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The Spark Cup Pack (V2.2) Details »»
The Spark Cup Pack (V2.2)
Version: 2.2, by Starman91 (Aka Star) Starman91 is offline
Developer Last Online: Jul 2020

Category: Version: SRB2 Kart Rating: (6 votes - 4.00 average)
Released: 10-12-2019 Last Update: 06-08-2020 Installs: 5
Multiplayer Levels Scripts Sprites/Graphics Is in Beta Stage


Introducing: The Spark Cup!

The Spark Cup is a map pack intended to be balanced around both RA and netgames alike, containing five tracks (Spark Cup), two experimental tracks (EX) and a battle map. These levels are inspired in their concept by the music that plays on them. If it exists, and you like it, thank the music! That's the main building block and inspiration for the entire map in the first place.

-----
Spoiler: Magical Monolith Zone


It's magic!

Magical Monolith Zone (MAPVA)




My first map for SRB2 Kart, Magical Monolith Zone is a 2-lap race that takes you through a detour in a road in the middle of a meadow, in order to take a trip around the nearby mountain. Drift fluidly through the uphill slopes until you reach the top, jump over a pit into a cave, visit the ruins of an ancient civilization, and finally reach the highlight of the track - a weird set of rocks in peculiar formation inside a strange alcove... Before reaching the main road again.

No one knows the nature or the reason for these monoliths to exist... Especially the huge one in the center and its clearly unnatural shape. Don't let that distract you, though - it may give you an advantage in the race if you are brave enough...


(5 RA ghosts)



Spoiler: Sweet Wonderland Zone


Wait, how can a cookie ever work as a starting line?!

Sweet Wonderland Zone (MAPVB)




Sweet Wonderland Zone brings you to a small, yet colorful place filled to the brim with chocolate, ice cream, cake and candy! Explore this 5-lap track by going under a birthday cake tunnel, driving through the heart-shaped loop, drifting through a hairpin surrounded by candy canes and blasting over frosting paths and cookies under the gaze of the ever present unicorn cakes!

The heart-shaped loop even includes bouncy lollipop borders at one point. Use them to your advantage! If you have a sneaker, you may even take a shortcake through the shortcut. Wait... The other way around, that is...


(4 RA ghosts. Uses Custom Sky Texture 424!)



Spoiler: Submerged Shipwreck Zone


Going down!

Submerged Shipwreck Zone (MAPVC)




Drift through land, sea, and fly like a cannonball in Submerged Shipwreck Zone, a 3-lap track with mostly underwater physics. Jump from the docks down to a sand pile with its landmark sandcastle, enter an abandoned ship and its abandoned dining hall and museum, make sure not to fall off the deck of the sunken galleon, explore a pirate cave full of treasure and fly back to the comfortable piece of land, where Chao gather to... Play beach volleyball??

The pirate cave entrance marks the start of a steep descent. If you were to make use of the ledge carefully, you could scratch valuable tenths of a second in RA mode... Maybe even without the need for a sneaker! Be risky and gain an edge over your rivals! And most importantly, make sure to speed capture the huge jump section for a last-second advantage. Few tracks send you through such crazy jumps!


(5 RA ghosts)



Spoiler: Cerulean Riviera Zone


Just in case you didn't have enough Monaco!

Cerulean Riviera Zone (MAPVD)




An adaptation of the famous real-life Circuit de Monaco / Côte d'Azur, Cerulean Riviera Zone takes you through a coastal principality with its famous recreational center / casino, allowing you to take into the pretty sights of such bustling city! Drive uphill towards the casino, and leave it through the tunnel leading to the harbour zone, full of dangerous chicane turns. Don't get distracted by the copious amounts of advertisements, even if yours is always open to be there! ;) Make sure not to crash into the walls in this highly technical 3-lapper.

This track, just like its real-life counterpart, has a pool! Except this one allows you to jump over it! Be careful, though, as the tight layout will not give you a break, especially on the latter half of the track. Make sure to polish your racing line! In Record Attack, all major shortcuts are disabled - so learn to take those turns!


