Alternate Match Maps [mt_AltMatchMaps]

MK.exe

The one and only!
Kart Krew™️
Mk here presenting my alternateversion of the vanilla match maps with slopes! ABOUT TIME!

Last update - 06/04/2018

My goal for these maps are to update the visuals as well as change some parts of the layout of the map to give a different yet familiar feel to the maps.
I started in early 2016 when slopes where just introduced/added as compatibility to 2.1(wayyyy back when thokker was a thing)

Oh and there are an extra 6 more maps I made from scratch

other things in the wad such as:
  • new custom music for all levels
  • new colour springs - with different elevation
  • replaced the sky for the start screen
  • different after tally BG image
  • and probably more I haven't mentioned
Change Log
v1
- Initial Release

V1.1
- Fixed an area in AFz(mapm1) where you could get stuck
- Also, some minor level changes to AFz(mapm1) and MDz(mapm0)
- Updated Horizontal Spring Script

V1.2
- Some OpenGL visual glitches have been fixed (hopefully)
- Small changes mainly to TRz(mapm2)

V1.2.1
- Minor level fixes

V.1.2.2
- Updated horizontal Spring script (Analogue and thok issues should be fixed)

V1.3
- Some minior level changes
- Updated Horizontal Spring script AGAIN!, this should be the last time i need to update it
- Also made more use of H.Springs where needed

V1.4
- New Map added - Tag Flower
- Updated 'Credits.txt'
- Minor fixes

V1.5
- New 'Separated' version added into the archive (new maps now take the [MapN*] slot)
- Fixed the water in the sky box of TFz(mapmj)
- Minor level changes in APz(mapmh) and GGz(mapm8)

V1.5.1
- Altered Lv. design and more in SGz(mapmc),AFz(mapm1) and WHz(mapme)
- Oh you can actually see in LTz(mapm4)

V1.5.2
- Cant spell Granite lake apparently. Thats fixed now
- Little fixes
- Something else...

V1.6
- Some music changes for some levels
- Some small level design tweaks
- And Grantie lake is back

V1.7
- More music changes
- Major level design changes for CVz(mapmb) and AFz(mapm1)
- Minor level design for other levels too
- Some more things, idk though

V1.7.1
- Mostly bug fixes
- APZ[mapmh] is now slightly wider
- More minor Level design tweaks
- Song List now added into the archive!

V1.7.2
- Fixed an issue where you could camp on the Electric floors on IHz[mapm6]
- Fixed the nuke spawn on CVz[mapmb]
- More shit, dont remember

V1.8
- New Level added! - Stone Ridge[MapMM/MapNM]
- Minor level fixes
- Separate version now rotates thorugh all maps
- Short-end the Separate version file name

V1.8.1
- Updated H.Spring fix script
Credits have been added into the file, one final thanks to the people who helped test this with me and gave me feedback.

Report bugs and issues in this thread and I will fix them ASAP :)

>>Strongly Recommend to use these maps in Software mode<<

Enjoy!
 

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There are some graphical problems where you have slopes surfaces intersecting with non-sloped surfaces. You should break those up into two different slopes so that it renders correctly.

However, since it's a pretty minor problem, I'm going to go ahead and pass this through

Welcome to Releases!
 
There are some graphical problems where you have slopes surfaces intersecting with non-sloped surfaces. You should break those up into two different slopes so that it renders correctly.

I'll look into that and get it fixed ASAP
 
AWESOME!

-I can't critique about slopes, since i'm not good at slopes but,
there are many slope issues to be fixed
-Textures quality aren't the best but, who am i to say that?
-Music replacement are awesome here, could you list them all?
-You have to put more horizontal springs.
-It's funny how some map names are inspired by other maps! (i also have another name suggestion for "Radiant Cave")
-Most usefull thing there is how the maps balance thokfests. It's awesome !
 
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Updated

V1.2
- Some OpenGL visual glitches have been fixed
- Small changes mainly to TRz(mapm2)
 
Certainly a unique wad file.Looking forward to all the shenanigans that this wad will cause!
 
Thanks guys. I have found some more issues so do expect another update :v
 
Updated

V1.2.1
- Minor level fixes

---------- Post added at 03:27 PM ---------- Previous post was at 03:25 PM ----------

救世主 Messiah;796738 said:
Hey MK this maps they were awesome. xD

but... eeep... you forgot some linedefs activated.
image

and E.e but okay...

image

These should have been fixed in the latest version
 
UPDATED AGAIN!

V.1.2.2
- Updated horizontal Spring script (Analogue and thok issues should be fixed)
 
V1.3 - updated again!!!

New update

V1.3
- Some minor level changes to most levels.
- Updated Horizontal Spring script AGAIN!, this should be the last time I need to update it
- Also made more use of H.Springs where needed
 
New update Featuring a new map to the roster!

Tag Flower - A revamp of the old map know as Tag Valley. Best for.. well Tag! (Skybox made by Icefox)

------

Update details

V1.4
- New Map added - Tag Flower
- Updated 'Credits.txt'
- Minor fixes
 

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0/10 You didn't add the Cirno refrence into the Frost Columns remake therefore this entire pack SUCKS.

But really, all joking aside this map pack is actually very fun to play and is very visually pleasing. I love how well you've brought all the old match maps up to the new standards in terms of gameplay and visuals, and the music is very fitting as well.
 
DING DING, another update

V1.5
- New 'Separated' version added into the archive (new maps now take the [MapN*] slot)
- Fixed the water in the sky box of TFz(mapmj)
- Minor level changes in APz(mapmh) and GGz(mapm8)
 
Alright, first off I'd like to say that these maps are pretty impressive overhauls to the current maps in core SRB2, and the extreme attention to detail makes them very fun to explore. My favorite was definitely Malachite Dale Zone, though Abandoned Foundry and Tidal Ruins are pretty good, and oh my god Azure Paradise is beautiful for a Match level.

There's only two things I'd like to comment on, one in MDZ and another in SGZ.

In MDZ, the small island where you can pick up the Automatic Ring weapon is blocked off by fences... which are non-solid to the player. If you want to mark where the player can put their footing, I'd say maybe doing a small outer border of lifted ground that just reaches the height of the water's surface while the inside remains submerged would work.

As for SGZ (Steel Green Zone), the outer edges of the level on the top contain mismatched textures.
 

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Alright, first off I'd like to say that these maps are pretty impressive overhauls to the current maps in core SRB2, and the extreme attention to detail makes them very fun to explore. My favorite was definitely Malachite Dale Zone, though Abandoned Foundry and Tidal Ruins are pretty good, and oh my god Azure Paradise is beautiful for a Match level.

There's only two things I'd like to comment on, one in MDZ and another in SGZ.

In MDZ, the small island where you can pick up the Automatic Ring weapon is blocked off by fences... which are non-solid to the player. If you want to mark where the player can put their footing, I'd say maybe doing a small outer border of lifted ground that just reaches the height of the water's surface while the inside remains submerged would work.

As for SGZ (Steel Green Zone), the outer edges of the level on the top contain mismatched textures.

Thank you.

So in regards to MDz i the fence is meant to be non solid so you can get the Autos. It just makes it easier to navigate the map with out having to try and jump over the fence especially if the floor is sloping down.

And for SGz i guess thats a bit nitpicky? But ok i can change them to the right ones
 

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