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1/10 It's not 2022 anymore.

Short, but what's there is fun. My favorite levels were Egg TV and obviously Speed Highway. Lost Fortress was really impressive, if not a bit a confusing at times and alot of tiny holes are annoyingly secretly death pits. Poison Temple's water rapids gave me traumatic flashbacks to the original Egg Rock zone.

Shame Shiverside Chasm didn't have the time to bake in the oven. Maybe don't make it a final hidden secret, though, as that just unnecessarily hyped it up.
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Really great. Love the approach to designing a heavy character. My only problem is the rock abilities. The Pillar Rise isn't too bad (though it is a little annoying that it's hard to use around enemies because it's perfect for setting up the big stomp move), but I really hate Rock Throw. If it were just a simple punch, maybe with a wide swing and huge kickback to enemies, it'd be really fun, but trying to manage rocks and having them get in the way when you miss an enemy is frustrating. Otherwise, really fun and it makes me hope there's some weirdo who will mod in Munch from Tribal Hunter
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Very cool level. Radical Train - The Chase is an amazing song and works perfectly for this level, though I wish the speed shoes didn't interrupt it. The level was challenging but still enjoyable. The rooms with enemies were kind of a drag, but arena combat has never been Sonic's strong suit so I'm not surprised. The two sections of running along the train are extremely hard, mostly because almost every time I ran off the train Sonic would lose almost all his momentum upon hitting the ground. The top of the train was good but there is no indication at all that the right way to get from car to car is to spin dash instead of jumping. This is an outstanding level, it is difficult, but I highly recommend playing it.
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The main map of this pack, Windy Canyon, is overall okay, but I feel like it's dampened by the layout. I have to say, I'm not really a huge fan of Windy Canyon's gimmick. I do feel that the heavy reliance on the glider mechanic removes much of the player interactivity on the map as you can't really hit other people with any of the throwable items. This wouldn't be such a big issue if there was only one brief section that used the glider, but the map seemingly uses it about 35-40% of the time. Also I'm not sure if this is a skill issue or not, but on the final section of the map, I find myself line-defing the final boost pad right before the final gliding section, causing me to plummet. That being said, I do think the map looks pretty good and has a strong visual identity. Overall, I do think this is a strong first map pack (to my knowledge) and I do hope to see more maps from this creator in the future.
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hogsweep hogsweep hogsweep
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Cool and cool, just cool into the gameplay
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Does this work for android
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This is my go-to character mod to play, for a number of reasons.

Sprites - They are BEAUTIFUL. I adore the choices made on the default color and general look, it is very faithful to Espio as a character and SRB2 as a game. The top spin smears are awesome, and I love the attention to detail on how when he has to roll he doesn't do it in a complete ball similar to Amy and Fang. The hang sprite is really cool since he uses one hand, and the edge sprite is very cool too.

Gameplay - Espio feels right at home in this game. His abilities allow for creative movement options for any map, allowing the player to really experiment with his capabilities. Forcing him to go to Amy & Fang routes when they're split with a roll gap is an excellent choice, makes sense for the character and gives more appreciation to these routes. I was iffy about him not having full control on walls at first; but not only does that sound like heck to program, he really doesn't need it. He can quickly scale walls, and run onto a ceiling from there. This in particular opens a HUGE amount of possibilities for movement in Battlemod. I sort of wish he could spindash on walls, but only downwards; providing an way to charge speed in a cramped space along with a offense/defense for wall climbing it battle. However, what he has already works fluidly.

This part in particular deserves its own paragraph; his main charge jump ability is very well made and fits him perfectly. It's a double jump that provides the same amount of polish and flair that the vanilla cast hs naturally. It's satisfying, suits the spinning top shape, fun to use, and is just great.

This mods does a marvelous job reflecting the coolness of classic era Espio, one that isn't seen often due to his underutilization. He's a member of the classic-era sonic cast, and this mod treats him as such. 10/10 Will stick with me to the end.
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tiled byway reminds me of the poolrooms
tho it looks good
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That didn't work and it says my ip is not a public ip address
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another common light dasher W, however, may I ask how you can actually change the dress color? ive tried h_dresscolor or H_dresscolor to no avail, and the character overview didnt go over the command. other than that, thank you for all your hard work!!!
light dasher
light dasher
The same way you'd change your colour on any other character c; through the player screen
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Noice mod, but when i try to do tricks it doesnt work, is there a possible way to fix that?
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funni mod. wierd thing tho, he still drowns some how
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Grow+ is severely unbalanced.

I'll go through each of the changes it makes to grow and what makes each of them unbalanced, as well as making general comparisons to the other main power item of the game, invisibility, and how they're both generally used in-game.

You can ignore the third point, as it's mostly subjective, but is one I want to make any way.

(1st) point, comparing vanilla grow to vanilla invisibility in terms of offensive capability, grow is the better item.

Grow's stomp is much more useful in terms of slowing down the person hit by it than invisibility's bump, due to it stopping the person hit dead in their place, while leaving them in a few moments of hitstun, effectively stopping the progress they're making for a few moments.

