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Heya! My name is Mr.Logan, and I'm here to present some Maps that I've been working on for the last couple of months. Its been a while since my last map pack update, and i hope to release more content whenever I'm not busy. :wow:

Here are the current Maps included in the current version:

DOS ZONE:

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My very first map! :O A short but simple 4 lapper, perfect for a simple, but fun time!

Frosted Flower Zone:
kart0001.png

Still on the simpler side, the symmetrical layout and intersections are sure to keep you on your feet as you try to win the gold!

The Untitled Forest:
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Loads of jumps and sharp turns in this one! Hopefully the lush green grass and trees don't distract you from item traps!

Home Base:
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A map based of off the first map in Snap the Sentinel, another game made by some of the Kart devs! The tight corridors and sharp turns keeps you on your toes!

Azure Lake Zone:
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Based on the Sonic 3 Competition Level, this short but sweet 7-lapper has something very chaotic to bring to the table. Be careful to not slip in the lake!

Gigapolis Zone:
kart0005.png

Based on the level from Sonic Chaos, its a short and sweet level with a similar vain to DOS Zone. Watch out for those slopes!

A Lovelier Afternoon:
kart0007.png

A remake of D00D64's A Lovely Afternoon. The trees here are super bouncy, maybe you can use that to your advantage?

Unused Podium Map (MAP HELL):
kart0008.png

I thought this map was cut from the game... yet its still here? Oh well, might as well race on it.

A few words:
NOTE:
You may have noticed that ONE map in particualar is missing from this map pack's rotation.
Omega Rainbow Road will no longer be supported on my behalf, due to it being a pain to fix things,
and it being an overall bad map (IMO). I will still provide it in my pack to be SOC'ed in for thoese who still want to play it
(and as such, a SOC will be provided to add into serverpacks), but please note that I will not be supporting it anymore,
and any bug reports can go into the "sugestion box".
Thank you for understanding!
(I may or maynot remake the map in the future under a new name and/or theme, you'll have to find out and see :])

NOTE 2:
As of recent, ive been getting busier and busier with irl stuff. School is taking up more and more of my time, even more so since im trying to look for a job.
If i ever do end up being absent for a large amount of time (or worst case, i dont come back to kart), I do have people that can take care of issues with my pack.
Please expect less frequent updates/hotfixes.

NEW PATCHNOTES:
-5.0
General:
-Some maps now have encore support! (Im looking into making everything have a nice palette for encore,
but as of the moment, Im still working on polishing/remaking some of my maps from scratch.)
-Generally gave everything more polish.
-Added Azure Lake Zone.
-Added Home Base.

Frosted Flower:
-Gave the map more color to make it less boring
-Fixed some mis-tagged sectors that made the road not have an outline in some places
-Fixed and issue where players would get stuck under the fof road after using a red spring pannel.

The Untitled Forest:
-Remade the entire map from scratch.

Gigapolis Zone:
-Fixed a misstagged linedef causing a hole to appear near the 2nd to last turn.
-Added a death plane to prevent an exploit.

A Lovelier Afternoon:
-Remade the map preview image.
-Fixed an untagged deathpit.

Legacy Patchnotes (Don't worry about this):
-4.0.2
Frosted Flower:
-APPARENTLY, an older version of Frosted Flower was pushed instead of the new one. (Thank you Jade for mentioning this to me.)

Omega Rainbow Road Classic:
-Fixed a SOC issue.

-4.0.1
Frosted Flower:
-Removed an itemset that was placed by accident.

General Stuff:
-Fixed an issue where some minimaps weren't converted properly, causing clients to crash.
-Fixed an issue where "A COOL MAP"'s Preview image didn't show up.


-4.0
DOS ZONE:
-Fix visiblility issues with some turns.
-Remove the "i-can-lawnmower-this-for-free-cut"
-Sloped the "Daytona Speedway Turn"
-Fixed the checkpoints/waypoints

Frosted Flower:
-Gave the Map a facelift.
-Fix a checkpoint where players cant drop dash. (the second intersection into the cave.)

