This mod ports and touches up every vanilla Circuit mode map from 1.09.4 to 2.0! It also contains community maps, thanks to their cooperation.
I hope to see a big effort in the future to make this mode more interesting because I see potential in increasing the interaction between other players. But even then, I really love playing this mode even in it's current state.
Included with this pack built-in, is Fickleheart's Circuit Redux script and will spruce things up with the HUD, knowing where you and other players are, and re-spawning in a farther place than the checkpoint if you die. The maps were designed specifically with this pack in mind, so it has the needed waypoints to work with it.
It also supports Battlemod, more specifically, the Diamond gametypes. I hope people will test that out and have a bit of fun...
Anyway, I am going to go into detail with what I did to every map and what I've done to make them better than their original revision.
View attachment 16287
[SIZE=+2]Quicksand Ruins Zone[/SIZE]
View attachment 16742
This zone has a little opening for Tails and Knuckles players to go over that Sonic likely can't, giving them a small advantage. There's also some platforms that rise out of the sand to hinder the average Metal player.
[SIZE=+2]Tainted Gorge Zone[/SIZE]
View attachment 16743
The majority of the map has been edited, and I have added new routes and secrets that people can show off with. It might not be my favorite thematically, but it is definitely the best map in the pack and there's more changes than I would be willing to state in a small paragraph.
[SIZE=+2]Fertile Canyon Zone[/SIZE]
View attachment 16744
This has gotten mostly minor touch-ups but it's now raining (a reason to actually have the mud there) and part of the road is now decayed...
[SIZE=+2]Burning Sands Zone[/SIZE]
View attachment 16745
Re-textured, it's definitely not as ugly now.
[SIZE=+2] Race Alley Zone[/SIZE]
View attachment 16746
Replaced that patch of acid with some more friendly water, and put a monitor down there. One of the slopes I placed can give you an advantage if you're strategic.
[SIZE=+2] Emerald Coast Zone[/SIZE]
View attachment 16747
Expanded upon the Knuckles shortcut, and sloped a few parts up.
[SIZE=+2]Toxic Citadel Zone[/SIZE]
View attachment 16748
This castle has stayed mostly the same, but I have added a new route for Knuckles and Tails to travel through.
[SIZE=+2]Frozen Night Zone[/SIZE]
View attachment 16749
Other than visual, the water doesn't damage you anymore.
[SIZE=+2]Metallic Hall Zone[/SIZE]
View attachment 16750
There's a little safety spring somewhere and some slopes, this map is great on it's own and doesn't really need anything done to the layout.
[SIZE=+2]Heaven Pass Zone[/SIZE]
View attachment 16751
I added a cute fountain with a monitor! Yay!
[SIZE=+2] Warped Woods Zone[/SIZE]
View attachment 16752
Just slopes, and I'm definitely not going past that in this case. This map is an absolute mess to work with.
[SIZE=+2] Corrupt Shrine Zone[/SIZE]
View attachment 16753
The slopes probably have some effect here... Right???
[SIZE=+2]Sonic Circuit Zone[/SIZE]
View attachment 16754
COMPLETELY untouched. This track is funny :)
[SIZE=+2]Slumber Circuit Zone[/SIZE]
View attachment 16755
A NiGHTS track! Somehow, I made it a lot less of an eyesore.
[SIZE=+2]Now, here's the list of the included community-made tracks.[/SIZE] I hope this list expands in the future...
[SIZE=+2]Speedy Ruins Zone[/SIZE]
View attachment 16756
Original Release Page
[SIZE=+2]Lemon Circuit Zone[/SIZE]
View attachment 16757
Original Release Page
[SIZE=+2]Sluggish Shrine Zone[/SIZE]
View attachment 16758
Kwiin and I made this abomination, exclusive to this pack. It's unfinished but you DEFINITELY get the point.
[SIZE=+2]Nightmare Circuit[/SIZE]
View attachment 16759
Exclusive to this pack, by me. Includes a modified version of Nightmare Buzz designed to be the gimmick of the track. He performs his pinch phase (vile attack) every 10 seconds, then says a random taunt. Run for cover!
[SIZE=+2]OLDC Maps![/SIZE] I have got permission to use these old maps in hopes that the people of today will enjoy them.