(5 RA ghosts)



Spoiler: Ironbed River Zone


"evo gfs lets go" - Ibuki 2020

Ironbed River Zone (MAPVE)




With more than 20000 FU of height difference between Start and Finish Line, Ironbed River Zone is one of the tallest maps in SRB2K, surpassing even Downhill Jam Zone, which served as inspiration for its verticality and variety of locales. This is a sprint map that follows the River from its source until it ends at the sea! You will travel through many different changing places - a fountain cavern, a lake, an emerald mine (which may be the source that powers those boost panels?!), beautiful rolling hills and donut-shaped mountains, and the idyllic and peaceful Cyclades-based town!

All major shortcuts are disabled in Record Attack - but don't fret! An EXTREME waterskipping section is mandatory. Will the river send you through the upper or the lower path? React accordingly - but be ready! The race continues through a dizzying minecart section!


(4 RA ghosts. Uses Custom Sky Texture 300!)


-----

Spoiler: Sound Insanity Zone (Battle Mode)


It's the entire circus!

Sound Insanity Zone (MAPVF)


Sound Insanity Zone comes along this pack as a Battle Map, featuring elements and music based on the Panel de Pon / Tetris Attack series. Don't get crushed by the blocks, which conveniently move up and down along with the theme's tempo. Take profit of the wacky elevator in the middle of the stage, which also moves up and down frantically to the rhythm, and use it either as an ambush route or an escape route! And (don't) slack off in the totally (dys-)functional piano sections! Although they are filled with items, they are slippery!

Starting at the 16-second mark, music bars will appear on what are otherwise death pits. Are you feeling brave? Then you can use your spring item to take a risky jump and style over your opponents! The music bars also move up and down to the rhythm. This might also be one of your best ways to escape in a pinch!



Battle plus mode supported!




-----

Spoiler: ??? (MAPVG) (EX) WIP!


Spoiler: ??? (MAPVH) (EX) WIP!

-----

Spoiler: ??? (MAPVI) (MAP HELL)
It's Map Hell. Play it yourself!

-----

Music Pack (Most recent version: V2)

As all of these tracks start as an idea based on music, it is fair that Dynamic Music would be supported. Alongside the maps, you can download a .pk3 including:
  • Final lap music
  • Encore Music (with its own final lap music)
Ready to pack into your Dynamic Music wad file, and enjoy the netgames with the added quality of life changes!
Please enjoy. This music pack is up to date with Version 2.2 of the Spark Cup.

Spoiler: Music creds + Encore

-----

The map pack includes:
  • Five regular tracks + Two experimental tracks (WIP) + One hell map based on a regular track
  • Record Attack ghosts submitted by the community
  • Encore Mode palettes for all race tracks
  • Compatible with Easy, Normal and Hard difficulties (shortcuts only guaranteed for Normal and Hard)
  • One Battle Map, Battle Plus supported!
  • Compatible with Daytona Kart!

Spoiler: Spark Cup Changelog


V2.2 - Current
  • General
    • Daytona Kart time variables have been adjusted.
  • Sweet Wonderland
    • Updated ads on the track to the latest version (V4) of Eldog's Community Resources
    • Increased size of the first set of springs slightly
    • Added instant kill sectors to the heart section of the course and the outsides to reduce punishes for rare out-of-bounds situations and avoid major skips
  • Submerged Shipwreck
    • Moved track boundaries to help a little with software performance
    • Updated minimap slightly to reflect the layout changes
  • Cerulean Riviera
    • Updated ads to their most recent versions
    • Fixed small lighting bug
  • Ironbed River
    • Updated minimap
  • Sound Insanity
    • Map is now 10% smaller using Mobjscale
    • Reworked circus roof to make it easier for the eyes
    • Ice physics on the piano keys reduced from -25 to -15
    • The piano keys are now functional and emit sounds!
    • New Thumbnail
  • Submerged Shipwreck Mini
    • New Thumbnail

