire target challenges. Another interesting thing with the second version is that it was intended to utilize Guardian Rock's 3D extension, though I opted to not show that part due to it barely even being started on before the stage got cut.
The third level is pretty barebones but it was intended to convert the entirety of Red Gate Bridge's layout into a "normal" level. While this particular iteration is scrapped, I might end up reviving the concept in the future.
0:00 Swinging From Danger (v1): Lower path 2:26 Swinging From Danger (v1): Upper path 3:49 Swinging From Danger (v2) 4:49 Bridge level (no i never came up with a name lol)Sonic Forces Overclocked - Blue Blur Trailerbrandonj2023-06-03 | This is a reupload from the Overclocked channel, you can check out the original vid here: youtube.com/watch?v=VBOBUfpVQOQ The first of a series of trailers to build up to the release of the project, which is projected to release around fall of this year!
Credits: Trailer music composed by FoxHunt Trailer edited by Mikester
Cast: Landy as Sonic and Neo Metal Sonic HyperVoiceActing as Doctor Eggman James Dijit as Infinite
Art Team: JJsucksalot Copium V AidenEye Blazetbw Kacper Stario
New logo by Clarissa Animated by BhisScrapped Arsenal Pyramid layout - Forces Re-imagined Behind the Scenesbrandonj2023-06-01 | Here's yet another bit of old content. This is is from around April 2021, pretty early on in the development of Arsenal Pyramid; as you might have noticed, basically everything beyond the initial quickstep section was heavily reworked and made less simplistic. A few other bits and pieces made it into the final layout as well, like the concept of using pipes as rails, alongside the pipe loop. With the lower route, I also initially had the idea of it being more of an indoors/industrial area, but to make it distinct from the upper route I ended up reworking it into more of a rocky canyon-type area in the final version.
0:00 Lower route 1:39 Upper route 2:39 Comparisons with final stageScrapped EX stages: Part 1 - Forces Re-imagined Behind the Scenesbrandonj2023-05-26 | I've made and scrapped a decent handful of extra stages at this point, with these two being among the most finished and noteworthy of the bunch. These aren't the only two I'm gonna show however, as I'm planning on making a second video showing off a couple more later on.
The first is built around Metropolis' move lifts, while the second attempted to be a more complicated layout utilizing Mystic Jungle's casino gimmicks. They aren't exactly bad, but in both cases I didn't feel that the concepts turned out to be that compelling; Getting a Lift pretty much runs out of ideas halfway through while Jungle Pinball ended up basically being "Casino Forest but worse" without much else interesting about it.
0:00 Getting a Lift: Main route 1:53 Getting a Lift: Upper route 3:14 Jungle Pinball: Main route 5:26 Jungle Pinball: Upper routeAqua Road blockout - Forces Re-imagined Behind the Scenesbrandonj2023-05-19 | Next up we have the earliest blockout I made for Aqua Road's extension layout. Overall, I didn't change it too much in the final version; the most notable differences are probably the skydive section being 2D and the second 3D part being partially redesigned. As a bonus, I've also included some comparisons between this version and the final so you can kind of see the evolution of the stage directly.
0:00 Blockout playthrough 3:13 Comparisons w/ final stageScrapped Park Avenue extension - Forces Re-imagined Behind the Scenesbrandonj2023-05-16 | So since it's gonna be a while before there's anything new to show from Re-imagined, I decided to go back and show off some things that were worked on in the past but didn't make the cut. Back around the beginning of 2021 or so I started working on an extension for Park Avenue, featuring some new 2D alongside a decent-length 3D extension. While it got to a semi-playable state, the layout felt a bit boring to me, and I ended up losing interest in it in favor of working on Arsenal Pyramid and Sunset Heights. Even though it's not exactly an amazing or polished layout, I figured y'all would still be interested in getting a bit of a look behind the scenes of the mod's development.
0:00 Main route 2:05 Upper route 4:15 Rail shortcut routeSonic Forces Overclocked - Eclipse Forest Extended Previewbrandonj2023-02-17 | Check out the original clip on Twitter: twitter.com/SFOverclocked/status/1626563160697339905 If you have questions about Overclocked I'd recommend joining the Discord server as well: discord.gg/fckRaAeV
Been a while since anything related to Overclocked has been on this channel but here's a fresh preview of the redesigned Eclipse Forest.