[SIZE=+2]Lime Isle Zone[/SIZE]
View attachment 16760
Created by JJames19119 for OLDC July/August 2006
Decorated thok barrier
[SIZE=+2]Morning Hill Zone[/SIZE]
View attachment 16761
Created by JJames19119 for OLDC July/August 2006
Better colormap and now uses RVZ1 sky texture
[SIZE=+2] Ice Cap Zone[/SIZE]
View attachment 16762
Created by JJames19119 for OLDC January/Febuary 2007
Slopes and minor visual improvements, also it uses Ice Cap Act 1 from Sonic 3's soundtrack
[SIZE=+2]Generic Greens Zone[/SIZE]
View attachment 16763
Created by Playah for OLDC March/April 2007
Slopes :)
[SIZE=+2] Sandopolis Zone[/SIZE]
View attachment 16764
Created by JJames19119 for OLDC March/April 2007
Spread around some cacti, and it uses Sandopolis Act 1 from Sonic 3's soundtrack
[SIZE=+2]Magma Mine Zone[/SIZE]
View attachment 18647
Created by Playah for OLDC March/April 2007
Changed lava textures and made colormaps less intense
[SIZE=+2]Four Seasons Circuit Zone[/SIZE]
View attachment 23640
Created by Oogaland for OLDC July/August 2006
Changed damage water in Autumn to CEZ1 Quicksand Water
Supporters/Co-Authors:
I hope to see a big effort in the future to make this mode more interesting because I see potential in increasing the interaction between other players. But even then, I really love playing this mode even in it's current state.
Included with this pack built-in, is Fickleheart's Circuit Redux script and will spruce things up with the HUD, knowing where you and other players are, and re-spawning in a farther place than the checkpoint if you die. The maps were designed specifically with this pack in mind, so it has the needed waypoints to work with it.
It also supports Battlemod, more specifically, the Diamond gametypes. I hope people will test that out and have a bit of fun...
Anyway, I am going to go into detail with what I did to every map and what I've done to make them better than their original revision.
View attachment 16287
[SIZE=+2]Quicksand Ruins Zone[/SIZE]
View attachment 16742
This zone has a little opening for Tails and Knuckles players to go over that Sonic likely can't, giving them a small advantage. There's also some platforms that rise out of the sand to hinder the average Metal player.
[SIZE=+2]Tainted Gorge Zone[/SIZE]
View attachment 16743
The majority of the map has been edited, and I have added new routes and secrets that people can show off with. It might not be my favorite thematically, but it is definitely the best map in the pack and there's more changes than I would be willing to state in a small paragraph.
[SIZE=+2]Fertile Canyon Zone[/SIZE]
View attachment 16744
This has gotten mostly minor touch-ups but it's now raining (a reason to actually have the mud there) and part of the road is now decayed...
[SIZE=+2]Burning Sands Zone[/SIZE]
View attachment 16745
Re-textured, it's definitely not as ugly now.
[SIZE=+2] Race Alley Zone[/SIZE]
View attachment 16746
Replaced that patch of acid with some more friendly water, and put a monitor down there. One of the slopes I placed can give you an advantage if you're strategic.
[SIZE=+2] Emerald Coast Zone[/SIZE]
View attachment 16747
Expanded upon the Knuckles shortcut, and sloped a few parts up.
[SIZE=+2]Toxic Citadel Zone[/SIZE]
View attachment 16748
This castle has stayed mostly the same, but I have added a new route for Knuckles and Tails to travel through.
[SIZE=+2]Frozen Night Zone[/SIZE]
View attachment 16749
Other than visual, the water doesn't damage you anymore.
[SIZE=+2]Metallic Hall Zone[/SIZE]
View attachment 16750
There's a little safety spring somewhere and some slopes, this map is great on it's own and doesn't really need anything done to the layout.
[SIZE=+2]Heaven Pass Zone[/SIZE]
View attachment 16751
I added a cute fountain with a monitor! Yay!
[SIZE=+2] Warped Woods Zone[/SIZE]
View attachment 16752
Just slopes, and I'm definitely not going past that in this case. This map is an absolute mess to work with.
