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I'll be honest, this review on my end is very long overdue. I have 200 hours on this mod alone and the least I can say is I'm addicted.

The map design is spotless. There are the occasional weird skips that exist - I will post those I know of on the Discuss tab later - due to the existance of Rising Edge + large PP gains like Proto/Regenerator seemingly being forgotten while making the maps, sometimes the mod feeling a little less tested and a little blurted (take the patches up to v2.0.2, where Gungnir was unholy overpowered but apparently intended to be in the same league as Chainsawd).

I could say this for version 1 HM Brak, but frankly that was a fun challenge to attempt over and over. Sad how it's completely gone and no longer fightable in V2 (v2 HM Brak is really nerfed, like the crawla corpse swing which now doesnt take 1/2 of the sound to slap - Although honestly it's not like I dislike this change, I just wish there were ways to fight it besides getting V1 again and replaying the game).

Sometimes, drop rates are a mess. The abnormal shards being 1/300 makes them a pain to ever get and I frankly see more people just edit their saves for it rather than actually grinding for it. Some sort of system you can have at least 2-3 guaranteed abnormal shards (maybe from the Challenge Quests?) from would be nice, since it'd tone the save-editing player count down.

I'll be frank, I never played anything from Phatansy Star, but this is one ride I absolutely adore. Level Synch sadly almost always being disabled (LV80 players wanting to get levels over with to skim onto the stages where they don't one-tap or more everything can't say I'm not guilty on that notion either) due to level synch just feeling like a sluggish old replay of a stage they've done a lot before or less atleast) doesn't really help newer players remain on a playable range, and to be honest it'd be neat if they could still receive that boost on levels where they wouldn't have a chance survive (say, an LV1 who just joined a netgame (as that seems to be the main way of SRB2i being discovered from what I can tell), playing for the first time, landing on 4-X hard).

That aside, there's the occasional unexplained mechanics (what does Elementless do? What's the point in using "Element: Elementless" when I can have an element and take less damage from enemies that deal elemental damage opposing their primary weakness? Or, why not just keep it on Dark at all times when I know there's a corrupted enemy, as their bullets always deal Dark damage?) or rather weak, yet really hard to gain items. Of course the Wiki is constantly being edited by a bunch of people with a large amount of datamining at play (say, the around 20K bytes NPC page comprised of just Re and I editing in the dialogue, him doing basically all the heavy-lifting for it) and viewing the code, but it just feels wrong in a sense.

To give an example on hard to get yet honestly weak items, I'd like to hop on the Lumiel stuff. They're really underwhelming despite being one pain to grind for, and being the only other stack of *11 that's obtainable. The only way I've found to make even one of them viable is by pairing it with Pandora Extreme and Proto/Verschmelz or just not having Verschmelz on vs an Abberation. It isn't useless for sure, but for the large grind it feels rather underwhelming to receive such a tiny regen on PP and HP, especially having to combo that with 175210 EXP necessary to be gained for it to have a good large heal use. I've barely ever gotten all of them (I've grinded enough to have about a hundred abnormals, and still only have a singular batch of Lumiels, now 2 off as I gave them to friends).

That, and, frankly, there's little to no point in using anything besides Hunter. Yes, the description says "self-sufficient", but in terms of everything... The other types are far behind from it.

Ranger depends on coordination at times so teammates let the Chain rack up and know when to break, and can hardly be useful at anything (atleast, from personal experience), meanwhile Force has *extreme* survivability since V1 (Photon Absorb + cast Resta, this was a primary thing versus HM V1 Brak imo), being more an all-rounder.

And, there's Hunter with a Photo Blast to sustain fatal damage from non-multihit attacks (with multiple uses), giving almost complete invulnerability if you save your trimates and dimates for the usage of it, practically a free Scape Doll for 1 type skill point (Free Will), irrelevantizing supportwork with Chain Adrenaline, large chainbuilding with Hunter's Gale. Of course these all have level requirements and downsides to extents, but the amount of "self-sufficiency" it's given feels a bit too much, but I'm likely just looking at it the wrong way. The possibility of 3 total free revives is just really insane to think of (TSCM/Angel (yes, i know it would have to be held, so this is theoretical i part) + Free Will + Scape Doll) when the max others can have is 2, and of course, by themselves, not from teammates.

The balancing can be iffy, but it's only if you care enough to be grinding the mod a lot or wanna get everything.

To make it clear, I REALLY love this mod. If ratings were still a visible thing I'd rather wish this was on the #1 spot of top resources. If I thought otherwise, I'd probably not have went for a 200 hour landmark.

To be a critic, the only large issues in my opinion are occasional lack of a quick playtest on some items (take, Gungnir pre-v2.0.2), or types being a little unbalanced on use, but not on paper.

I've been playing Force since V1 and will honestly love seeing whatever is coming forward in V2, and considering the plan listed on the latest log; all I can say is that this is honestly the sole thing that's made me wanna get on the MB at all, and I look forward to whatever's gonna happen.