0:00 Main Playthrough 1:47 Alternate PathsScrapped Projects - Generations Mushroom Hill conceptbrandonj2022-12-30 | Maybe I'll actually finish a stage for Gens at some point, but unfortunately today is not that day as I have another scrapped layout concept I've decided to show off.
This layout was originally designed in 2021; early this year (2022) I put it in-game and did some basic object placement for it. As the name suggests, this was going to be a Mushroom Hill remake, though it didn't exactly get very far since I didn't like how the layout was turning out. It'll be a while if I end up doing any kind of as-is release, since this one is even less playable than the prior Gens layouts, not to mention I only designed about 60% of what the planned level was supposed to be. There was also a Classic layout made, though I never put that ingame at all so I can't really show it off here.Sunset Heights secrets and details - Sonic Forces Re-imaginedbrandonj2022-10-27 | This is probably going to end up being the longest video of the bunch; Duck ended up putting a crazy number of little details throughout this stage in particular. Along with making most of the stuff shown off here, credit goes to her again for making this video as well.Arsenal Pyramid secrets and details - Sonic Forces Re-imagined SHC 2022brandonj2022-10-25 | Credit goes to Duck Dealer for the vid, you can check out the original here: twitter.com/DuckDealer1/status/1584649249018368000Aqua Road secrets and details - Sonic Forces Re-imagined SHC 2022brandonj2022-10-23 | This is a re-upload of a video made by The Duck Dealer, you can check out the original here: twitter.com/DuckDealer1/status/1581849972995411968 Anyways, as the title might suggest this is basically a quick showcase of all the various easter eggs and background details placed throughout Aqua Road. Expect to see some more of these vids in the future for the other stages because there were quite a few new things hidden away in the demo that most people likely missed.Sonic Forces Re-imagined - Extra Stage SHC 2022 Showcasebrandonj2022-10-22 | As the final showcase here's the two Extra stages that were included as unlockables in the demo. I wasn't actually planning on including them initially, but we ended up deciding to throw them in as an extra bonus to give the demo some additional replayability. Compared to the versions that had been included with prior versions of Re-imagined, they've been improved quite a bit, with some lackluster portions being tweaked or redesigned and extra cameras and polish added throughout.
0:00 Fanning the Flames Playthrough 1 1:54 Fanning the Flames Playthrough 2 3:19 Taking a Spin Playthrough 1 5:38 Taking a Spin Playthrough 2Sonic Forces Re-imagined - Iron Fortress SHC 2022 Showcasebrandonj2022-10-21 | The last of the main stages in the demo is Iron Fortress; along with the same changes and updates that were done to Guardian Rock and Network Terminal, the version of the stage included with the demo serves as a preview of CSIM compatibility patch that will be coming in the future. While the version included with the main mod will still be designed around the original physics, the patch version features quite a few unique changes to make it play nice with CSIM's physics; alongside that, extra cameras, a dynamic intro, and various other details serve to make it feel stylistically in-line with CSIM's stage edits, compared to base Re-imagined which sticks a bit closer to the original game's sensibilities. 0:00 Playthrough 1 3:03 Playthrough 2Sonic Forces Re-imagined - Network Terminal SHC 2022 Showcasebrandonj2022-10-20 | Next in line is Network Terminal, which is basically the same as Guardian Rock changes-wise. Along with GI, there's been quite a few omni lights placed throughout the new area, which helps bring it closer to parity with the original section's visuals.
0:00 Playthrough 1 3:20 Playthrough 2Sonic Forces Re-imagined - Guardian Rock SHC 2022 Showcasebrandonj2022-10-19 | Next up is Guardian Rock; it's not hugely changed from previous years, but the addition of dynamic terrain loading and GI means the stage both looks and runs a lot better than it did before. There's been some additional camerawork and polish added to the stage as well, along with various bugfixes and design tweaks.
