SUPERMETAL for DRRR [3 Tracks]

SUPERMETAL for DRRR [3 Tracks] r2

What permissions do you give others to modify and/or maintain your submission?
Modify: ASK ME - Maintain: IN MY ABSENCE - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. However, if I can no longer be contacted, I give permission for my entire submission to be maintained by others.

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SUPERMETAL for DRRR is my collection of custom courses for Dr. Robotnik's Ring Racers. Currently hosts 3* tracks, including my previous 2* tracks from the original version of SUPERMETAL for SRB2Kart.




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An 8-lap figure-eight track where you bounce on a drum. The drum plays some sounds you've heard before...

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From SRB2Kart's SUPERMETAL, SM64 The Princess' Secret Slide reimagined for Ring Racers as a sprint track through the three slide levels from Super Mario 64.
Mario character add-on from @mitsame's girlpack.

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Basic Bounce Zone as you remember it from SUPERMETAL. But if this is Classic, then where is Basic Bounce Modern...?
Metal Mario character add-on from @Team Combi-Rings' Combi-Rings Lock-On Pack.

*Asterisk? Is something missing? No, don't tell me...

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Playable in Grand Prix, Match Race, and online through manual selection only.


  • Kart Krew Dev, for granting permission to use and edit assets from Crimson Core Zone and SRB2Kart's Megablock Castle Zone for use in Eight Beat Zone and Basic Bounce Classic respectively.
    • Chengi, for granting permission to edit the old guardrail texture from their Avant Acropolis Zone map for SRB2Kart for use in Basic Bounce Classic.
  • Haya, for creating Star Slalom's flashtics + screenswipe lua script.
  • Eldog, for assistance in creating the lamp papersprite objects in Star Slalom. She has also contributed greatly to the creation of maps for the original SUPERMETAL as well!



Map IDs:
  • SUPERMETAL_EightBeat
  • SUPERMETAL_StarSlalom
  • SUPERMETAL_BasicBounceClassic
  • SUPERMETAL_test_circle
Map object IDs:
  • 1964: Star Slalom lamp
  • 3451: Star Slalom Super Mario 64 Power Star
  • 3482: Star Slalom Tall Tall Mountain blue smiley face
  • 3483: Star Slalom Tall Tall Mountain moon
  • 3484: Star Slalom Tall Tall Mountain star
  • 3455: Star Slalom Tall Tall Mountain yellow smiley face
Author
Superstarxalien
Downloads
1,411
Views
4,164
Extension type
pk3
File size
7.7 MB
MD5 Hash
4758d2dc77e9d1ca4f9f15f8a6dd142d
First release
Last update

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Latest updates

  1. The Human Eye Sees Things at More Than 24fps... And So Does Star Slalom

    Star Slalom has been updated with a wealth of changes that should hopefully see it perform at...

Latest reviews

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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Eight beat is alright. It's a basic figure 8 with a trick in the middle, the drum at the center playing hornmod sounds is cute but i felt kinda overwhelmed with the amount of sound effects firing off constantly, the upper blue rings felt kinda akward to take and exit.

Star slalom is a map that's conceptually very cute and fun, but the performance in high player counts gets pretty bad. Anything above 8 players starts to drop frames pretty noticeably, especially online. You might want to cut the amount of fofs the map uses, it really doesn't look like the entire map needs to be made out of those. Otherwise i really like this one.

Surprised to see Basic Bounce ported. It's kinda simplistic but not bad. I don't really have much to say on this one, it works well even without kart's air control from spring panels.

MKDS Test circle is a map that exists, available as an addon for the video game Doctor Robotnik's Ring Racers.

Overall it's alright, don't have much to say. Maps are fairly simple, save for Star Slalom which would be nice to see optimized as it's a pretty fun map. Test circle makes beating Master Grand prix impossible if you are not Chao stats (or at least 1 weight, i did not bother doing another run after seeing what test circle plays like haha). I look forward to see what other maps you make.
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