The Untitled Forest:
-Nothing has been added.

Ice Cap Zone:
-Has been SOC'ed out for a small bit. Expect it to come back in 4.1.

Omega Rainbow Road:
-Removed the jank invible FOF and replace it with normal road.
-Extended the road in the begining of the 3rd section to give room when making a turn.

General Stuff:
-Added A Lovelier Afternoon (Remake of D00D64's "A Lovely Afternoon")
-Added Gigapolis Zone
-Added A "COOL" Map
-Remade the Minimaps and Preview Images.
-Removed Butter Building.
-Fixed a Animdef conflict with Tyonic's Dimention Break pack.

-3.0
DOS Zone:
- Changed a texture's color from Red to Grey.
Frosted Flower:
- Added a Sky Box
Mr.L's Rainbow Road
-No longer existant. Omega Rainbow Road is its new name now.
Omega Rainbow Road:
-Fixed an issue where players could hit the first teleport from the bottom layer.
-Added an invisible FOF to prevent Easy/Normal Speed Players from falling into the bottom layer of the track.
Butter Building:
- Moved to Map Hell/Logna's Regerts.
General:
-Added The Untitled Forest (MAPKR)
-Added Ice Cap Zone (MAPKV)
Hell Maps:
-Changed the Subtitle to "Logna's Regerts".
-Mr.L's RR Classic has been renamed to Omega Rainbow Road Classic.
-2.4.4
-Remade Mr.Logan's Rainbow Road. The previous iteration will be now known as a Classic Map, and will be thrown into the Hell Map Rotation.
-Added/Fixed EeveeStuff's Butter Building. (He abandoned the project, and has given me full access to edit, and add his map into OmegaTracks.)
-Fixed untextures linedefs in DOS ZONE
-Extended deathbarrier in Frosted Flower
-Added a deathbarrier in Frosted Flower to prevent a memecut.
-Fixed the GBJs in Mr.Logans Rainbow Road Classic
-2.4.3
-Added "The World Revolving".
- Fixed an issue with RBLX Doomspire Brickbattle having a texture issue when adding another map pack with the texture name "FOREST".
-Fixed an issue with RBLX Doomspire Brickbattle where the spawns were not Battle Starts.
-Added Boss Way Points to DOS Zone.
-2.4.2
-Remade DOS Zone!
-The older version of DOS Zone will be moved to "Shadow Realm" and will no longer be updated.
-Fixed(?) an issue where people kept on getting stuck underneath the road in Mr.Logan's Rainbow Road.
-Fixed an issue where Frosted Flower's name was still named Fridged Freezer.
-2.4.1
-Fixed an issue where DOS Zone was causing to get a "There are no vertices" error, causing their game to crash.
-Fixed some queso that Mr.Nin found while testing Mr.Logan's Rainbow Road.
-2.4
-Added Mr.Logan's Rainbow Road!
-Nerfed the death barrier in Frosted Flower Zone.
-2.3.1
-Slade refused to save the updated maps. The updated maps are now present here.
-V2.3
D.O.S Zone:
-Blocked of some areas where you were not supposed to drive on. (Thanks Barkly :) )
Frosted Flower:
-Fixed an issue where the name of the map was still Fridged Freezer.
-Made a turn "MrNin proof".
RBLX Doomspire Brickbattle:
Replaced the Stud texture with a more "authentic: Stud texture (Thanks Superstarxalien!).
-V2,2 Lots of notes this time:
D.O.S Zone:
-Music now is louder.
-"Random Midtextures that appear on the roof" have been removed.
-You will no longer spawn backwards on Checkpoint 19.

Fridged Freezer:
-Changed the name to Frosted Flower Zone.
-Layout of the course has been remade.
-Updated the Map, and Map Select Screen sprite.