V2.1
  • General
    • Pack now contains variables that make it compatible with Daytona Kart
  • Magical Monolith
    • The U-Turn signs should not appear half the size anymore when loaded with other packs
    • Added U-Turn sign on one of the turns on the last portion of the track
  • Submerged Shipwreck
    • The U-Turn signs should not appear half the size anymore when loaded with other packs
    • Added slightly longer barriers in the ship entry jump to reduce number of people missing the blue springs
    • Minor fixes
  • Cerulean Riviera
    • Added death pits around the track to fix GBJ issues
    • Added advertisements around the map - do check them out! If you have any ads you wish to see there, do send me a DM.
    • Adjusted the skybox slightly to make the casino building cleaner.
    • Changed fence texture in the first turn mini-shortcut to clarify track bounds easier.
    • Added Horizon Effect linedef
  • Submerged Shipwreck Mini
    • Added weather and lighting effect in a similar vein to Melon Pack's Thunder Circuit
    • Removed instances of GBJs in dock zones

V2.0
  • General
    • Map slots changed from 92-97 to VA-VI (and onward) to avoid conflicts with other maps
    • Spark Cup Banners sprawled across the maps
    • All Easter Eggs have been moved to places where they can be spotted by purely driving
    • Music Pack updated to v2 to accomodate the new tracks
    • New thumbnails on all tracks
  • Ironbed River - Map Release
  • Submerged Shipwreck Mini - Map Release (in Map Hell)
  • Magical Monolith
    • The second turn has been completely reworked and now has no off-road
    • The main pillar shortcut now has strong off-road. It can still be taken without a shoe, but it's even riskier than before and the time gain is negligible without one.
    • Changed finish line banner
    • Small visual upgrades over the track, including the addition of U-Turn signs (Thanks SoupBowler!)
    • Landing zone after the red spring panels is now wider
    • Completely new minimap (slightly more optimized)
    • New Encore Palette
  • Sweet Wonderland
    • Springs are now lollipop springs! They play a jelly-sounding sound effect when stepped on. Otherwise they work exactly like red spring panels.
    • Added a banner warning of possible jank involving firmsneakers
    • Added some gravity at the end of the shortcut to avoid flying off and nerfing the drift store slightly.
    • Minor visual upgrades, including a bigger fence and better unicorn eyes
    • Changed some death pits into instant kill sectors to avoid ultra major skips
    • Increased height of the final jump to reward speed captures
    • Added off-road on the left side of the finish line to reduce number of deaths per bump
  • Submerged Shipwreck
    • Adjusted the platform at the huge jump and removed a solid midtexture to make it more accesible to firmsneaker users, while keeping it safe for grow users.
    • Those same docks are now intangible from the bottom to avoid further issues
    • Extra gravity has been added at very end of the landing zone to make respawns faster and avoid going too far
    • Added a banner warning of possible jank anyway
    • Adjusted some checkpoints to extend over the off-road
    • Signing in the ship has been changed to U-Turn signs (Thanks again SoupBowler!)
  • Cerulean Riviera
    • Widened the turns on the latter half of the track, while attempting to retain the technical challenge
    • Small visual upgrades to the casino and tunnel area
    • Added glue to the pool shortcut to make it impossible to take with a miniturbo
    • Moved the floor arrows back a notch to improve readability
    • Added banked inside on the first casino turn to improve readability
    • Initial sneaker panel is now sloped correctly
    • First turn cut now has the same flat as the rest of the tiled off-road
    • RA Mode now has the major shortcuts cut off. Want a good display of skill and time? NO FREE CLOUT.
    • Final lap music for this course has been fully integrated without the need for Dynamic Music. Because Shotgun Kiss is godlike.