[SIZE=+2] Corrupt Shrine Zone[/SIZE]
View attachment 16753
The slopes probably have some effect here... Right???
[SIZE=+2]Sonic Circuit Zone[/SIZE]
View attachment 16754
COMPLETELY untouched. This track is funny :)
[SIZE=+2]Slumber Circuit Zone[/SIZE]
View attachment 16755
A NiGHTS track! Somehow, I made it a lot less of an eyesore.
[SIZE=+2]Now, here's the list of the included community-made tracks.[/SIZE] I hope this list expands in the future...
[SIZE=+2]Speedy Ruins Zone[/SIZE]
View attachment 16756
Original Release Page
[SIZE=+2]Lemon Circuit Zone[/SIZE]
View attachment 16757
Original Release Page
[SIZE=+2]Sluggish Shrine Zone[/SIZE]
View attachment 16758
Kwiin and I made this abomination, exclusive to this pack. It's unfinished but you DEFINITELY get the point.
[SIZE=+2]Nightmare Circuit[/SIZE]
View attachment 16759
Exclusive to this pack, by me. Includes a modified version of Nightmare Buzz designed to be the gimmick of the track. He performs his pinch phase (vile attack) every 10 seconds, then says a random taunt. Run for cover!
[SIZE=+2]OLDC Maps![/SIZE] I have got permission to use these old maps in hopes that the people of today will enjoy them.
[SIZE=+2]Lime Isle Zone[/SIZE]
View attachment 16760
Created by JJames19119 for OLDC July/August 2006
Decorated thok barrier
[SIZE=+2]Morning Hill Zone[/SIZE]
View attachment 16761
Created by JJames19119 for OLDC July/August 2006
Better colormap and now uses RVZ1 sky texture
[SIZE=+2] Ice Cap Zone[/SIZE]
View attachment 16762
Created by JJames19119 for OLDC January/Febuary 2007
Slopes and minor visual improvements, also it uses Ice Cap Act 1 from Sonic 3's soundtrack
[SIZE=+2]Generic Greens Zone[/SIZE]
View attachment 16763
Created by Playah for OLDC March/April 2007
Slopes :)
[SIZE=+2] Sandopolis Zone[/SIZE]
View attachment 16764
Created by JJames19119 for OLDC March/April 2007
Spread around some cacti, and it uses Sandopolis Act 1 from Sonic 3's soundtrack
[SIZE=+2]Magma Mine Zone[/SIZE]
View attachment 18647
Created by Playah for OLDC March/April 2007
Changed lava textures and made colormaps less intense
[SIZE=+2]Four Seasons Circuit Zone[/SIZE]
View attachment 23640
Created by Oogaland for OLDC July/August 2006
Changed damage water in Autumn to CEZ1 Quicksand Water
- I have raised the open area at the end of Quicksand Ruins and have made some rising platforms to deter Metal players.
- The harmful water in Tainted Gorge and Toxic Citadel is now green.
- In Fertile Canyon, I have made the mud goop and have removed the harmful properties from it. I have also made the sloped FOF more forgiving.
- The water in Frozen Night isn't harmful anymore.
- I have removed the skybox animals in Heaven Pass, but placed some on the ground. The last checkpoint is also moved ahead to give Fang and possibly others an advantage.
- Slumber Circuit has gotten a revamp in the texture department to make it look less ugly.
- Fixed minor sector issues in Heaven Pass
- Tainted Gorge has a few visual tweaks, and there are now vertex slopes.
- Frozen Night now uses different textures.
- Fixed an issue in Metallic Hall where in some spots if you die, you will infinitely re-spawn in between the conveyor FOF and the ground, resulting in an infinite loop of death. But because of this, a new issue has popped up where players can go under the FOFs.
- Heaven pass has some texture alignments and a vertex slope.
- I have fixed the dreaded issue of giant invisible bustable blocks showing up in Slumber Circuit, which has caused extreme lag and usually crashes on lower end systems.
