Kart Mania Reborn

Kart Mania Reborn 1.4.1

Super Chris

That one map maker.
Super Chris submitted a new resource:

Kart Mania Reborn - Kart Mania is back with a few returning maps, but some fresh ones!

My level pack, Kart Mania, is back under the name Kart Mania Reborn. Initially, I was not very fond of Kart Mania's state from 2019 to 2021, but I finally decided to do something: Remake most of the tracks from scratch! While I did retain a few tracks from Kart Mania, there will be new tracks in place of the ones that were in the old Kart Mania.

With that out of the way, here are the tracks:

MAPI1: Water...

Read more about this resource...
 
Following up on my v1 review, to add something I forgot as well as reflecting a couple things:
Took a look around and yeahhhhh I don't really think you should be hiding shortcuts. They should always be able to be seen so that you can be ready to take it. I probably would have never found it on my own, either.
kart0495.gif

As for the small offroad cuts, those are all near the end of the lap, right around where shortcut is. I guess I should probably change it to "Shoes and Rockets are weak at the beginning/middle of the lap due to no or not a lot of shortcuts to take."

I also found out that there's no offroad effect on some parts of this grass in the previous section.
kart0496.gif

kart0049.png

kart0050.png

Here are the instances of Z-fighting. Screenshots taken in OGL.

This is the part that I forgot to mention in the review. How come there are water texture spinouts at the next half of the track? We've started off driving on and in water, so most people wouldn't really think of it as a hazard and drive across it thinking nothing of it.
kart0052.png

The section where water starts becoming a hazard is very easy to dodge because it's barely in the way. So when we get to the final section, just before the finish line, the water hazard starts to get in the way and pose a threat. People who dodged the water back here probably didn't even know it was hazardous and also probably wouldn't assume the water near the end was hazardous too considering they started off driving in water.

kart0494.gif

Regarding its strong cut, I found you can actually brute force your way up where with any speed except 9 (accel characters have it the easiest while 8 speed barely makes it) and still manage to slightly save time due to the strength of the cut.
 
Following up on my v1 review, to add something I forgot as well as reflecting a couple things:
Took a look around and yeahhhhh I don't really think you should be hiding shortcuts. They should always be able to be seen so that you can be ready to take it. I probably would have never found it on my own, either.
View attachment 53065
As for the small offroad cuts, those are all near the end of the lap, right around where shortcut is. I guess I should probably change it to "Shoes and Rockets are weak at the beginning/middle of the lap due to no or not a lot of shortcuts to take."

I also found out that there's no offroad effect on some parts of this grass in the previous section.
View attachment 53067

View attachment 53068
View attachment 53069
Here are the instances of Z-fighting. Screenshots taken in OGL.

This is the part that I forgot to mention in the review. How come there are water texture spinouts at the next half of the track? We've started off driving on and in water, so most people wouldn't really think of it as a hazard and drive across it thinking nothing of it.
View attachment 53070
The section where water starts becoming a hazard is very easy to dodge because it's barely in the way. So when we get to the final section, just before the finish line, the water hazard starts to get in the way and pose a threat. People who dodged the water back here probably didn't even know it was hazardous and also probably wouldn't assume the water near the end was hazardous too considering they started off driving in water.

View attachment 53071
Regarding its strong cut, I found you can actually brute force your way up where with any speed except 9 (accel characters have it the easiest while 8 speed barely makes it) and still manage to slightly save time due to the strength of the cut.

In regards to your critique:
-For Sunny Garden, I will admit that it was not one of my best ideas. And thank you for catching that non-offroad patch. Both of these have been fixed for the next version.

-For Aqua Cave, I already fixed that part, so expect it in the next patch. Do bear in mind that not everyone who plays SRB2Kart uses OpenGL.

-Sunset Island: The patches of water that slow you down are there to catch you out. As for the picture you used, the dark blue water would blend in with the cave textures, so I used the white water texture to make it stand out.

-Aerial Sanctuary: That too has been patched out.
 
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Hi, I've had a problem where upon loading the original (non-reborn?) versions of Kart Mania would cause my game's time trial records to disappear and my kart speed settings to be reset until I restart my copy of SRB2Kart. Does anyone know what's causing the problem?
 