Spoiler: V1.x Changelog


V1.7
  • Magical Monolith
    • Reduced the difficulty of the Monolith turn by adding rails and improving visibility slightly.
    • Made the monolith shortcut easier by raising the track road.
    • Small visual changes, including the initial area, the cliff area, and some turns in cave sections.
    • Added solid rails at the finish line to avoid frustrating bumps against pillars right before the finish line.
  • Sweet Wonderland
    • Small visual upgrade to the outer parts of the track. (Lighting, candy sticks and oreos!)
  • Submerged Shipwreck
    • New thumbnail. Again. Hopefully the last change in a while (until the ship zone is overhauled once more...)
  • Cerulean Riviera
    • Fixed non-solid wall before the first chicane and the resulting chance of a GBJ
    • Added a solid FOF to attempt to avoid major skips.
    • Fixed a skybox error that caused a visual mistake close to the turn before the pool.
    • Added a visual panel to show the pool shortcut.
    • Small visual upgrade to the tunnel and pool sections.
    • Moved some floor arrows around to make the track even more readable.
  • Sound Insanity
    • Removed all instances of GFZROCK around the level.
  • General - The file should not load with warnings anymore.

V1.6
  • Sweet Wonderland
    • Fixed a very small regal wall at the turn after the boost panel.
  • Submerged Shipwreck
    • Using Grow at the jump should no longer kill you. Docks extended and another set of boost panels added to help Grow users catch up quickly.
    • Increased width of the first turn. Hopefully, no more bottlenecks!
    • Cave entrance slope slightly altered.
    • The shortcut / ledge on the cave is slightly more powerful in order to accomodate for accel characters. It's also now more visible and has had a few cosmetic changes to make it stand out more.
    • Tiny cosmetic changes to the cave section.
    • The sea floor (as in, how the skybox handles it) should be much cleaner when approaching the springs, and the visuals should be a bit less jarring.
    • Waypoint fix - the second ship hairpin (Treasure Room) was not working properly and has been fixed.
    • Easter egg is on a different location now. Oops! Can you find it now? It seems she doesn't like water too much.

V1.5
  • Sound Insanity - Map Release
  • Magical Monolith
    • Increased sneaker panel visibility
    • Improved visibility of blind turns in caves by adding more scenery
    • First cave turn has had its slope tweaked to make it less steep, but longer
    • Major texture changes in the outside areas
  • Sweet Wonderland
    • Increased height of the shortcut to avoid sneakerless attempts
    • Increased sneaker panel visibility
  • Submerged Shipwreck - Slight visual upgrade to the cave section
  • Cerulean Riviera
    • Added Sneaker Panel on the uphill section
    • Increased width of the chicane shortcut after the tunnel
    • Floor arrow before said chicane moved back a few meters to make it more visible
    • Cleaned water textures
  • General: The map now supports custom replay data (look for the SparkCup folder to see your replays!)

V1.4b
  • Magical Monolith
    • Adjusted the checkpoints in the monolith part of the track to make it less punishing
    • Added light blocks around the torch area
  • Sweet Wonderland
    • Improved cake shortcut, turning it into non-capped springs, and increased cake height to avoid jumping out of bounds
    • Adjusted positioning of item sets so taking the shortcut on the first turn doesn't make you skip the items anymore
    • New batch of RA ghosts to compensate for shortcut change
    • Better Encore palette
  • Submerged Shipwreck
    • Skybox tweaked to make water effects more polished
    • Slight visual improvement to the inside of the ship, the ship's nose, and the pit in the cave
    • The sneaker panels at the docks now should point in the right direction
    • Better Encore palette
  • Cerulean Riviera
    • New redesigned lighthouse (Similar to the one in Sunbeam Paradise Zone)
    • New thumbnail
    • More audience and decorative items have been added

V1.4
  • Cerulean Riviera - Map Release
  • Submerged Shipwreck
    • Landing zone after the first turn has been made slightly bigger
    • Changed some of the ceiling heights in the first section
    • Added more plants before the big jump
    • Death barrier added near the last turn to avoid huge punishes. Horizontal death plane has also been slightly increased.
    • Added another boat to make the first turn more readable.
    • Minor texture alignments

V1.3c - Music compressed, reducing all file sizes considerably. Final lap music for MAP92 added (It was missing due to a mistake!)

V1.3b
  • Submerged Shipwreck - Hotfix solving some problems with the finish line and a new death barrier on the ship deck turn!

