I'm writing this from the latest version I played on Diggle's 5th anniversary marathon of maps, and quite a while after when I reviewed the v1.3 version.

I have noticed how much of an improvement several maps got; Water Palace does seem to have some lag issues when I played though I'm unsure if that was due to addons on the server or not, but the maps that had a familiar layout like Huge Crisis looked better, and it was immediately noticeable that you reworked Mirage Road and Altitude Crisis.

Oh, and Night Carnival was pretty funny as a button map.

Leaf Storm might have room for visual improvement but it looks alright enough, has that little section with the tree which I caught as a reference to those sections in Rush, and the layout was nice overall.

Dead Line definitely looks better and feels cooler, even if it does feel sudden to having to learn on your first lap that you need to be drifting inwards into those springs to have a chance to turn around quickly, as the springs don't auto-turn you around.

All in all though, I congratulate you for the upgrades you gave to your maps from the feedback :)
Upvote 0
looks pretty ok, the special stage map is pretty chaotic when there is more than 10 players, but the map pack is still good.
Piksqu
Piksqu
> special stage is meant to be chaotic when there is more than a few players, that's where the fun comes from
Upvote 0
Going to preface this review by saying that I played each of the maps at least 3 times with both a 7/4 and 5/8 character so I'm able to judge the map in both a heavy weight's and light weight's perspective

Water Palace:
Definitely the best version of the map so far, it flows well for both heavy and light characters, the roads are nice and open but not overly so, you still have to be conscious on the road.

Visuals are very pretty, somewhat lacking in variety but that's definitely helped with the different architecture found around the map, like all the water fountains and half pipes.

The only concerns I have about the map are the shortcuts, this one feels like it'd be really busted with rocket sneakers/invincibility/growquest grow, but, the placement of the first item set definitely alleviates issues with sandbagging for rocket sneakers in the first lap.
https://cdn.discordapp.com/attachments/749373814198108211/1064623484669534328/kart0023.png

And this one is just kind of silly, the tiny amount of time it saves as well as it forcing you to skip an item set means that it shouldn't ever be used.
https://cdn.discordapp.com/attachments/749373814198108211/1064623484979916920/kart0024.png

And, I suppose these pillars are concerning due them being a hotspot for trap items, especially mines, but, it also feels wide enough for that not to be an issue? so, not sure
https://cdn.discordapp.com/attachments/749373814198108211/1064623485235757127/kart0025.png


Mirage Road:
This version is also much better than the previous ones, less of a simplistic gimmick and more like an actual map, in general I'd say it's OK.

The lack of any really interesting architecture and a repetitive texture usage makes this map not very visually interesting, also the lack of any color variety, but, that kind of comes naturally with this sort of desert map so, it's not something I'll judge the map too much for.

My biggest issue is how awkward the map can feel with a heavy weight, it feels like I'm forced to take overly wide turns that don't feel that great due to all the 90 degree turns.

Another notable issue is how good the shortcut at the start is, powerful shortcuts at the start are much less of an issue than those at the end but, a 2 second time save from a single sneaker cut feels, kind of significant.


Night Carnival:
This one I can't say I like much, the turns feel good and the visuals are very pretty with a good variety, but, the map's gimmick with the buttons feels both poorly communicated and somewhat poorly thoughtout.

First of all, the buttons have no tactile feel at all, they make no noise when you press them and are so low to the ground when they're unpressed that it can be hard to notice you pressed them at all.

As well, not having the "off" and "on" buttons labelled in any way can be really confusing on your first few times on the map, it may make you think that the map has two shortcuts of each color and you just didn't notice them, well, that is after you learn they activate shortcuts in the first place.

The placements of the shortcuts is also not at all well communicated, like, there's nothing at all to indicate that this is the red shortcut: https://cdn.discordapp.com/attachments/749373814198108211/1064623485512589332/kart0026.png

I think different colored signs or different colored roads leading to each shortcut would help a lot with their visibility.