Hi, I've had a problem where upon loading the original (non-reborn?) versions of Kart Mania would cause my game's time trial records to disappear and my kart speed settings to be reset until I restart my copy of SRB2Kart. Does anyone know what's causing the problem?
That's because the map pack comes with unique save data that overrides your vanilla save data until you restart SRB2Kart. A couple of map packs like omega tracks does that.
 
Super Chris updated Kart Mania Reborn with a new update entry:

Kart Mania Reborn 1.1.1: The Halfway-Done Cherry Cup Update

Not much of an update, but here you are:
  • New maps: Slime Springs and Sweet Street
  • Metal Corridor: Visual update.
  • Floral Forest: Centered arrow signs.
  • Added a Map Hell map.

Another map I've been working on, Rusty Ruin Zone (which itself is based on the zone of the same name from Sonic 3D Blast), will be out along with the Cherry Cup's final track.

Read the rest of this update entry...
 
Super Chris updated Kart Mania Reborn with a new update entry:

Kart Mania Reborn 1.2: The Rusty Update

I'm here with another new addition to the Cherry Cup: Rusty Ruin Zone, which is based on the Sonic 3D Blast/Flickies' Island zone of the same name.

Other changes:
  • Aerial Sanctuary Zone has been removed from the main rotation into Map Hell.
  • Another old map of mine has been added to the Map Hell rotation.
  • All of the existing tracks have Encore themes.
  • Adjusted some Encore palettes.
  • Small bug fixes here and there.

Read the rest of this update entry...
 
Super Chris updated Kart Mania Reborn with a new update entry:

Kart Mania Reborn 1.2.1: Cherry Cup completed!

The Cherry Cup, despite being in limbo for a while, has now been completed! Among a new course are the following updates:

  • New map: Indoor Rally.
  • Water Temple: Minor visual changes.
  • Aqua Cave: Fixed a potentially missable checkpoint.
  • Snowy Frolics: The beginning of the map now has a lower cliff that players can land on if they're playing on either Easy or Normal Speed. Additionally, the shortcut near the end of the track also prevents players...

Read the rest of this update entry...
 
There are some conflicts with this pack and the Pizza Tower Pack. Depending on which one is loaded first they will replace assests from the other. The one I noticed was Peppino punching John Pillar replaces some Cacti from Kart Mania Reborn and vice versa. This leads to a extremely loud sound when the race starts on Sunbaked Canyon Zone if Pizza Tower is loaded first. Could cause hearing damage honestly so wanted to make people aware.
 
There are some conflicts with this pack and the Pizza Tower Pack. Depending on which one is loaded first they will replace assests from the other. The one I noticed was Peppino punching John Pillar replaces some Cacti from Kart Mania Reborn and vice versa. This leads to a extremely loud sound when the race starts on Sunbaked Canyon Zone if Pizza Tower is loaded first. Could cause hearing damage honestly so wanted to make people aware.
The Pizza Tower pack had since been updated last month. You're most likely playing an outdated version.
 
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I don't think you fixed the pizza pack conflict. It seems the things soc hasn't changed but the map has different ids. Yep, the fix didn't fix anything but instead broke the map.

Edit: Ok, so it's technically the things that are broken and not that big a deal if you don't mind exclamation marks where the thing objects were. Hope this is more informative instead of exaggerating.
 
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If you ever update Kartmania still, do you mind re-naming the save file to "customtracks.dat"? Almost all map packs universally use that name now, and it saves up on save data transferring which yields less join lag. Yours is named "krtmania.dat". Would appreciate it a lot! Its nothing critical at all but I figure I ask now in case the pack gets another update.
 
Super Chris updated Kart Mania Reborn with a new update entry:

The Final Update for Kart Mania Reborn

With the impending release of Dr. Robotnik´s Ring Racers, this´ll be the last update for Kart Mania Reborn. Not only have I not been feeling the drive to map lately, I feel as if my map pack is mostly complete at this point. From here on out, any updates that Kart Mania Reborn receives will be in the form of patches.

With that being said:

Version 1.4:
  • New map: Casino Boulevard
  • Very minor fixes.

Read the rest of this update entry...
 

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