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Zippy_Zolton

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This mod ports and touches up every vanilla Circuit mode map from 1.09.4 to 2.0! It also contains community maps, thanks to their cooperation.

I hope to see a big effort in the future to make this mode more interesting because I see potential in increasing the interaction between other players. But even then, I really love playing this mode even in it's current state.

Included with this pack built-in, is Fickleheart's Circuit Redux script and will spruce things up with the HUD, knowing where you and other players are, and re-spawning in a farther place than the checkpoint if you die. The maps were designed specifically with this pack in mind, so it has the needed waypoints to work with it.

It also supports Battlemod, more specifically, the Diamond gametypes. I hope people will test that out and have a bit of fun...

Anyway, I am going to go into detail with what I did to every map and what I've done to make them better than their original revision.
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[SIZE=+2]Quicksand Ruins Zone[/SIZE]
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This zone has a little opening for Tails and Knuckles players to go over that Sonic likely can't, giving them a small advantage. There's also some platforms that rise out of the sand to hinder the average Metal player.

[SIZE=+2]Tainted Gorge Zone[/SIZE]
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The majority of the map has been edited, and I have added new routes and secrets that people can show off with. It might not be my favorite thematically, but it is definitely the best map in the pack and there's more changes than I would be willing to state in a small paragraph.

[SIZE=+2]Fertile Canyon Zone[/SIZE]
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This has gotten mostly minor touch-ups but it's now raining (a reason to actually have the mud there) and part of the road is now decayed...

[SIZE=+2]Burning Sands Zone[/SIZE]
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Re-textured, it's definitely not as ugly now.

[SIZE=+2] Race Alley Zone[/SIZE]
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Replaced that patch of acid with some more friendly water, and put a monitor down there. One of the slopes I placed can give you an advantage if you're strategic.

[SIZE=+2] Emerald Coast Zone[/SIZE]
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Expanded upon the Knuckles shortcut, and sloped a few parts up.

[SIZE=+2]Toxic Citadel Zone[/SIZE]
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This castle has stayed mostly the same, but I have added a new route for Knuckles and Tails to travel through.

[SIZE=+2]Frozen Night Zone[/SIZE]
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Other than visual, the water doesn't damage you anymore.

[SIZE=+2]Metallic Hall Zone[/SIZE]
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There's a little safety spring somewhere and some slopes, this map is great on it's own and doesn't really need anything done to the layout.

[SIZE=+2]Heaven Pass Zone[/SIZE]
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I added a cute fountain with a monitor! Yay!

[SIZE=+2] Warped Woods Zone[/SIZE]
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Just slopes, and I'm definitely not going past that in this case. This map is an absolute mess to work with.

[SIZE=+2] Corrupt Shrine Zone[/SIZE]
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The slopes probably have some effect here... Right???

[SIZE=+2]Sonic Circuit Zone[/SIZE]
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COMPLETELY untouched. This track is funny :)

[SIZE=+2]Slumber Circuit Zone[/SIZE]
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A NiGHTS track! Somehow, I made it a lot less of an eyesore.


[SIZE=+2]Now, here's the list of the included community-made tracks.[/SIZE] I hope this list expands in the future...


[SIZE=+2]Speedy Ruins Zone[/SIZE]
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Original Release Page

[SIZE=+2]Lemon Circuit Zone[/SIZE]
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Original Release Page

[SIZE=+2]Sluggish Shrine Zone[/SIZE]
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Kwiin and I made this abomination, exclusive to this pack. It's unfinished but you DEFINITELY get the point.

[SIZE=+2]Nightmare Circuit[/SIZE]
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Exclusive to this pack, by me. Includes a modified version of Nightmare Buzz designed to be the gimmick of the track. He performs his pinch phase (vile attack) every 10 seconds, then says a random taunt. Run for cover!


[SIZE=+2]OLDC Maps![/SIZE] I have got permission to use these old maps in hopes that the people of today will enjoy them.