This is more theoretical since I haven't played the map in multiplayer, but it feels like this map would be overly easy to frontrun in from a combination of the button powered shortcuts, a lack of any other shortcuts for other racers to keep up, and the tight roads not being very conducive for using grow.

Huge crisis: I don't have much to say about this one, the visuals are pretty bland and repetitive, directioning is a nightmare, i found myself going the wrong way at least twice, and it has "straight line zone" syndrome in a couple of places, I can't say I like it.


Altitude limit:
Another highlight of the pack, it feels very comfortable to drive on as both a light and heavy weight, the visuals are good if slightly repetitive, helped a lot in variety by the indoor sections.

The idea of the shortcuts with the breakable walls is a really fun one, having them be slower the first time you take them but faster later on, though, I think this sort of shortcut would work much better in a map with more laps, so the effect of the cuts' speed up is more felt, otherwise, it's definitely a good idea.

It's definitely a good thing this isn't a single sneaker shortcut, since I think it'd be too strong if it was, but, you definitely can force it: https://cdn.discordapp.com/attachments/749373814198108211/1064623385155469342/kart0028.gif


Deadline:
I think my favorite map in the pack, it flows incredibly well, feels really good to drive on no matter the stats, and is just plain fun.

The color variety is pretty great and the sign posting all feels fitting for the map's theme, though again, the visuals can get kind of repetitive.

The gravity flip sections are both signposted very well, and flow wonderfully with the rest of the map when you enter them, since you're able to charge a drift before taking the springs for them and release it for a speed boost as soon as you land, I was initially worried that using springs for the gravity flip would cause situations where you instantly land on a trap item as soon as you take them, but, due to you being able to see the flipped road before taking it, that shouldn't be an issue

The only issue I can think of regarding the map is how kinda weak the shortcuts are, but, with how open the map itself is, I don't think that should be an issue, since you'll be able to make up time easily with power items.


Special Stage: funee


Conclusion: a mixed bag, but, is definitely more good than not, looking forward to seeing you work further on it!
Upvote 0
For this review, this will be based off of the latest 1.4.3 build. This is from my experience as I tested it on the SciLab server. Writing this as I really want this pack to be the best version of itself.

--- Water Palace ---
As other reviews said, it is the best of the bunch in this pack. The rework really does it justice for me. It could use a little work on the optimization side, however. Water also seems a bit weird in Software mode as it was told to me by another player.

--- Mirage Road ---
A bit more of a complex map. Less chaotic, but it gets the job done. I do have to give points for removing that dreaded softlock exploit that can hold up races.

--- Huge Crisis ---
I'll have to be real, this rework is kinda less interesting than the original version? The original had vents, faithful to the source material which made up for its length. Many of the NEW alternate paths aren't... really that meaningful, which lost some points from me.

--- Deadline ---
Honestly a step up from the original. As it isn't really a oval-like circuit with some upside down sections sprinkled in there, it is a bit more complex, but still easily navigable. However, there are some jank with the U-Turn sections which can easily throw off players if they aren't prepared for it.

--- Altitude Limit ---
Gliders are cool and I applaud you for using them here... as for the actual review, it is pretty neat. However... acrobasics really do break this course. Whatever it is you're doing with the rework of this one, I hope you absolutely kill it.

--- Special Stage ---
A half pipe stage, except somehow people actually liked this better than the other half pipe courses I ran on the server. It could benefit from having more than 4 laps by default though due to its length, but I guess this map in its current form wouldn't be here for long, so who am I to speak.

--- Overall ---
A pretty janky map pack that I enjoy. I just want to see it in its best form where players can have consistent fun on them.
Upvote 0
I honestly had a lot of fun with most of this.

Starting off, there are a few repeated spelling and grammar errors; 'Mirrage Road' instead of 'Mirage Road', 'Deadline' instead of 'Dead Line' and 'Sonic rush' instead of 'Sonic Rush'. Nothing too serious, because most people will likely not even notice until it's pointed out, but it is something of note.