If I may make one small suggestion, perhaps include a link to the Wiki in the mod itself so people can read on a few things if they do not wanna datamine for the info, even if the Wiki is still being edited largely. Knowing things like how elemental damage functions is something I didn't know until reading about it in the response given a few reviews down.

I adore this, and apologies if I regurgitiate a lot of points here. I wanted to try and not just go "i love this" on every scale.

With all that said, Bernie gaming.
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mod's fun and the levels are really neat but you shouldve added time emblems, with all the shortcuts that are in the level it would be neat i think
Riolucariolu
Riolucariolu
Thanks for playing :D
I will add time emblems, ring emblems and findable emblems at some point, I just haven't gotten around to adding them yet ^^
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Whoops, old review was on the wrong mod. In fairness, gave this a shot and wow. Sorry if this is a bit harsh, I usually just don't leave negative reviews out of concern for sounding harsh but I had a false review on here for like a year and this does has potential.

The good: The vibes are incredibly on point. The few bits of actual original stage design in here are pretty fun. I like the idea of a linear orb collection special stage that isn't an autorunner, too.

The bad: I do not understand how this is in releases and not WIP. There is no stage that's more than like a minute long, said minute long stages are selectable from a hub world alongside reskinned vanilla stages, or in one case a vanilla stage that wasn't even reskinned and just had the music changed, there's "not done" and then there's "a bunch of barely started scraps to pick through with a hub"

Overall, I'm still keeping watch on this because what's here has potential, but my guy, gal or nonbinary pal, please finish and release even one complete stage. And please switch back from the hub to the linear format of the previous demo I realized was on my hard drive and loaded up just now. Honestly? The previous demo felt way more complete just from not having to pick through stuff that was barely started. (Also the stage with the lighting effects and acid waterfall in the previous demo seemed better, couldn't find it in the current one.)
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For Equinox in Maps
Bizarre and incredible, I love it. Good stage design, extremely weird vibes all over the place, plus I made Silver travel to the distant future: 2024
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models looked cool but the addons dont work, i copy pasted the lines and added the fzn folder but this isnt working
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I've loved this mod since it came out. I've always loved the different purposes the characters serve and how it never feels like someone is "useless" in any regard. Susie is great for a quick burst of height even when her power isn't needed, Ralsei is there to carry you through sections you find hard, and Kris lets you blitz through sections you know like the back of your hand. It all flows so perfectly together.

In all honesty I made an account both just to rate this mod (it deserves the world as do you as the creator), but also to share an idea I had. Maybe not for this mod, as I imagine it's a lot of work, but perhaps for someone else to stumble across and make a reality.

A lot of people have been clambering for Noelle since the mod released, and I had a brain blast as to a pretty cool idea to add her. The ability to choose your party. I don't have any ideas for Noelle as a character, but just, picking 3 of the 4 to have in your party. Don't need Ralsei? Sub him in for Noelle. Don't need Susie's power? Swap her out instead. Wanna shove Kris to the side and leave them sleeping in a dumpster alongside a certain salesman? Do that too! I figure even if it doesn't inspire an update to this mod in any capacity, someone else could find it useful, so I'm tacking it onto probably my only contribution to this site lmao.

Regardless of all of that, absolutely incredible work, and thank you for giving me an outlet for my recently induced Deltarune obsession thanks to the new chapters releasing.
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HOW TO INSTALL?? I have downloaded the mod/file, but no matter what I try, I do not know how to use the mod on the Robotnik ring racer game, and I would give a higher rating after I get to play the mod. Can someone please tell me how to install the mod properly?
-NEW:
I figured it out, you leave the mod file on addons folder, than launch the game and on extra they have on addons turn on option, than it works!! Looks amazing!!!
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I absolutely love the models, looks like as if the sprites were just inflated. Oh and i think metal sonic is missing (might be me idk)
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The levels themselves are great. The only issue imo is the difficulty spike at map 18 - Even small mistakes drop you to the point where victory can be just out of grasp because of a crusher. Although likely just me being bad at that regard.

Map 20... is just a kaizo troll map, to be honest. I can't put it any other way.
I tried doing map 20's hard route as fast I could cover it, but Tails' 8 second long flight was never enough (ascending and then instantly descending was a must or the ceiling or bottom poison would be leading to a death). I'll admit I looked at the map in SLADE, and... That's about 23 seconds of flight in the same narrow hall (way beyond what Tails can last, even with maximum speed, cannot reach about 2/4th).
Considering the large "LMAO" spelled at the end via floor tiles, I'm guessing that is meant to be intentionally undoable without cheesing it...

Besides those 4 hours of utter pain I'm never getting back, I'd argue this is a great pack. The pacing is just a little off at times.
Riolucariolu
Riolucariolu
Thanks :D
The hard path is completable :3
Flying up as tails slows him down, so you have to sparingly use it, it adds a layer of precision. Also, you have to fully charge a spindash in the beginning. The gravity obstacle afterwards, that's the hard part. Always lose between 10 and 30 lives there.
What would you change about map 18? Is the timer too tight? I remember when I first released the map, not even I could beat it because it was another 30 seconds or so shorter, and I thought that was crazy. It's definitely still hard, I wouldn't mind to just add 20 more seconds to the timer if you think that would help. Would be cool if you sent me a short DM about your thoughts :)
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my problems are fixed it's a decent mod . i wish it had customcharacter patch. some sonic stages need some rework.
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I'm suprised that I've played this character a lot and I didn't leaved a rating so here is it!