0:00 Playthrough 1 4:07 Playthrough 2Sonic Forces Re-imagined - Aqua Road SHC 2022 Showcasebrandonj2022-10-18 | Here's the third showcase, for Aqua Road. I did three playthroughs for this one, with the third showing the locations of all the hidden Chao in the stage.
It was nice to finally be able to release Aqua Road this year; for those that aren't aware this stage was actually slated to appear in the SHC 2021 demo but it ended up being scrapped due to the fact I had nowhere near enough time to finish it. That might have ended up being for the best though, because the extra time allowed me to add a lot more polish and detail to the stage then I would've been able to otherwise. Duck Dealer was also able to add some extra gimmicks like the Chao along with a bunch of little details and secrets that I think contribute to the presentation of the stage quite a bit.
0:00 Playthrough 1 5:02 Playthrough 2 8:54 Playthrough w/ all Chao discoveredSonic Forces Re-imagined - Arsenal Pyramid SHC 2022 Showcasebrandonj2022-10-17 | Here's the next showcase, this time for Arsenal Pyramid; for the most part, it's not hugely different from last year's version, but there's been a ton of extra polish added. I was able to add in placements for the flowers and palm trees which were largely absent from last year's build, along with overhauling the GI to make it higher res and closer to the original game's lighting, plus filling in some empty spaces with extra terrain. The button that was added to the interior area actually has sounds and collision so you don't just awkwardly clip into it with no audio whatsoever, and there's been a couple of new custom assets added, like the oil drills visible at the start. Overall, it's a pretty hefty overhaul, and it feels a lot less half-baked and buggy in comparison to 2021's version.
0:00 Playthrough 1 4:15 Playthrough 2Sonic Forces Re-imagined - Sunset Heights SHC 2022 Showcasebrandonj2022-10-17 | I might be a bit late with this since SHC is actually ending today but here's the first in a series of videos that will show off some playthroughs of each of the stages that were featured in the demo. I'll probably try to upload one each day for the next week, ending with a showcase of the two unlockable extra stages.
I was originally going to do something more in-depth and add some extra editing along with showing off all the little secrets in each stage but I honestly don't have the time or energy to deal with that right now. That said, it's possible that I may revisit that idea and do some higher-quality showcases for the stages in the coming months.
0:00 Playthrough 1 3:22 Playthrough 2Aqua Road graphical overhaul + other updates - Sonic Forces Re-imaginedbrandonj2022-08-01 | Over the past few weeks i've finally started to make some pretty strong progress on Aqua Road for the first time in a while; compared to the last preview, the stage has been pretty heavily overhauled in the visual department, with the 2D section in particular receiving a huge amount of extra detail compared to how barren it was before. I've also added quite a few omni lights to the stage so you can actually see where you're going.
Plus, there's been a handful of extra little background details and easter eggs hidden in the stage courtesy of The Duck Dealer, so any eagle-eyed viewers might happen to notice those throughout the video. At the beginning of the video you might notice that the Re-imagined logo has been properly implemented in the mod as well (also courtesy of The Duck Dealer).