Another general detail that I think is missing is spectators. Adding floating platforms, or bleachers, or floating bleachers, or just areas on the side for spectators to stand does wonders for improving the atmosphere of a track.

------ Water Palace ------

Water Palace is the best of the bunch, all-in-all. There could be a little bit of detailing done to the walls and floors so it doesn't look as much like repeated textures, but that's a lot easier said than done.

The only real issue layout I could find is a small hiccup when first entering the waterslide, where you'll skip across the surface first before landing. I think either levelling the slide out with the floor or making the floor dip down with a ramp or slope would fix that issue.

A minor recommendation is to put directional arrows on the wall or floor after the cut through the underwater fences, as there's not an easy way to tell which way is forward without looking at the minimap (which I had disabled).

------ Mirage Road ------

Mirage Road was the easily second best, IMO. I think making the sand on the outside slowly flow down towards a kill-plane would make it more interesting, maybe add a shaking effect every lap to make the route changes more obviously telegraphed. I'm a bit confused at the random item box in the fire, but as someone who runs builds with Parry on, I had fun timing that. Overall, pretty cool.

------ Altitude Limit ------

Altitude Limit needs a bit of work, if I'm being perfectly honest.

Starting off, visuals. I think adding secondary pillars or scaffolding underneath the roads would do a lot for visual interest, considering most of it comes from the main pillars the roads connect to; maybe add a fog effect on the track (like Eerie Catacombs from the Nightmare Pack) to make it feel like you're IN the clouds. I also think adding some flair to the main pillars, like spotlights or something of that nature, would make them easier on the eyes.

As for the layout itself, I think the zippers on the sloped hairpin turns need to go. They completely screw with the float of the race. If you need to, add some normal boosters on the floor before the turns and put some barriers around the areas (or don't put barriers, for extra chaos).

I also think adding a few more glider sections would be nice, to make it this stage's gimmick. The straightaway after the first raised hairpin is kinda boring, so making it a glider section could give it personality, have it be the 'tutorial' section, and remove the road beneath the majority of the original first glider section. Another one could be one of the curved 90 degree turns around a pillar, since the gliders can take corners shockingly well (an example would be the upper pathway after the original first glider section, which could be used to skip the two raised hairpins).

Speaking of glider sections, a little super-skip during the first glider section. If you have a sneaker, you can immediately do a 90-degree turn and fly over to the two raised hairpins, bypassing a massive chunk of the course and saving about 10 whole seconds. That may be intentional, but probably not. I'd recommend putting an invisible wall separating those two areas, for balancing purposes.

------ Huge Crisis ------

Huge Crisis was pretty good.

I think maybe putting zippers on the corners of the vents alongside the push they give you would help prevent people from bumping all over the place, but that's a minor thing. I saw someone mention that they may be too overpowered, but given the presence of damaging items in multiplayer, I think their linearity and tight-quarters balances their speed out.

Aside from that, I think maybe making the pistons (and the roof) taller would help with timing that massive off-road cut.

------ Dead Line ------

Dead Line is another one I think needs a few more drafts. The idea of swapping between gravity pulls is great, but as it stands its completely underutilized. One swap at the beginning from ground to ceiling, and another swap near the end from ceiling to ground. I think adding ways to flip in other parts of the lap so you may/may not be on the ground when you cross the finish line would be cool, like ramps or spring pads on the floor and ceiling that swap you as well as the dedicated areas.

Another suggestion is a sneaker cut going straight in the outside section. Just a series of floating platforms accessed by sneaker-boosting on a red spring pad near the edge of the exit. There could even be a matching one on the ceiling, so you could take further advantage of gravity swapping.

