That level was terrible, not because of the design but the camera and controls made it almost unplayable. The above UT2004 mod looks just like Sonic 2006 so it seems that the fans don't know what they want either. The problem with modern Sonic games is that they started with a fun but flawed game. Sonic Adventure is a good game but they introduced the shitty friends and "press-forward" gameplay there. They improved on that with Sonic Adventure 2 but they kept making the same mistakes. From that point on every Sonic game on consoles had the same flaws. The SA gameplay was never perfected.Sega1991 said:Another great example I think Sonicteam could learn from themselves is the conversion of Green Hill Zone to 3D in Sonic Adventure 2. It was basically a direct translation of the 2D Green Hill Zone to work in 3D; it's very faithful, retaining a lot of the alternate routes through the level, etc. but reworking it all so that it was in 3 dimensions rather than 2.
No level in any 3D Sonic plays the way SA2's Green Hill Zone does, and I don't know why. It represents everything Sonic was and everything Sonic should be.
With Secret Rings they tried something new but it still had the stupid Sonic Team design flaws. In the end they needed to block your path in order to prevent Sonic from jumping off a cliff. The game plays great with about half of your upgrades, before and after that it's a broken mess. The question is if they fixed those mistakes with this game.