LOGMAPS

LOGMAPS v2.2

Mr.Logan

loggers dude
Mr.Logan submitted a new resource:

LOGMAPS - log maps for logger people!


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Introducing: LOG MAPS!
Hi, Mr.Logan here. Its been a long time since I've posted any kind of updates here on the MB huh? I think many of you are familiar with my previous work that I have made back when SRB2K was popular. I'm glad the enthusiasm for some of those maps are still there, so I was inspired to keep cooking in secret for these last 2 years or so. Hopefully...​

Read more about this resource...
 
Chemical Chateau is certainly a pretty map. You've done a very good job in terms of making a faithful take on it.

There's a few points of feedback I'd like to give from some small experience in netgames as well as drivearounds:

The map's pillars are not solid for most of the level until the path split. Having the rule change on the player midway through the map when they thought they were safe on a corner doesn't feel good to drive on.

I'd personally say keep them all consistent, whether it's solid for visual consistency, or transparent so the walls can be flush.

The map's directionals occasionally blend into the rest of the level, or are absent when they're honestly needed. Several of the turns in this level feel like they lack sufficient directioning, especially on siteread.

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In a situation like this first screenshot, the chevrons work because it's a cool color against a warm background and relatively close to the play area. Not so much in this second screenshot; they're far away and the player's eyes are going to generally be on the road ahead. Once they're up at the turn, these are not within the main view.

Two examples of turns that I think could use arrows are below. The second of these feels like it'd help out a lot in particular.
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I would say utilize Ark Arrows where necessary as well, especially for the u-turns.

I think most of the shortcuts in the level are either too weak or not at the right position to make the best impact.
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The early shortcuts in this level are next to each other; one is after a trick panel which already puts the player into a charge state or lets them Voltage Drop, so the amount of actual gain from it is marginal.

The next shortcut is in the middle of a cycle hazard - so a player can attempt it with a sneaker and get hurt, causing them to bounce off of the tripwire. I get the intent, but I think the shortcut should be away from the spikeballs.

There are two shortcuts at the end after the last item set - the first is so close to the first item set that the player often has to panic mash to get an item to use it, though it doesn't save a huge amount of time. The final shortcut is quite strong, however, and I don't really know if it needs to be present due to it being an end of lap shortcut.

There are no shortcuts present between the spikeballs and the final two near the end, and as a result the map is honestly pretty hard to play the catchup game (something that I think the original Toxic Palace had a problem with, IMO). I think the level could use some kind of shortcut midway to help players out, maybe skipping one of the u-turns?

Also here's this stray missing texture I saw, small thing but it's there.
ringracers0046.png


Looking forward to your future work nonetheless! This is quite promising.
 
Chemical Chateau is certainly a pretty map. You've done a very good job in terms of making a faithful take on it.

There's a few points of feedback I'd like to give from some small experience in netgames as well as drivearounds:

The map's pillars are not solid for most of the level until the path split. Having the rule change on the player midway through the map when they thought they were safe on a corner doesn't feel good to drive on.

I'd personally say keep them all consistent, whether it's solid for visual consistency, or transparent so the walls can be flush.

The map's directionals occasionally blend into the rest of the level, or are absent when they're honestly needed. Several of the turns in this level feel like they lack sufficient directioning, especially on siteread.

View attachment 130969View attachment 130970
In a situation like this first screenshot, the chevrons work because it's a cool color against a warm background and relatively close to the play area. Not so much in this second screenshot; they're far away and the player's eyes are going to generally be on the road ahead. Once they're up at the turn, these are not within the main view.

Two examples of turns that I think could use arrows are below. The second of these feels like it'd help out a lot in particular.
View attachment 130971View attachment 130972

I would say utilize Ark Arrows where necessary as well, especially for the u-turns.

I think most of the shortcuts in the level are either too weak or not at the right position to make the best impact.
View attachment 130975
The early shortcuts in this level are next to each other; one is after a trick panel which already puts the player into a charge state or lets them Voltage Drop, so the amount of actual gain from it is marginal.

The next shortcut is in the middle of a cycle hazard - so a player can attempt it with a sneaker and get hurt, causing them to bounce off of the tripwire. I get the intent, but I think the shortcut should be away from the spikeballs.

There are two shortcuts at the end after the last item set - the first is so close to the first item set that the player often has to panic mash to get an item to use it, though it doesn't save a huge amount of time. The final shortcut is quite strong, however, and I don't really know if it needs to be present due to it being an end of lap shortcut.

There are no shortcuts present between the spikeballs and the final two near the end, and as a result the map is honestly pretty hard to play the catchup game (something that I think the original Toxic Palace had a problem with, IMO). I think the level could use some kind of shortcut midway to help players out, maybe skipping one of the u-turns?

Also here's this stray missing texture I saw, small thing but it's there.
View attachment 130974

Looking forward to your future work nonetheless! This is quite promising.
Thanks for the feedback Gunla! I do think all of this information is valid, especially issues in regards to the latter half of the map. Im generally just thinking about redoing the final section of the map since that is the area with most of the issues described here as well as how it generally feels to play is kind of awful (at least in my opinion.) As for the issues with shortcuts, ive been work-shopping some ways to be able to alleviate those issues; ive been talking with some of the ripple realm crew to come up with solutions for shortcuts as well.