[SIZE=+2]Lime Isle Zone[/SIZE]
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Created by JJames19119 for OLDC July/August 2006
Decorated thok barrier

[SIZE=+2]Morning Hill Zone[/SIZE]
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Created by JJames19119 for OLDC July/August 2006
Better colormap and now uses RVZ1 sky texture

[SIZE=+2] Ice Cap Zone[/SIZE]
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Created by JJames19119 for OLDC January/Febuary 2007
Slopes and minor visual improvements, also it uses Ice Cap Act 1 from Sonic 3's soundtrack

[SIZE=+2]Generic Greens Zone[/SIZE]
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Created by Playah for OLDC March/April 2007
Slopes :)

[SIZE=+2] Sandopolis Zone[/SIZE]
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Created by JJames19119 for OLDC March/April 2007
Spread around some cacti, and it uses Sandopolis Act 1 from Sonic 3's soundtrack

[SIZE=+2]Magma Mine Zone[/SIZE]
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Created by Playah for OLDC March/April 2007
Changed lava textures and made colormaps less intense

[SIZE=+2]Four Seasons Circuit Zone[/SIZE]
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Created by Oogaland for OLDC July/August 2006
Changed damage water in Autumn to CEZ1 Quicksand Water

  • I have raised the open area at the end of Quicksand Ruins and have made some rising platforms to deter Metal players.
  • The harmful water in Tainted Gorge and Toxic Citadel is now green.
  • In Fertile Canyon, I have made the mud goop and have removed the harmful properties from it. I have also made the sloped FOF more forgiving.
  • The water in Frozen Night isn't harmful anymore.
  • I have removed the skybox animals in Heaven Pass, but placed some on the ground. The last checkpoint is also moved ahead to give Fang and possibly others an advantage.
  • Slumber Circuit has gotten a revamp in the texture department to make it look less ugly.
  • Fixed minor sector issues in Heaven Pass
  • Tainted Gorge has a few visual tweaks, and there are now vertex slopes.
  • Frozen Night now uses different textures.
  • Fixed an issue in Metallic Hall where in some spots if you die, you will infinitely re-spawn in between the conveyor FOF and the ground, resulting in an infinite loop of death. But because of this, a new issue has popped up where players can go under the FOFs.
  • Heaven pass has some texture alignments and a vertex slope.
  • I have fixed the dreaded issue of giant invisible bustable blocks showing up in Slumber Circuit, which has caused extreme lag and usually crashes on lower end systems.
Added maps

  • Burning Sands Zone (Quicksand Ruins)
  • Race Alley Zone
  • Emerald Coast Zone (Fertile Canyon)
  • Warped Woods Zone
  • Corrupt Shrine Zone
  • Speedy Ruins Zone (by LazyMK)
  • Lemon Circuit Zone (by PencilVoid)
All Tracks

  • Changed internal map names in an attempt to avoid conflict with other mods
  • Removed checkpoints with CEZ grass and a purple tulip as it was a very clashing design choice for most maps
  • Corrected Star Post angles (doesn't matter because of the script)
  • All liquids now have ripple effect if they didn't already. Yes, even mud.
  • Optimized control sectors to use less linedefs
  • Fixed levels showing up in Singleplayer's level select
Quicksand Ruins

  • Slight visual tweaks
  • Attempted to fix an issue where the ceiling slope would "grab" the camera if you were high enough. It still happens, but less often.
Tainted Gorge

  • Fixed FOF brightness issue
  • Changed some textures and flats
  • Opened up a shortcut more and added monitors to it
  • Fixed uneven ceiling heights in the sky
  • Adjusted acid colormap
  • Added detail to the acid-dumping FOFs
Fertile Canyon

  • Changed wall textures
  • Raised outside geometry (It's a canyon, right?)
  • Changed mud texture
  • Made floor under mud lower
Toxic Citadel

  • Adjusted acid colormap
  • More texture variety, including new textures and flats for areas around acid and inside the castle
  • Cave ceiling is higher
  • Sloped the end of the Tails/Knuckles shortcut
  • Curved areas near the start line
  • Re-did the entire Circuit Redux path
Frozen Night

  • Changed ice texture/flat
  • Removed player spawns that got cucked by snowmen
  • Water now has a colormap
  • Added a slope near the end
Metallic Hall

  • The first checkpoint, which is on top of a conveyor, now behaves like the rest of the section since it isn't grass anymore
  • Damaging floors now look like as they do in THZ2
  • More textures on the walls
Heaven Pass

  • Decorated start line
  • Moving platforms at the fountain are faster
Sonic Circuit

  • Corrected grass and road texture, now it looks exactly like it once did.
Slumber Circuit

  • Moved Ideya outside of the map
  • Added a checkpoint in-between 1 and 2 to fix the WRONG WAY issue
Added maps...

