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Flying Battery V1 Details »»
Flying Battery V1
Version: Renaissance 1, by *icefox*avp* (Or call me Revan) *icefox*avp* is offline
Developer Last Online: Feb 2019

Category: Version: SRB2 Kart Rating: (3 votes - 3.00 average)
Released: 12-21-2018 Last Update: Never Installs: 0
Multiplayer Levels SOCs Re-Useable Content Sprites/Graphics

It's been a while since I've ever submitted something, so here it is. Flying Battery for Kart.

~ Feedback is greatly appreciated but I won't change anything at the moment. Not until I'll gain more Kart mapping experience, but don't worry because I'll take all the tips and feedbacks on the next version. For now enjoy it! ~

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File Type: zip KR_FlyingBattery_V1.zip (2.58 MB, 397 views)

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Old 12-21-2018   #2
D00D64
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Welcome to releases!
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Old 12-22-2018   #3
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It's short and simple, but it plays well and looks nice. The turns are smooth and flow together well.





I just don't get this part. Even playing as a slower character like Tails on normal, I have to slow down just to get this item, and why would I want to do that when there's another row of item boxes just ahead anyway? The level is pretty generous with items already, so unless you get really lucky and get invincibility or something it's kind of pointless to go for it. Especially on hard mode where everyone else will be flying past this turn and get way ahead of you if you slow down enough to go for it. It's also pretty likely you'd still be holding onto whatever item you just got anyway, since the last batch of items is only about 5 seconds before this part.

Last edited by PlacidGhost; 12-22-2018 at 12:07 AM.
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Old 12-22-2018   #4
Sharb
 
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So I got some point of advice


  • What is this encore palette? Sonic Mania has flying battery zone shouldn't it match up with that games? Comparison
  • A big gimmick of flying battery is traveling in and out of a giant air ship, I'd suggest making half the map outside as it currently is while having the other half be the inside of the flying fortress like so
  • the inside wall textures look really repetitive and uninteresting, I think it would have worked better if the walls were the machinery texture while these were used for the edges
  • item spacing is pretty inconsistent at some points they're all spread out and other times they're closely packed together
  • there's too many boost pads and they don't really add anything to the level, boosters should be used more sparingly and for more risky shortcuts or to try and incentivize the player to go down a specific pathway, having them be unavoidable like this doesn't really give them any value (outside of set pieces like the ramp).
  • a minor nitpick but the fans animations seem to be holding on a one of the frames too long and it makes them look choppy
  • as stated in the post above that item is too hard and too slow to reach to really be any use, having it be at the end too doesn't help the player in last place because the race would most likely be over before they can use it.
I really hope this helps, I think you could really make this map a lot of fun with some more polish.
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Old 12-22-2018   #5
*icefox*avp*
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Quote:
Originally Posted by Sharb View Post
the inside wall textures look really repetitive and uninteresting, I think it would have worked better if the walls were the machinery texture while these were used for the edges.

I'll take the rest of your advices but this one gets me off from my place and I gotta explain why the textures are repetitive. That's because I was extremely limited with them and didn't had someone to actually help me with the textures and I tried to provide symmetry with them as much as I could. As for the encore palette, I'll fix that soon.
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Old 12-23-2018   #6
Sharb
 
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if you're struggling with textures these should help find some good ones https://www.spriters-resource.com/ge...k/sheet/33762/
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Old 4 Weeks Ago   #7
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Flying Battery is my favorite stage
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