V1.3
  • Magical Monolith
    • Second turn is harder to lawnmower
    • Slightly adjusted ramp after second turn
    • Added skybox! General visual upgrade to outdoor zones
    • New light effects in the torch area
    • The other warning sign on the cliff zone is now also solid
    • New thumbnail
  • Sweet Wonderland
    • Shortcut now only doable through the intended route
    • Sneaker signs do not change color in Encore Mode
  • Submerged Shipwreck
    • Lighting is darker in inside zones, like the ship and the cave
    • Fixed some broken geometry in the cave
    • Modified skybox, now simulating the bottom of the sea
    • Crossing the finish line is now possible even outside of the poles (for clutch finishes!)
    • New thumbnail
  • General - Compressed music should make the pack just a bit smaller.

V1.2
  • Sweet Wonderland - Improved Encore Mode palette
  • Submerged Shipwreck - Map release
  • Music Pack - Released. Added Encore + Final Lap + Encore Final Lap music to all maps so far.

V1.1
  • Magical Monolith - Added Easter Egg.
  • Sweet Wonderland
    • Added Easter Egg.
    • Added set of bouncy ground under the tunnel to let players know that red = bouncy.
    • Someone ate part of the cake?! And as such made the bouncy ground on it easier to traverse through.
    • Changed texture to indicate a sneaker is necessary to go through the shortcut.
    • Visual upgrade: 2nd set of frosting on the road is now orange. Candy canes added on the side of the road, finish line textures fixed.
    • Record Attack Ghosts updated.

V1.0a - Changed map slots from >91 to >92 so as to not collide with other maps.

V1.0 - Sweet Wonderland Zone released.



Spoiler: Old Magical Monolith Changelog
  • MM V1.3
    • Track changes:
      • You can now no longer access the ledge when entering the cave section - an invisible wall will bump you right on the track instead.
      • Removed invisible walls in the final section - you can now spectate and snipe with items through the bridge onto the road below!
      • Added boost panel on the second hairpin in the climbing section.
      • Reshuffled item boxes on all sets except the first one to improve viability of Eggman boxes. Also added some more items in the second and third sets.
    • Visuals:
      • Brightness in the first cave increased from 160 to 172.
      • Texture on the finish line fixed.
      • Small visual upgrade in some of the caves.
  • MM V1.2
    • Track changes:
      • Added handrail to the bridge in the rocks section to prevent confusion.
      • Added boost pad in the climb section to benefit lighter and accel characters slightly more.
      • Offroad in the rocks section has a tiny slant towards the track.
      • Cave entrance has been lowered, reducing the vertical distance between yellow springs and floor.
    • Visuals:
      • General brightness in outdoor areas increased from 180 to 192, shadows from 160 to 172.
      • Cave section has received a graphic upgrade.
    • Other:
      • Record attack ghosts upgraded with the new track.
      • Updated thumbnail.
  • MM V1.1b - Name fixed in online rooms (Hopefully)
  • MM V1.1
    • Visuals:
      • Visual upgrade: The balloons in the climb section actually look like lanterns now! New lantern also added.
      • Very minor graphic bugs fixed.
  • MM V1.0 - Initial release




Known issues:
  • MAPVA: There are non-console true GBJs in the round-shaped waterfalls due to a lack of death pits!
  • MAPVB:
  • MAPVC:
  • MAPVD:
  • MAPVE:
    • Software users may experience visual glitches on the first part of the track. This is caused due to the map being too big - sadly, it is hardly fixable with current methods. Since the glitch itself happens in a place with no possibility for items, I won't consider it a huge issue. Regardless, do let me know if anything else pops up!
    • A true GBJ exists at the end of section 2 (wooden hairpin on the lake), where the players respawn too close to the water.
  • MAPVF (Battle):
  • MAPVI (Hell):
  • General:


Spoiler: Credits


This map pack uses textures from the Community Ressources Pack by Eldog and other people from the KartKrew Discord Server. Thank you kindly for the work!

Some Custom Objects have been ripped from Ninferno's Nightmare Pack (with permission), namely from Hadal Trench Zone.