------ Special Stage ------

I'm not sure what to think about this one. On one hand, YES; we finally have another version of the halfpipe special stage, and this one explicitly IS the halfpipe. On the other, it's kinda bland...? I'm not sure what you'd do to improve it, beyond giving players the ability to trick off the edges.
Upvote 0
So gonna try to quickfire my thoughts from giving a spin to these maps in Free Play mode (Hard speed). I know that this was your first map-pack and even got updates, and that you definitely have improved in the Racing Stadium pack, so any particular feedback is just aimed at the tracks I tried out.

First of all, the music credits in all tracks has "Sonic Rush" written as "Sonic rush"; a small nitpick but...you know, a detail that could be ironed out.

Water Palace definitely has neat ideas for me, like the sliding tube and the branching path, but I guess that if there's something that could be added upon, is some extra visual variety on some sections or walls (which is easier said than done, but probably would help in the long run). That and waterskipping when landing on the waterslide was a bruh moment; if that can be changed/patched then it would be fine.

So Mirage Road...which is written here as "Mirrage Road". Another dumb spell check but this one probably is a bit funnier/jarring to see since its in the map's title itself. Anyways...

In concept, a pretty cool experiment: Branching paths that work on a same road. In practice though, it can be confusing and make you feel "wait a minute am I driving backwards" since the track doesn't have any preventions in case you actually happen to do that. I have to think later if those kind of preventions wouldn't be possible due to enough overlap on the track itself, and its surprising that it seems to work...but that and the map being mostly simple outside of that makes this one a bit weird. Oh, and the first turn when you take the right path that goes on the outside area at the desert feels pretty blind; a sloped turn into offroad where you can't see the road ahead? That could definitely get tweaked.

I'm sort of split up on Huge Crisis. This is another map with experimental ideas that I do like, but at the same time I can sort of see the tunnels being a bit too much of an advantage in comparison to other paths? A matter of balance and actual playtime on the track, I guess (because if there's a path that's absurdly faster than the other paths...then why take the other ones?). Other than that, could also benefit from some visual sprucing up as well, since it looks pretty samey.

Altitude Limit as a theme could have great potential, but here its probably the most that sticks out in odd details: The sky sticks out in a weird way, the turns with zippers, and how there doesn't seem to be a great sense of speed in the track overall (mind you I was playing in Hard speed). Probably the one I have the less to say on since its...there. Likely would need some more dynamic sections, more visual crafting/polish and figure out something better than zipper-laced hairpins. Good ol' half-pipes could help on that one, but I guess that its a matter of how much this map could benefit from a big overhaul/redesign/rebuild from scratch.

I can see the merit in the ideas with Dead Line: The grav switching matches up with the theme (along with the minimap being color coded for that), there's an outside section, and said outside section is a nice sight (though the sky could be way better than what's used). But the indoor sections feel like a letdown in visual appeal, the majority of the normal gravity section is...a wavy straight, and there's not much to tell home from the layout.

Special Stage is "silly halfpipe the map"...and that's fine! I think that my biggest complaint (since whether you want to make a complex or simple layout with the halfpipe idea is up to you, as the halfpipe as an idea at least makes it for a fun drive) is the visual fidelity: I know that its tough to get right the texture size and stuff, but this is probably where a cleanup on the visual design would matter the most...since you'll be looking at that pipe for the entire race. Also figuring out an animated background could be a nice touch.

As someone that struggles to use custom assets for my stuff, I definitely know about how "improving the visuals" can be an "easier said than done" case, but there's definitely a big room for improvement in the case of these maps, both in visual appeal AND map conveyance for synergy with the layout design. And about the layouts, I guess that the best way to know whether your layout has tweaks or not is to have some testing with it before anything; its specially helpful if it is with experienced players since they can both tell you about any particular oddities with the layout or skips to be patched.