Invisibility's bump canon balls the person hit away, usually sending them a few feet forward in a faster speed than what they were already at, making the amount of progress it halts much smaller compared to grow, the momentum left over from being hit by invisibility can also sometimes allow the person hit to recover even faster if they were hit over a jump or hill.

Contributing further to invisibility being a worse offensive item is how unusable it is in "Just before the finish line trying to pass the person infront of me" situations, due to the bump more often than not sending that person further into the finish line, something someone using grow doesn't have to worry about.

So it really puzzles me why grow+ not only gives the player a bigger chance of getting combat items like orbis and bananas, but decides to also buff them in, the two most unimaginative and obnoxious ways I can think of, by making the hitstun you incur from being hit by them longer, and also making them Much harder to avoid due to their size.

It makes grow better at something it's already really good at, and something that it already sells itself over in comparison to invisibility, offense.


(2nd) point, comparing vanilla grow to vanilla invisibility, they're equals in terms of their ability to make come backs and recover from large deficits.

While I do admit that invisibility tends to be the better item for that in vanilla maps, and smaller maps, with the large majority of modern kart maps being very wide open, and with those maps being considerably more popular, it makes vanilla grow an equally viable item, if not outright better than vanilla invisibility, in terms of making come backs.

And so, I don't understand why growquest makes grow able to pass through grass completely unimpeded, making it objectively better as a comeback item compared to invisibility due to the longer duration, the faster speed, and being able to take (almost) all shortcuts invisibility can without issue, it's not only a really unimaginative change that removes a big part of what made grow unique compared to invisibility, it makes invisibility almost completely irrelevant, with no meaningful situations where its better than grow+ grow.


(3rd) point, in terms of being a "beginner's" item, vanilla grow is an objectively worse item in terms of usability in comparison to vanilla invisibility, due to its lower acceleration, larger hitbox size and harshly increased speed.

That, in my opinion, is a good thing.

Most of the time when I spectate newer players who're in the lower spots using invisibility, they never drift, they only ever turn with it, and due to invisibility's faster acceleration, that's more than viable.

Grow's design forces newer players to not only drift, but also brake, if they want to use it effectively in any way, introducing these players to two essential mechanics of the game, and gradually removing the crutch that invisibility gives them.

I'll fully admit that this is not a good way of introducing these players to these mechanics, it can be very frustrating, and they may want to cancel their grow every time they get it, but with the absence of any sort of in-game tutorial to help learn drifting, it at least serves a purpose.

Grow+ not only removes that aspect of grow, but makes the crutch even bigger, by giving the players an even better invisibility that, not only gets them out of last place, but can give them really good spots in a race, without ever bothering to drift or brake, it makes newer players very complacent, something you'll easily notice if you saw how many of them complain if a server doesn't have growquest.


(4th) Point, dynamic power timer.

This feels like a feature that was added in with no real goals for fixing, anything, and the only thing it ends up achieving is nerfing invsibility even further.

The biggest difference between vanilla grow and invisibility aside from the speed, is the duration.

Invisibility's duration is just good enough, you can take over a good amount of the competition's places and be in the running for top 3 with invsibility, but you usually won't be stealing 1st place with it.

Grow's duration is more than good enough for you to be able to steal a race with it, but due to its sometimes overkill speed and low acceleration, it can genuinely be a difficult thing to achieve.

What I'm trying to say is, lowering the duration of grow by the amount DPT does doesn't hurt it a ton, lowering the duration of invisibility by the amount DPT does, utterly cripples it as a comeback item.

Not to mention how much a change like DPT makes these items near unusable for newer players, the ones who are most likely to be bumping against walls and being hit by trap items or stage hazards, and being happy that that is happening when they're using a power item, it's a very confusing mechanic in terms of game design decisions and implementation.
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They seem to be amazing, even though I see them before. It's great to see them revamped, maybe some atleast, but fun to play anyway!
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I bet this is a good map but I cant install it for some reason
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I love too much this mod, the sprites are beautifull
And the gameplay with him is very funny.

You can do a battlemod support for Flare?
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Even though god power characters aren't people's style, this has to be the one.

1. Sprites

Feeling like how am going to view this like rubythemii did, the sprites seem to be taken from others like the peelout, run and dash, even other reusable mods that were here

2. Lua Script

Though, it takes some stuff and others that aren't you're stuff. Like motdspork's peelout lua script, or like, anything at all.

3. Character Select Art

With this ultra character, it's character select is just. vanilla sonic art. There isn't nothing to special, If it was the same color from in this mod, then you couldn't have changed it.

4. Rating

Even though this character was before unable to be died, it turned into this. but even though am kinda not happy about this. Because this needs actual improvement, also not trying to be rude or mean or doing a insult on your character. I'am just reviewing this so you can understand the things that's in this review (maybe rubythemii's review too).
I basically didnt make my own sprites, Because i dont know how i will.
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