Overall, the stage is getting pretty close to being finished; I feel relatively confident that I'll be able to release it at SHC this year, as long as nothing dumb gets in the way and hinders progress. 0:00 New logo implemented 0:17 Playthrough 1 (new section) 3:33 Playthrough 1 (original stage) 4:51 Playthrough 2 (new section) 6:55 Playthrough 2 (original stage)New Luminous Forest updates - Sonic Forces Re-imaginedbrandonj2022-06-24 | This is a pretty minor thing but recently I spent some time cleaning up the layout changes for Luminous Forest, mainly just fixing up collision issues, improving the general flow of the stage and also reducing the difficulty and object clutter a bit. Since it's the 31st anniversary and all I figured it'd be worthwhile to show something off just for the sake of commemoration.New Aqua Road updates - Sonic Forces Re-imaginedbrandonj2022-05-04 | I haven't really been able to work on this stage that much lately but in the past couple of days I've been able to make a bit of new progress. Most of the changes in this video were actually done not too long before I decided to cut the stage from the SHC demo though, so I wouldn't expect to see any rapid progress from here. In regards to specific changes it's primarily just extra terrain/object polish in the extended sections along with the beginnings of changes in the original stage; I've also improved the GI a bit although it's still on the crusty side of things at certain points.Sunset Height graphical updates and more - Sonic Forces Re-imaginedbrandonj2022-02-24 | Sunset Heights: 0:05 Guardian Rock: 5:32 Network Terminal: 10:50 It's been a while, don't have much to show right now but I have been making some progress on updating Sunset Heights to be a little less barren and crusty looking by upping the GI res and adding extra details and decor, along with adding GI to the older extended stages and tweaking their object layouts to be a bit more in line with the gameplay quality of the newer stages.Scrapped Projects - Gens 2.5D stage conceptbrandonj2022-01-23 | This was originally unlisted but I'm making it public cause I'm bored and felt like showing off some old stuff; around the end of 2020 I was working on another custom stage concept for Gens, but in this case I tried making a almost purely 2.5D layout because...idk, it sounded like something interesting to design. There was a plan for the very end of it to be a 3D grinding setpiece though but I never actually got that properly ingame. Only got about two thirds of it even playable before I stopped working on it but I figured there was enough of it working for it to be worth showing off.Sonic Forces Re-imagined - SHC 2021 Demo Showcasebrandonj2021-10-11 | Download: https://shc.zone/entries/contest2021/514
Here's a showcase of the SHC Re-imagined demo for anyone that can't/doesn't want to play Forces, featuring a couple playthroughs of each stage to show off most of the different paths and such.Sonic Forces Re-imagined - SHC 2021 Trailerbrandonj2021-10-11 | Trailer by The Duck Dealer Download: https://shc.zone/entries/contest2021/514
Sonic Forces Re-imagined is a mod that aims to eventually "remix" the entirety of Forces by adding in new paths and sections, revamped object placement, and more to each stage in order to make them longer, more challenging, and more engaging. This demo features two new stages edits, Arsenal Pyramid and Sunset Heights, with each one featuring:
- Brand-new sections featuring custom terrain and object placement - Object layout changes in the original sections to make them feel fresh - New enemies (in Arsenal Pyramid) - New gimmicks and mechanics - New placements for all Red Star Rings, Number Rings, and Moon Rings
Credits
Tools:
- Skyth for Sfpac, HedgeEdit object templates, TagTools, HedgeGI, HavokAnimationExporter, and the 360 degree movement code - Radfordhound for HedgeEdit, HedgeCNVRSEditor, HedgeArcPack, and Forces spline maxscripts - DarioFF for HedgehogConverter and HavokConverter - ĐeäTh for ForcesGismoEditor - codenamegamma and SuperSonic16 for the Forces Freecam mod (used for all of the screenshots on this page)
Development assistance:
- The Duck Dealer for custom enemies, gimmicks and object layout assistance in both stages - Mikester for collision assistance in Sunset Heights - Mario Tainaka for custom SFX implementation - Robowil for making PRM/normal maps for custom assets in Arsenal Pyramid