RBLX Doomspire Brick Battle:
-Minimap has been updated
-Fixed a little texturing error on one of the blue spawns.
-V2.1 Added a death barrier to RBLX Doomspire Brickbattle.
-V2.0 Added Fridged Freezer and RBLX Doomspire Brickbattle.
-V1.1 Logan did a big oopsie, and he accidentally mixed his wads up, and released a older version of his map. But other words, Fixed bugs, removed/shortened some sneaker pads, added Chao, and added some signs.
-V1: Initial Release.

Permissions:
Hey! Please feel free to hide any maps with SOC! I know some of my maps have issues, so please do tell me why you decided to SOC a map out, so I can make them better!

Another thing: Please dont port/edit any of my maps to any other version of SRB2(Kart). Im still alive, and as long as Im alive, Im the one calling the shots :).
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  1. The Fabled V5.0 Update

    Its finally here after a billion years. Feel free to check out all the new stuff thats been...

Latest reviews

I Really Like This Track Pack The Tracks Are Really Cool!
Upvote 0
How has NOBODY rated your pack yet?! Let's fix it.

I rate each map based on visuals (how does it look visually? is it clear where to go? etc) and gameplay balance (is it fun to drive? are there any problematic cuts / item sets? etc). While I give every map individual scores, note that the final score is NOT an average of these scores but rather my opinion on the pack as a full package, usually weighing gameplay balance more heavily than visuals. If a map pack is updated, I'll be happy to update my review as well. Hell maps are not included in my review.

- DOS Zone -
Visuals: ★★★☆☆
Balance: ★★★☆☆

DOS Zone is a tight, chaotic 4-lapper that tends to provide a really fun time. I can imagine the black/white theme of this track being really hard to pull off well, but you've managed and it looks pretty good. The first ramp is pretty steep and it's hard to see where you're going on your first time through, but it's pretty minor and other than that there are no particular problem spots.

The item sets are placed a little weirdly: item sets 1 & 2 and item sets 3 & 4 are but a mere 5-6 seconds away from each other. Personally I feel like the item sets could be moved around a bit or one could even be removed; 4 item sets for a course that's 25-30 seconds per lap on normal speed seems a bit much.

The shortcut near the end has been nerfed from previous iterations which is a real positive, but still feels a little awkward - I guess it needs 2 sneakers now? I wonder if it'd be worth just blocking it off and introducing a new cut on the raised turn in that same section that just requires one sneaker, maybe some offroad or a small ramp or something. Nothing too strong since it's nearing the end. Overall, this is a pretty good track.

- Frosted Flower -
Visuals: ★★★☆☆
Balance: ★☆☆☆☆

Definitely the weakest track in this pack, in my opinion. Visually the map is clear to read and looks good, if a bit plain. When compared to your other tracks, it does fall behind a bit, but it stands well enough on its own.

This map suffers from various gameplay balance issues, most notably the "split path" issue: the item sets are set on split paths, which means that even if 1st and 2nd have traversed about the same amount of distance on the track, if they are on separate paths the game will think there is actually a huge gap between the two. It then calculates item odds in this fashion, giving 2nd place sneakers or potentially even a power item such as invincibility. As a result, racing on Frosted Flower often feels like a crapshoot, where you're at the mercy of item odds.

Moving the item set to a location so that it finishes rolling where players are gauranteed to still be together would solve the biggest balance issue this track has. If you can also find a place to add a shortcut somewhere (but not near the end of course), that would also be a cool addition, though I can imagine that'd be hard if you want to keep the theme of the map being shaped like a flower (cool idea!).

- The Untitled Forest -
Visuals: ★★★★★
Balance: ★★★★★

BANGER MAP ALERT!!! I still remember when Untitled Forest had vanilla textures and a simpler layout back in the day. This map has gotten such a huge upgrade, it's honestly incredible, and this new iteration is one of my absolute favorite custom maps. Looks beautiful, easy to read, banger music, what more could you ask for? I just wish it lasted longer, since it's a little on the short side.