Sorry if this was a huge, huge load to read (fingers get carried away when I get in typing mode), but this is the thoughts I got so far from this...and knowing what you did with Racing Stadium, you've definitely have learned from the stuff you've done here; whether you would like to revisit these or not is up to you...but I'm sure that the day you happen to do so, you will already have a good idea about what to tweak or just build from scratch altogether for a renewed, fun Rush pack :)

And as-is...I think that Water Palace and Special Stage are inoffensive, Huge Crisis is cool but also can tell that it might be a bit confusing/unbalanced in some regards in mutliplayer, Mirage Road is somehow both simple and confusing...and Dead Line's probably the msot underwhelming in my opinion. No idea how different these maps in 1.3 are from the previous versions, but not too bad for being your first mappack!
Upvote 0
This review is going based off of V1.3.1

I'm going to rate the maps from most enjoyed to least enjoyed

---Deadline---
Layout-wise, it's the only map that I kind of liked racing on, but it seems rather stale and think you could've done more with the theme and made it a bit harder like it is from the source game. The section that flips you back and forth (with the red rocks) is janky from the ceiling. I ended up bonking the lip every single lap and never cleared it properly. Visuals are ok, but it has nothing memorable. For the flip gravity section, you should change the textures/add midtextures to let the player know which ones does what.

---Mirage Road---
I'm personally not a big fan of 5 lappers, but this one is relatively decent. I do like the gimmick of the alternate paths opening up at different parts of the track and I think it's a good improvement from the 1st version. Personally, I feel like you could've done more with the layout itself, but it's nice, simple, and don't mind racing on it multiple times. Visuals are decent, but nothing too memorable.

---Special Stage---
There's not a lot to say about this one. Visuals and Layout are ok, but to me it's just a boring map that's one giant halfpipe (I know that's the point, but it's probably not for me).

---Water Palace---
I really like the new changes to the map compared to 1st version and the unique aspect of lap 1 and 3 being different from 2 and 4. Unfortunately, laps 2 and 4 are a huge detriment to the track as a whole. I ended up enjoying myself for the 1st part and didn't want to race anymore after that because you basically drive in a straight line. Even though there are turns in the last section, there's nothing to warrant drifting. This map probably has the best visuals, but I couldn't tell that the 1st turn of the track was a left turn because the road blends too much into the wall.

---Huge Crisis---
I really want to like this track, but the layout is very lackluster. I like the 1st 10-or-so seconds of the map, but after that, I don't want to race on it anymore. It's just a big straight line with a 3/4 circle turn and another turn before it loops back to the start. I like the alternate paths, but they're very poorly executed. The left path is vastly inferior to the right path and on top of the that, the left path is way more lackluster since it ends in a straight line into an "auto scroll". The intended shortcuts are time losses rather than time gains. You're better off just skipping the off-road during the 3/4 circle turn and it saves 3 seconds (which is rather strong) from people on the main road and probably saves 5-6 seconds if someone tries to take the alternate path that opens up.

---Altitude Limit---
This is by far the worst map in the pack. The layout is very boring, and you don't even have to drift for over 80% of the map. I really don't like the zippers since that adds to you just going in a straight line and it can lead to trap items being more deadly than they should be. The visuals are also the worst since it's some random pillars, a sky floor, and random red floors underneath the main roads.

---All Maps---
Due to the simplicity to all these maps, I can definitely see power items being extremely effective and invalidates anyone who dares to hold 1st.

Overall, this is an improvement from V1.0, but 2 out of the 6 maps are interesting to play on and the others are just boring.
Upvote 0
Quick note before I review : I have only played those map in a multiplayer setting for the 1.2 version and before. i have only do free play for 1.3.

--------------RACE MAP----------------

WATER PALACE : Before 1.3 , it was by far the worse map. Making a split path for the whole map kill player interactivity.
But now there are no longer a splith path (making it technicaly a 2 lap map). I mainly like the session with the strong water stream where you go fast with a lot of turn. Also, that huge slope at the end is a trap heaven. other than tha,t the map is okay.
Also, it doesn't have any cut, I think.