Added maps
- Burning Sands Zone (Quicksand Ruins)
- Race Alley Zone
- Emerald Coast Zone (Fertile Canyon)
- Warped Woods Zone
- Corrupt Shrine Zone
- Speedy Ruins Zone (by LazyMK)
- Lemon Circuit Zone (by PencilVoid)
- Changed internal map names in an attempt to avoid conflict with other mods
- Removed checkpoints with CEZ grass and a purple tulip as it was a very clashing design choice for most maps
- Corrected Star Post angles (doesn't matter because of the script)
- All liquids now have ripple effect if they didn't already. Yes, even mud.
- Optimized control sectors to use less linedefs
- Fixed levels showing up in Singleplayer's level select
- Slight visual tweaks
- Attempted to fix an issue where the ceiling slope would "grab" the camera if you were high enough. It still happens, but less often.
- Fixed FOF brightness issue
- Changed some textures and flats
- Opened up a shortcut more and added monitors to it
- Fixed uneven ceiling heights in the sky
- Adjusted acid colormap
- Added detail to the acid-dumping FOFs
- Changed wall textures
- Raised outside geometry (It's a canyon, right?)
- Changed mud texture
- Made floor under mud lower
- Adjusted acid colormap
- More texture variety, including new textures and flats for areas around acid and inside the castle
- Cave ceiling is higher
- Sloped the end of the Tails/Knuckles shortcut
- Curved areas near the start line
- Re-did the entire Circuit Redux path
- Changed ice texture/flat
- Removed player spawns that got cucked by snowmen
- Water now has a colormap
- Added a slope near the end
- The first checkpoint, which is on top of a conveyor, now behaves like the rest of the section since it isn't grass anymore
- Damaging floors now look like as they do in THZ2
- More textures on the walls
- Decorated start line
- Moving platforms at the fountain are faster
- Corrected grass and road texture, now it looks exactly like it once did.
- Moved Ideya outside of the map
- Added a checkpoint in-between 1 and 2 to fix the WRONG WAY issue
Added maps...
- Sluggish Shrine Zone (by Zippy_Zolton and Kwiin)
- Lime Isle Zone (by JJames19119)
- Morning Hill Zone (by JJames19119)
- Ice Cap Zone (by JJames19119)
- Generic Greens Zone (by Playah)
- Sandopolis Zone (by JJames19119)
- Fixed many sector heights
- Visual tweaks
- Redone Circuit Redux path
- Skybox has been edited by Kwiin
- Cave section completely redone, with some effort into anti-Metal.
- Visual tweaks
- Redone Circuit Redux path
- Some bushes were changed to trees and vice versa
- Acid falls in the lake are now falling FOFs
- A shortcut is now sloped
- Many, many rendering errors in linedefs have been corrected
- Acid barrels are now bobbing FOFs and use a custom texture
- Skybox has been edited by Kwiin
- Thok barriers lowered (when will it end?????)
- Section before Checkpoint 3 has been adjusted due to complaints about it breaking the flow
- Different mud Flat
- Skybox has been edited by Kwiin
- A spring is placed to give Amy a perk-up
- Different textures
- Added more linedefs to rocks at the beginning
- Added decor, such as for the vertical wind currents
- Adjusted sector heights around Checkpoint 3
- Amy spring, yw Tatsu :)
- Properties of the horizontal wind shortcut have been adjusted
- Pipes in the "level select picture area" have proper textures for turning
- Fixed hazard markings in the Circuit Redux path
- Corrected texture alignment in most areas
- Added a slope after Checkpoint 2
- Redone Circuit Redux path; no more wrong way issue
- Changed grass flats
- Added a slope to make platforming easier
- Increased skybox size to make it look slightly better in OpenGL (horizon effect is software only for FOFs)
- Fixed some statues being pushable
- Added springs for Amy
- Fixed a missing grass midtexture
- Fixed a tree slope error
- Added Flat alignments on east/west tree branches
- Altered the red spring shortcut entrance area
- Different textures, such as the custom barrel also mentioned in TGZ
- Added an FOF at Checkpoint 3
- Expanded platforms at the end of the level so they are a more viable option
All Tracks
- Changed map numbers for organization purposes
- Made player spawn points consistent with each other (excluding community maps)
- Merged some sectors together to optimize things
- Fixed subtitle color being incorrect
- Extended finish line to the entire room
- Increased a star post sector in an attempt to fix a bug where it sometimes does not register passing the checkpoint if you are going quickly
- Fixed texture definition not being big enough to cover a wall after the two sets of springs
- Fixed finish line not extending to the entire level
New Map; Nightmare Circuit!