Playtesters: Medium_smoke Robby Shenanigans captan DragonKing2356 MikesterArsenal Pyramid final preview - Sonic Forces Re-imaginedbrandonj2021-09-19 | So i noticed that I managed to break the 2,000 subscriber mark recently, and as a bit of a thank you for the support I've decided to give one last look at Arsenal Pyramid before SHC. Compared to the last preview the stage is essentially complete, and there's been some fancy new custom elements added in thanks to The Duck Dealer, including a setpiece with the Interceptor and "SWATbots" (aka those scrapped Forces enemies that got shown off in concept art a while back).More Sunset Heights updates - Sonic Forces Re-imaginedbrandonj2021-09-08 | Been a little while but I've made quite a bit of progress on the Re-imagined SHC demo recently, with Sunset Heights in particular getting pretty far along compared to the last time I showed it off. Terrain's been overhauled with a bunch of new detail added, the object placement is a lot more fleshed out and functional, and in general the stage is beginning to become something decently functional and playable (if you ignore the decent number of bugs an issues that still need to be fixed).Aqua Road extension preview - Sonic Forces Re-imaginedbrandonj2021-08-01 | And to finish off the trio of SHC demo stages I've been showing off recently here's a look at Aqua Road. Compared to the others I've taken a bit of a different approach to its design with the main chunk of substantive design being a new 2D section, although since I know some people probably wouldn't be satisfied with just that it's also book-ended by new 3D segments as well. Like all the others the stage is still very much a work in progress, although in comparison to Sunset Heights at least it's much farther along in regards to terrain placement.Sunset Heights revamped early preview - Sonic Forces Re-imaginedbrandonj2021-07-30 | After like three and a half years I've finally gotten around to revamping the first stage i did for the mod, Sunset Heights. It's still quite unfinished but in recent days it's started to congeal into something somewhat presentable (if you uhh ignore the terrain being a mess and the ending not even being implemented yet). Along with Arsenal Pyramid and Aqua Road, this should be one of the stages that's showing up at the hacking contest this year as well(plus updated versions of the previous demo stages assuming i have enough time left to implement them).More Arsenal Pyramid updates - Sonic Forces Re-imaginedbrandonj2021-07-10 | So been making a decent bit of progress across the board the past few days; object placement, cameras, terrain, everything. As far as some more under the hood stuff goes I've also set up proper dynamic terrain loading so you can't see the inside section poking out of the outside pyramid like before along with optimizing the GI a bit more in a way that preserves noticeable quality while not being super bloated. (for reference the GI in the previous video was over 300MB, now it's only like 80-90 despite there being significantly more terrain then before) Also as a bonus while I've barely anything beyond the new section and the original stage's starting area I also decided to include a full playthrough of the stage just to give an idea of the current length.Arsenal Pyramid extension preview - Sonic Forces Re-imaginedbrandonj2021-07-08 | Yeah that's right, after almost 3 and a half years of this project existing I'm finally doing actual significant work on a Tag Team stage. While the overall layout is basically in place and playable there's still a lot that needs to be done in regards to terrain and lighting, along with the object placement beyond the main route not really being anything beyond the minimum needed to progress. While I actually have done work on object layout changes in the past that I never got around to showing off a lot of that stuff kinda sucked and I'm basically starting over from scratch, meaning that at this point basically nothing beyond the new section has really even been touched.0.33.3 release - Sonic Forces Re-imaginedbrandonj2021-05-18 | Download: gamebanana.com/mods/150179 Welp i was planning on releasing this stuff in a bigger update originally but since Re-imagined progress has basically stalled out again I've decided to go ahead and release the revamps of Lost Valley and Spaceport that I've already finished along with updates to the rest of the first 6 stages.Spaceport terrain updates + other stage updates - Sonic Forces Re-imaginedbrandonj2021-04-16 | I've been working on some more updates to various stages lately, with Spaceport receiving proper terrain and collision instead of being reliant on floating platforms for new paths. Egg Gate and Prison Hall have gotten a few new updates as well, mostly just various tweaks and polish.Even more Lost Valley updates + Metropolitan Highway Revamped - Sonic Forces Re-imaginedbrandonj2021-03-27 | Been a few months since the last Re-imagined update but i've found the time recently to start to start working on it again and make some meaningful progress. Since i was getting a bit tired of looking the platform and object spam level design in Lost Valley it's been revamped for like the third time now, with all the platform stuff being replaced with proper terrain geometry ( some of which is even custom btw) and the level design being adjusted elsewhere to feel less amateurish. Metropolitan Highway has also gotten a complete revamp from the previous version, featuring a heavier emphasis on laser cannons and missile launchers along with more new terrain as well.Sonic Forces - Gens Green Hill againbrandonj2021-02-23 | Idk if I'm even ever going to finish this but