Thank you so much to RoyKirbs and Eldog for helping me create the skybox in Submerged Shipwreck! Also thanks again to Eldog for the help with Battle Plus.

Also, thanks to FaytxStay for helping me with skyboxes in general, as well as general map knowledge and textures!

Big shoutouts to Mr. Logan for telling me a very simple way to reduce file sizes for music!

Lua code provided kindly by Chaobrother and Callmore!

U-Turn signs used with permission from SoupBowler.

The giant Daytona Sonic used in Ironbed River is an edit of the one used in Three-Seven Speedway by Bluegen!
.
And finally, thanks to everyone who submitted RA ghosts for all five tracks! Plus everyone who gave feedback and helped make these tracks better, and more accessible! Also, thanks to all the people who sent their advertisements for Cerulean Riviera - please do send me a DM if you have an ad and you want it in!



Have fun! Any feedback is highly welcome and appreciated!

Download Now

File Type: pk3 SparkMusicv2.pk3 (11.85 MB, 166 views)
File Type: pk3 KRBL_SparkCup_V2_2.pk3 (14.55 MB, 200 views)

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Comments
Old 2 Weeks Ago   #22
Latius
Hybrid Kart Mapper/Porter
 
Latius's Avatar
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Okay, I've just been doing some testing, and... I'm not quite ready to give this pack the DaytonaKart stamp of approval just yet. I'll explain why with my verification runs, which I do without sneakers on Normal using Latias (7 Speed, 3 Weight):

Magical Monolith Zone
2 Laps, 100s starting time, 50s bonus time per lap (150s total)
Verification Time Left: 11s
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Assuming that the fastest lap of this track is around 47-53s, I feel this works. However, I feel the fastest lap might be nearer 55s or even 60s, so the starting time and bonus time may need to be tweaked. Apart from that, this map passes verification.

Sweet Wonderland Zone
5 Laps, 80s starting time, 20s bonus time per lap (160s total)
Verification Time Left: 23s
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Again, assuming the lastest lap is about 17-23s, this works, although it might be closer to 25s. Apart from this, this map passes verification

Submerged Shipwreck Zone
3 Laps, 80s starting time, 50s bonus time per lap (180s total)
Verification Time Left: 10s
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I feel this is just about perfect, so it passes verification.

Cerulean Riviera Zone
3 Laps, 100s starting time, 40s bonus time per lap (180s total)
Verification Time Left: 35s
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I personally feel you are a little bit too generous with the starting time for this map, given the Verification Time Left, even with a couple of small bumps, gave over 30s. I would suggest 85s for the starting time for this to pass verification with about 20s left, but unlike the ones below, this isn't as pressing of a matter.

Ironbed River Zone
3 Sections, 110s starting time, 45s bonus time per section (200s total)
Verification Time Left: 60s
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When a Verification Time Left is this high, it means something is seriously wrong with the starting and/or bonus time values. Remember, the bonus time is based on the fastest lap. You will need to tweak the bonus time and the starting time before this passes verification, especially the bonus time, as I felt I could clear the last section in under 40s without sneakers.

Submerged Shipwreck Mini
9 Laps, 45s starting time, 15s bonus time per lap (165s total)
Verification Time Left: 61s
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This map I feel really could do with a 10s bonus time per lap, instead of the 15s you gave. This by itself would take the Verification Time Left down to 21s... But due to the nature of the course, I would say making the starting time 50-60s (which takes the Verification Time Left to 26-36s, but which is okay for a map like this) would be a good move.
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Last edited by Latius; 2 Weeks Ago at 10:29 AM. Reason: Hit 'post' instead of 'advanced', so adding the stuff I wanted to add
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Old 2 Weeks Ago   #23
Starman91
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Now for real, for real! Version 2.2 is out, adding a final set of QoL changes, Battle Map fixes, minimap fixes, Daytona Kart time fixes and more ads, courtesy of Eldog's Community Resources Pack V4!

I probably will not patch the pack any further unless a huge game-breaking bug pops up, and until the new maps are ready!
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