Gameplay wise overall, I feel it balanced, or as I always say, "Vanilla paced". that's a big plus! the moveset is fun to use. I like to use a lot the cool homing attack it has. the sound effects are also cool to hear.

The voices, im not fan that voices applies for all situations like death, pain, etc. The only acceptable situations for me where the voice applies is their attacks and taunts. nothing else.

I know that a command to turn off voices is there but, maybe another option is good to turn off most of the voices and only apply voices in the situations I mentioned...? maybe, is probably a dumb suggestion. or I can just make an external pk3 to patch it for myself.

I said this because attacks or taunts without his voice feels, off.

Now, Sprites. To be honest, it looks amazing despite being prerendered. If there would be actual sprites with "srb2's style" would be better of course, but I understand that not everyone are skilled or being veery patient to do that.

Overall this character is pretty decent and proves that a coder with a bit of blender knowledge (or the basics of spriting knowledge) can make very good characters.
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This map pack seems to jump between a fun, fairly easy experience and a sudden difficulty spike to kaizo-level traps that are nothing but trial and error. The longer it goes on, the bigger these dips and spikes in difficulty get. One level will be easy going, then it'll suddenly crank up the difficulty and drain your lives. I'm convinced map 20 wasn't meant to be beaten by a human, at least on the "secret" route. Sure, I'm weak, whatever, but I'm not gonna waste my time going for a secret level when the design of the levels directly punishes and hates me. Some segments I could mercifully find a way around (those narrow platforms in map 19 for example, you can spindash jump to a small path on the left wall), but for the ones I couldn't, it was just a matter of dying to a trap, retrying, getting past that trap, then dying to the next trap. Rinse and repeat until you can manage to brute force your way to the end.

That said, there's a lot to like for the good parts. When the maps are good, they're very fun, and visually they look pretty good as well. The cutscenes were good for a laugh or two. Bit surprised there were no emblems in this mod, though I found several places where a green grayed out emblem was hovering in place. I actually didn't mind being forced to switch between all 3 characters for different levels, though quite often when faced with kaizo-like challenges I'd wished I could choose my own character. The lack of being able to pick Amy/Fang/Metal kinda hurts too.

The mod's overall a good experience, but the levels towards the end where you're hit with beginner traps and trial and error challenges are infuriating. I think it can have its place in unlockable maps, but for main campaign levels, some of this stuff is discouraging. If the difficulty curve could be smoothed out, I think this is a pretty solid level pack.
Riolucariolu
Riolucariolu
You get to the Amy stages by beating the hard path in Map20 lol.
Would you mind DMing me which stages you experienced as especially hard or listing them in the discussion tab? I made the maps so I'm numb to the difficulty and I'd like to know which maps cause the most trouble because I've gotten the difficulty spike criticism a lot; in the 1.2 versions Map03 was quite a spike and I had hoped to correct it with this update. Also, what do you mean with beginner traps and where do you see trial and error obstacles?
Map20 of course is supposed to be hard, I only put the easy route in after criticism (and I'm glad I did). I disagree that it's Kaizo though, I think the level is hard and quite precise, but I also think I made it fair. A good amount of people seem to have beaten it, too.

Thanks for playing!
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Like the maps conceptually, especially the return of Basic Bounce. I don't think these are all that great right now though.

Eight Beat doesn't have much going on, but the trick panel pad in the center isn't all that fun to make it ever worth picking over something like Green Triangle to give a map that's close to compare. If you add some other stuff and didn't make the tricking gimmick take up so much of the track, then it could be pretty neat. Also the (seemingly) random sound effects could be removed so that the music can be better enjoyed. They didn't seem to have any rhyme or reason that was apparent and just disturbed the music unnecessarily.

Star Slalom is really laggy and probably needs some fixes to make it fun even in GP on my system. Even with that, there is very little room to drive on making the map very tough with little leeway on counterplay. This was only ran through once on GP Vicious like the other tracks so I missed out on taking advantage of shortcuts that might have helped me.

Basic Bounce might be really fun, but it probably should have normal springs or maybe moon panels instead of tricks so that pace doesn't break trying to take the small cuts. I think there were other problems too, but those could be from running this also really hard track for the first time.

[Spoiler] probably should have just been unlocked right away rather be required to beat in GP. I did learn how to play the track effectively from losing on it a couple times, but I didn't have much fun playing the same joke after the first time.

I think if the track design were improved, then this pack could seem less like a meme track pack. As it is now, the tracks are kind of just Hell maps or the equivalent of such as of right now. Besides that, I think the maps look distinct and could become iconic with improvement.
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when i tried playing, it gave me the messege of "makeviamapthings: slope vertex 0 (for linedef tag 1010) not found "
Riolucariolu
Riolucariolu
This issue has been fixed in version 1.3.2. gosas and I couldn't figure out how to delete reviews.
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