since the channel's been pretty dead for a while figured i might as well show it off just as a bit of filler content. A few months ago I took another stab at that Gens GHZ port I was working on years ago and it actually got somewhat far along this time around, with an actually functioning layout and no crashing bugs. Still very far from finished however, especially from a graphical standpoint. Like I said before I don't know if this is ever going to get finished but if I don't pick it back up in the next few months I may just release a download or something and if anyone else wants to try and finish it they can go ahead.Sonic Forces Overclocked - Freight Frenzy demo showcasebrandonj2020-12-26 | Download: gamebanana.com/gamefiles/13628 Overclocked Discord server: discord.gg/qChnMG5 Overclocked YT channel: youtube.com/channel/UCHpA9gCEvfcn6o0N-a5Jfug
Slightly late with this but if you've been wondering what I've been up to the couple months here it is. Freight Frenzy is pretty much a complete remake of Grounded Shuttle from the first Overclocked demo featuring extensive new level design, new gimmicks, new music, new story elements, etc. We've put a huge amount of work into getting this demo out as sort of a Christmas gift so i do hope y'all enjoy it ( assuming you're actually able to play it that is).0.31.2 release - Sonic Forces Re-imaginedbrandonj2020-11-06 | Download: gamebanana.com/maps/203192
I'm a couple days late here cause i've been kinda preoccupied with other stuff lately but here's a quick video showing off some more of the changes in the new update. Guardian Rock hasn't changed since the last video and Network Terminal's changes are pretty minimal so this just shows off the final version of Chemical Plant, along with the updates for Casino Forest and Iron Fortress.Guardian Rock updates + more Chemical Plant - Sonic Forces Re-imaginedbrandonj2020-11-01 | Been working a bit on updating Guardian Rock along with the other demo stages to address some bugs and design issues i've noticed from watching the various SHC streams and showcases. While not too noticable in the video itself there's been a few updates to the collision to plug some holes that you could fall through in the 3D section, along with a bit more terrain polish. The 2D section has also gotten a few notable changes as well, with another checkpoint being added at very start so you won't get kicked back to early in the 3D section if you die, the second crab stomping sequence being made into less of an unfair difficulty spike, and the bottommost moving platforms towards the end of the 2D being made larger so they work more as an extra safety net.
I've also been working on Classic Chemical Plant a bit more recently with quite a few new camera angles and bits of new terrain added. The terrain isn't quite as substantial as the demo stages but there's a couple new alternate paths in the stage now along with some of the big clumps of platforms that were present in earlier versions being replaced with proper terrain. Overall the stage isn't too far from completion and while i'm not gonna promise it i'd like to have it finished by Monday along with the updates for the demo stages (along with a couple small updates to Casino Forest).Sonic Forces Re-imagined - SHC 2020 Demo Playthroughbrandonj2020-10-28 | Download: sonichacking.org/entries/contest2020/329
So since there haven't been many showcases made of the demo so far i figured i may as well make one real quick for the sake of people that want to get a look at the full demo but can't/don't want to play Forces.Sonic Forces Re-imagined - SHC 2020 Demo Release Trailerbrandonj2020-10-26 | Download: sonichacking.org/entries/contest2020/329
Trailer by Mikester Paltoes, thumbnail by The Duck Dealer
Sonic Forces Re-imagined is finally here at SHC 2020 with three stages, each featuring remastered level design, brand new sections and more.
Credits: - Skyth for Sfpac, HedgeEdit object templates, 010 Editor RFL templates, and TagTools - Radfordhound for HedgeEdit and Forces spline maxscripts - DarioFF for HedgehogConverter and HavokConverter - codenamegamma and SuperSonic16 for the Forces Freecam mod - The Duck Dealer and Mikester Paltoes for playtesting and level design feedback - Showin for the included physics adjustmentsA Sonic 1 romhack I made in 2015brandonj2020-10-20 | So yesterday i happened upon an old computer of mine, and out of boredom i decided to hook it up just to see what was on it. For the most part there wasn't much interesting but i did find one amazingly awful thing: an attempt at making a Sonic 1 ROM hack i worked on all the way back in 2015. There's not much to it aside from a (badly) redesigned version of Green Hill Act 1 and an unfinished Act 2 but it's still something of a curiosity i figured i might as well share, if people want to see how inept i was at level design several years ago.Eclipse Forest: June 15, 2019 buildbrandonj2020-09-29 | ...Eclipse Forest: August 8, 2019 buildbrandonj2020-09-29 | ...Eclipse Forest: September 5, 2019 buildbrandonj2020-09-29 | ...