If theres any more feedback, feel free to let me know, im always available to discuss ways to improve!
 
Mr.Logan updated LOGMAPS with a new update entry:

LOG MAPS 2!

Heya! Its been a long while since Ive updated the pack. Due to how much time these take, updates will be sent out in patches like this, as i do not wish to hold content that done for too long. Next update should focus more on battle mode, completing the cups and maybe adding some single player exclusive content!

Here's the patch notes for V2:

General Changes:
- Added 6 New Maps!
- Added new staff ghost for the new release.
- Added KKD Medals to all maps.

Chemical Chateau:
-...

Read the rest of this update entry...
 
In Chemical Chateau, CPU players never trick correctly on the trick spring. In addition, CPU players may repeatedly attempt a tripwire cut at a certain part of the course without success.
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In Iron Ruin, CPU players might pointlessly brake for a brief moment at the start of a lap, and there is a waypoint issue where a player at the second turn of the course may be considered as being at the very start of a lap (in terms of race progress).
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In Eroding Eucalyptus, CPU players might attempt a spin dash on a certain part of a course when not necessary. In certain cases, a CPU might attempt for 10 seconds before respawning (1 second to come to a stop to attempt a spin dash, 5 seconds to attempt a spin dash while stopped, 4 seconds to attempt a Ring Shooter). (If this happens at -20 rings, it explodes before respawning)
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My one biggest point of critique is with Chemical Chateau - I really think there should really be Ark Arrows directing players at the 8-shaped hallway turn so they don't go the other way around and end up looping in circles. (So in this screenshot, a left arrow, but the other side should have a right arrow too)
 

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These maps are pretty rad. Especially like Iron Ruin, there's just something about it that activates my zen state.

I do have some visibility concerns though, and must second Evan's post above before getting into my own.
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Iron Ruin: This shortcut kind of blends into the background behind it until you're far into the turn. Honestly this one is pretty minor but it does stand out to me.
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Diesel Distillery: Blind turn. It's not too punishing to miss it and go straight ahead but I think an Ark Arrow or otherwise indicating the left turn at the top of this slope would be appreciated.
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The scaffolding here obscures the turn ahead a little bit. Honestly this one is also probably pretty minor but I think it would not be harmful to put an Ark arrow or otherwise here.
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This straight up blends into the mountains behind as they're both the same texture, obscuring the hole that's there. The rings are helpful but I think some contrast or a passthrough midtexture would help more.
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Eroding Eucalyptus: I think it would be good to remove the midtexture in front of this shortcut, as it's somewhat obscured by it. Not as much of a problem with 2.4 tripwires but I could see someone missing there's a shortcut here on first play at least.
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Sky Base 1: I had some people in my group not realize this shortcut was locked off on last lap until they were already getting into the off-road, I think it's best to completely obscure shortcuts if you're going to lock them off.
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Media Studio 2: Honestly, this section is kind of a mess visually. A higher cam would help but failing that some arrows would be some direction at least.
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A left arrow here would be appreciated.
 
Hey! Thanks to everyone that has submitted feedback regarding the maps so far, i know im like 2 months late or so, but these have been on my internal trello board for a bit, and have been addressed internally. Thanks!
 
Mr.Logan updated LOGMAPS with a new update entry:

v2.1, the "lemme release something because i have stuff ready" patch

Hey guys! New patch time! Its been a long while but I've been trying to finish up some things for V3. which would be the next full content patch. I had a few things ready for quite some time, so I wanted to release something as a quick treat.

Patchnotes are as follows:
-Added Scorched Sanctuary
-Added SD2 Rainy Savannah
-Added Crystalline Scaffhold
-Added Path of Qimranut
-Adjusted general capsule...

Read the rest of this update entry...
 
Many of the new maps either have incorrectly placed finish sign posts or are not present. I would have thought that would have been seen and addressed before the post, but I guess not.
 
Many of the new maps either have incorrectly placed finish sign posts or are not present. I would have thought that would have been seen and addressed before the post, but I guess not.
Noticed that too.
So this applies to Scorched Sanctuary...
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...Rainy Savannah...
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...and Crystaline Scaffhold:
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Last, the signpost direction at Path of Qimraunt is incorrect:
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In addition, I noted three other issues with two maps.

The second checkpoint at Crystaline Scaffhold may not trigger correctly.
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Media Studio 2 has a respawn softlock bug if it occurs extremely close to the teleporter. Also, forced SPB may occur if 1st has hit the teleporter but 2nd has not yet (and even if it is the last lap).
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Mr.Logan updated LOGMAPS with a new update entry:

V2.2, the "i love hotfixing things last minute update"!

WE LOVE THINGS NOT BEING MERGED INTO THE MASTER BRANCH PROPERLY!

General Changes
-Fixed certain maps missing a signpost spawn point.

Eroding Eucalyptus
- Fixed an issue with a mid-texture missing a solid mid-texture flag

SD2 Rainy Savannah
- Added Ring Boxes and Rings at the final ramp to help prevent unnecessary ring drought.

Media Studio 2
- Removed certain collision fofs to help the player not get stuck in certain areas of the map.

Thank you for the reports, cant wait to see you guys...

Read the rest of this update entry...
 
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