The Circuit Redux script got edited by JJK, it now displays checkpoints on the track.
Tainted Gorge
The Circuit Redux script got edited by JJK, it now displays checkpoints on the track.
Tainted Gorge
- Attempted to fix OpenGL rendering bug (couldn't, but it's less obvious)
- Added springs at the end of the big acid pit so you aren't screwed
- Adjusted texture alignments
- More texture/flat variety
- Adjusted Knuckles/Tails shortcut
- Optimized control sectors to use less linedefs
- New skybox
- New skybox (thanks Kwiin)
- Adjusted texture alignments
- Fixed a flat alignment not having the "don't align floor" flag
- Made platforms even bigger
- More/replaced textures
- Removed unknown Thing
Oops, I didn't put Lemon Circuit's music in 2.2... That is fixed now.
New map: Magma Mine Zone
Quicksand Ruins
Quicksand Ruins
- Lower ceiling
- Rising platforms have a different pattern
- Fixed a grass midtexture not showing up due to tag conflict
- Added flat alignment in some areas
- Replaced vertical springs with pipes and gas jets
- Added pipe obstacles, especially higher up (anti-Metal)
- Falling acid in cave have a different pattern
- Added half-light block gradients to death pit and acid
- Flat alignment at checkpoint 2
- Mud now behaves exactly like CEZ1, for consistency with the vanilla campaign
- Fixed some incorrect textures
- Lowered ceiling
- Removed unused control sectors
- Decorated thok barrier
- Added diagonal springs after wind shortcut
- More slopes
- Flat alignment in some areas
- Lower ceiling
- Removed thok barriers inside the castle
- Decorated purple shortcut
- You now can't hear rain and thunder from inside the castle
- Half-light block gradient to acid
- Raised cave ceiling
- Added shortcut in the cave
- Erased sectors around banner midtextures, now they are just lone linedefs
- Added shortcut
- Less ice, more water (global warming sorry)
- Different textures
- Colormap
- Adjusted blocks to the original map's position, with a flat alignment fix
- Extended outside barrier
- Different textures
- Moved those blocks even further apart
- Adjusted texture offsets
- More visual portals
- Flat alignment
- Compressed music
- Lap count is now 3
- Compressed digital music
- Cropped level select picture
- Lap count is now 3
New map: Four Seasons Circuit Zone
Edited script with more accurate calculations and a feature which may or may not be used in the future
Converted sounds to doom format to reduce file size
Removed "midi" option for Nightmare
Fixed OGGs actually looping
Nightmare Buzz now shoots twice as often
All Tracks
Edited script with more accurate calculations and a feature which may or may not be used in the future
Converted sounds to doom format to reduce file size
Removed "midi" option for Nightmare
Fixed OGGs actually looping
Nightmare Buzz now shoots twice as often
All Tracks
- Redone some aspects of level headers, now supports MapVote by Krabs!
- Adjusted Quicksand
- Better "thok barrier" treatment
- Removed thok barriers
- Adjusted skybox
- Removed Techno Hill grass
- Removed thok barriers
- Lowered ceiling
- Better "thok barrier" treatment
- Adjusted Quicksand
- Added skybox in-map centerpoint
- Removed thok barriers
- Removed thok barriers
- Removed thok barriers
- Fixed some texture alignment
- New sky
- New colormap
- Texture adjustments
- Better "thok barrier" treatment
- Extended the area of the last checkpoint
- New sky texture
- New skybox
- Fixed misplaced grass midtexture
- New sky texture
All Maps
- Now supports Diamond modes in Battlemod! (except Slumber Circuit Zone)
- Monitors have been adjusted to randomize even when random setting is off. This also includes a new gimmick where there are fixed monitors containing shields fitting for the level.
- Finish line extended to "thok barrier" area
- Texture fixes
- Restored a shortcut that was unintentionally removed
- Finish line extended to "thok barrier" area
- Adjusted a Knuckles shortcut
- Fixed an incorrect texture
- Added a message that plays when the map starts
- Better "thok barrier" treatment
- Fixed incorrect flats on trees