MIRRAGE ROAD : Cool GCN Luigi cuircuit. Before 1.3, the door was broken and useless. And there was way way way to much item avaible, the map was pur chaos.
But now the door work (at least in free play) and there less item. Which I think make the map way more enjoyable. Probably my favorite one from this pack.

HUGE CRISIS : The main problem with this map is that almost all the alt path are not worth it. Even the first cut at the start. The item reward is often useless since you will get item anyway on the main path.
The only good cut is a the end and it is very strong, it's kinda balanced by the fact you can fail it with the crusher ; it still strong. Not a big fan of that map.

DEADLINE : My least favorite map. Like I said in water palace. Splith path for the whole race kill player interaction. It can be fine if this is a full loby, but with fewer player the track become boring. Also the gravity swapp is not obious enough on where you go on hate ceilling or not ; this need a better indication (also the current arrrow that show it are reversed, oof).
Also, it doesn't have any cut, I think.

ALTITUDE LIMIT : This map look unfinish. There almost no texture work. With some good sneaker you can SKIP some part of the map. No CUT (the only one is a cut that everyone can take, so it's not a cut imo). The paraglider is at the limit of not possible, if player don't know they can press up to go up, they will die. And I think the track is boring, the only hard turn are auto session so... 9 speed heaven.
This map is jsut not working.

SPECIAL STAGE : It's just an half Pipe. And doesn't have cut. But .. Somehow... This map is super fun. It's pur chaos. You will only dislike this map if you are a tryharder :)

ENCORE Map : Funny encore.

Global opinion. While the layout and the visual can be improve a lot. Most of those map feel UNIC and ORIGINAL, And been original is what save this pack. Kinda unfortunate that 2 map are just horrible.

---------------BATTLE-----------------

Global stuff for most of the battle map :
- The item are way to packed together. This create stalling strategie where you farm good item at some place. This also can break some gamemod in battle + , mostly the mine blast where you can easely stack 9 mines in 5s . Or making custom object appear in pack.
- Those map are not spring proof, you can go in the map decoration and be safe for the whole match.

WATER PALACE : I think it's the best battle map, and it's the only one that don't have item pack so much. Good.

MIRRAGE ROAD : Make the offroad less strong and it will be a fine stage. The problem with off road is that it make you super vulnerable to other player , and a good third of the item required to go off road. Also suffer from packed item.

HUGE CRISIS : The worse battle map by far. Mainly because it's a trap heaven on the auto session. Also suffer from packed item.

DEADLINE : Cool map, the swich gravity work super well with the moving item. You can do some cool strat. it's fun.

ALTITUDE LIMIT : (I haven't tested this one in miltiplayer) Paraglider in a battle map? Seem interresing. I am jsut scare of stalling strategy. Can't say more since I haven't fully tested it.

Global opinion : Remove DeadLine and it is actualy a very fine battle map pack.


3 star for you. Can be a great pack if you fix most of the horrible mentioned stuff. And maybe add more visual related to Sonic Rush (without the music, you can't tell that those maps are Sonic rush theme).
Upvote 0
- Preface -
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 and battle maps are not included in the review.

Of course, as with any review, this is all simply my opinion; do with it as you please.

- Water Palace -
Visuals: ★★☆☆☆
Gameplay: ★☆☆☆☆

Water Palace is a messy track with good ideas but flawed execution. The half-pipe slide at the start makes for some fun chaos. However, when leaving the slide at the start, it's very easy to accidentally enter a water skip. This will slow players down immensely and is generally undesirable. The slope after the path split feels very blind - especially with the fountain and cut there, you're setting people up for some really hard to react to geometry. The cut is impossible to see coming on one's first lap, and it's not exactly easy to take because of how blind it is even if you know it's there. If you can find a way to convey the turn and cut better, that would be good.