All I have for balance concerns is pretty much just nitpicks. There is a cut hidden near the end, but it feels unnecessary. I think it might be faster to just use a sneaker to cut the small bit of off-road near the ramp on the normal route. The fact that there is an item set right before said cut also means there aren't many scenarios where you'd realistically take it. I could see it being useful in a slipstream scenario because of the boost pads - but then it's just an end cut, and those are generally bad for a competitive gameplay experience. I don't think the existence of this cut hurts the map much because, again, it doesn't really save any time.

- Home Base -
Visuals: ★★★★★
Balance: ★★★★☆

A tight map with narrow roads that feels built for close-quarters combat. I love it! Visually, the map's a dream. Despite its tight turns it reads very well and it's easy to see where one is going, and even on turns where there might be a chance of misreading them you've put horizontal springs on the walls to correct people. Awesome work.

The usage of springs does come with an issue: it's pretty easy to go in between them. There's no harm in placing a few extra springs here and there to avoid this! The mandatory horizontal spring wall near the end has an especially high "well, I guess I missed it" count. Maybe marking this particular wall as a bouncy wall so people don't bonk off it might be worth trying out.

Speaking of the final stretch, people bonking each other in this area is pretty common, and people often end up on one of the ledges. Some of these are tagged as death planes, but landing on them wouldn't necessarily be a race ender. It would definitely be worth it just making these regular road instead.

Lastly, anyone reading this: play Snap the Sentinel, it's good.

- Azure Lake -
Visuals: ★★★★★
Balance: ★★★★★

This is it: the essence of high lap count tracks. A tricky, surprisingly varied layout with some room for improvisation and just the right length, too. And again, you're knocking it out of the park with these visuals. Honestly, I don't have much to say on this one - I really enjoy every race on it, it's always fun and chaotic. If there's one thing to mention it's that the one offroad cut near the start feels a bit awkward to take at times. Great map.

- Gigapolis -
Visuals: ★★★★☆
Balance: ★★★☆☆

Gigapolis is a relatively simple but fun and engaging 4-lapper. The visuals aren't too complex but look good and convey things well. In a sense it actually feels pretty similar to DOS Zone, in a good way.

The main thing that hurts this track is the lack of shortcuts or any meaningful way to catch up to those ahead of you. The track is really fun when players are close together and duking it out, but this doesn't often last long. With a lack of shortcuts, players naturally start spreading out with one person frontrunning way ahead of the rest, and it really shows. Other than that, it's a sweet technical track.

- A Lovelier Afternoon -
Visuals: ★★★☆☆
Balance: ★★★☆☆

Oh man, this map is SUCH a vibe. I believe it's a remake of another map, but I'm not too familiar with the original, so I'll rate this without faithfulness in mind.

I love the autumn theming, and the music picked is a real jam - this map is just a must-pick for me when it pops up simply because of the cozy vibes. However, I do think it's got some issues. The fact that the "offroad" is not actually offroad just feels a little awkward, especially because it really does read as offroad. If you want to keep that, maybe consider a section early on where driving over it is mandatory just to let players know they don't *have* to follow the road. You might also just want to make it offroad, as that would allow for a much easier time creating cuts. Speaking of...

There are no real cuts in here except the one at the very end, which - well, it's an end cut, so it mostly exists for people to steal well-deserved, fought-for wins with a lucky item. It's a small cut so this is a rare occurence, but I don't really think it needs to exist - not to mention that the texture used for the grass inside the cut is the same texture that is *not* offroad on the rest of the track, and it's easy to get stuck in. It would be nice if you could find some other spots on the map to introduce cuts to combat frontrunning, and remove that last one.

Lastly, on the upper path, there is a small pillar that's really hard to spot and easy to bump into. Not ideal. Still, I have a real weak for the map due to its theming, so despite its issues it's still one of my favorites.

- Overall -

Ωmega Tracks is a high quality map pack with a varied selection of maps ranging from decent to incredible. With some polish on the older stuff and some minor corrections here and there I'd have absolutely nothing to complain about. As it stands, I think this pack is an absolute no-brainer must-have for any server host. Grab it, it's really good!
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