The path split inside feels pretty claustrophobic because of the low ceilings. There's also 3 item sets in quick succession here (one on entry, one inside, one on exit) - this will result in people mashing out and using their item asap without much thought and takes focus away from driving. I think the item set inside the path split can be scrapped without much issue.

The propeller room feels janky to go through and is janky to look at, with visual bugs galore. This is to be expected considering it's a polyobject and I'm sure you've done the best you could with it, but it's still worth noting and pointing out.

Visually, the map looks okay. It isn't anything special to look at but the textures carry the theme well enough.

- Mirrage Road -
Visuals: ★☆☆☆☆
Gameplay: ★★☆☆☆

A fun gimmick on a simple track. There's not much wrong with this map on a gameplay level - it's simple and easy, and there's nothing wrong with that. The "double back" gimmick where you pass over the same part of the road twice is something that's always pretty funny. However, just because there's not much wrong doesn't make it great, either. It's a little boring, and the visuals are definitely not helping.

Visually, the map leaves a lot to be desired. Apart from the road, the whole thing is pretty much the same texture. The theme of this level in Sonic Rush has a lot more colors and visuals you could incorporate into this. For example, why not have a small part of the track where it opens up and you can see outside? Or use some of the blue pillars / statues that are in the background of the original. The map really needs something to break up the monotony.

- Huge Crisis -
Visuals: ★☆☆☆☆
Gameplay: ★☆☆☆☆

This map's gimmick of wind tubes is kinda funny but you're not exactly gonna get great races out of it. The map consists of getting pushed through no-control shafts into a simple piece of track, usually a straight line or wide turn. I honestly just don't think the gimmick works on a gameplay level. Funny once for the sheer jank, but then the comedy quickly wears off and makes way for frustration as you have control taken away from you for big portions of the track. Not a fan.

Visually the map is... pretty much all gray? It's not hard to tell where to go but if you can find some ways to break up the monotony, that'd be really good. Again, I know the original level has more colors to pick from - how about incorporating some more of that to add some more flair?

- Deadline -
Visuals: ★★☆☆☆
Gameplay: ★☆☆☆☆

A generally inoffensive gravity flip map. The track is simple and is carried entirely by the gravity flip gimmick, but this makes for an unengaging map to drive through - one with lots of simple turns and straightaways without anything going on. This also makes it hard to comment on otherwise... it's just kinda boring.

The map looks okay. The same textures are repeated everywhere but at least they look alright. Again, finding some way to flair things up would be very much appreciated here. When you have a simple layout, focusing on visuals and detail is a good way to keep players engaged anyway despite the simple track.

- Special Stage -
Visuals: ★★☆☆☆
Gameplay: ★★☆☆☆

The simplest and probably best map in the pack. It's just a halfpipe all the way through. Which can be pretty fun, not gonna lie! Some of the blue areas can be collided with as if they were walls - marking that whole area as a ramp sector should fix that right up. Visually the map looks as it should considering its theme, but I'd maybe double the size of the polka dotted textures; they're VERY messy to look at. Other than that, not much else to say here.

- Overall -
Rush Pack consists of a mapping newcomer's first maps and you can definitely tell. The quality isn't fantastic but there is promise. Some of the maps can make for fun races but there are a lot of fundamentals missing here, both in terms of visuals and in gameplay. If you go back in and really give the maps some love, especially in terms of visuals, I think it would improve a lot. Keep iterating, improving, and experimenting - what's here is rough, but you've got potential!
Piksqu
Piksqu
I would like to thanks you for your feed back as well as your advices.
I must admit i've still a long way to go considering mapping, and there is definitly lot's of improvement possibles.
don't worry about Huge Crisis, It's layout is currently being reworked from scratch, with a lot less of mandatory tubes.
Upvote 0
pretty epic pik I really like the water one
Upvote 0
This is pretty cool
Upvote 0
For a fisrt mod its good
Just Water palace kinda lags
Upvote 0
Back
Top