  • Sluggish Shrine Zone (by Zippy_Zolton and Kwiin)
Along with a new OLDC section!

  • Lime Isle Zone (by JJames19119)
  • Morning Hill Zone (by JJames19119)
  • Ice Cap Zone (by JJames19119)
  • Generic Greens Zone (by Playah)
  • Sandopolis Zone (by JJames19119)
Quicksand Ruins

  • Fixed many sector heights
  • Visual tweaks
  • Redone Circuit Redux path
  • Skybox has been edited by Kwiin
Tainted Gorge

  • Cave section completely redone, with some effort into anti-Metal.
  • Visual tweaks
  • Redone Circuit Redux path
  • Some bushes were changed to trees and vice versa
  • Acid falls in the lake are now falling FOFs
  • A shortcut is now sloped
  • Many, many rendering errors in linedefs have been corrected
  • Acid barrels are now bobbing FOFs and use a custom texture
  • Skybox has been edited by Kwiin
Fertile Canyon

  • Thok barriers lowered (when will it end?????)
  • Section before Checkpoint 3 has been adjusted due to complaints about it breaking the flow
  • Different mud Flat
  • Skybox has been edited by Kwiin
Burning Sands

  • A spring is placed to give Amy a perk-up
  • Different textures
  • Added more linedefs to rocks at the beginning
Race Alley

  • Added decor, such as for the vertical wind currents
  • Adjusted sector heights around Checkpoint 3
  • Amy spring, yw Tatsu :)
  • Properties of the horizontal wind shortcut have been adjusted
  • Pipes in the "level select picture area" have proper textures for turning
Toxic Citadel

  • Fixed hazard markings in the Circuit Redux path
Metallic Hall

  • Corrected texture alignment in most areas
  • Added a slope after Checkpoint 2
  • Redone Circuit Redux path; no more wrong way issue
Heaven Pass

  • Changed grass flats
  • Added a slope to make platforming easier
  • Increased skybox size to make it look slightly better in OpenGL (horizon effect is software only for FOFs)
  • Fixed some statues being pushable
Warped Woods

  • Added springs for Amy
  • Fixed a missing grass midtexture
  • Fixed a tree slope error
  • Added Flat alignments on east/west tree branches
  • Altered the red spring shortcut entrance area
  • Different textures, such as the custom barrel also mentioned in TGZ
Corrupted Shrine

  • Added an FOF at Checkpoint 3
  • Expanded platforms at the end of the level so they are a more viable option
All Tracks

  • Changed map numbers for organization purposes
  • Made player spawn points consistent with each other (excluding community maps)
Emerald Coast

  • Merged some sectors together to optimize things
Lemon Circuit

  • Fixed subtitle color being incorrect
Sluggish Shrine

  • Extended finish line to the entire room
Lime Isle

  • Increased a star post sector in an attempt to fix a bug where it sometimes does not register passing the checkpoint if you are going quickly
Morning Hill

  • Fixed texture definition not being big enough to cover a wall after the two sets of springs
  • Fixed finish line not extending to the entire level
New Map; Nightmare Circuit!
The Circuit Redux script got edited by JJK, it now displays checkpoints on the track.


Tainted Gorge

  • Attempted to fix OpenGL rendering bug (couldn't, but it's less obvious)
  • Added springs at the end of the big acid pit so you aren't screwed
Fertile Canyon

  • Adjusted texture alignments
Toxic Citadel

  • More texture/flat variety
  • Adjusted Knuckles/Tails shortcut
  • Optimized control sectors to use less linedefs
  • New skybox
Burning Sands

  • New skybox (thanks Kwiin)
  • Adjusted texture alignments
Warped Woods

  • Fixed a flat alignment not having the "don't align floor" flag
Corrupt Shrine

  • Made platforms even bigger
  • More/replaced textures
Generic Greens

  • Removed unknown Thing
Oops, I didn't put Lemon Circuit's music in 2.2... That is fixed now.
New map: Magma Mine Zone

Quicksand Ruins

  • Lower ceiling
  • Rising platforms have a different pattern
Tainted Gorge

  • Fixed a grass midtexture not showing up due to tag conflict
  • Added flat alignment in some areas
  • Replaced vertical springs with pipes and gas jets
  • Added pipe obstacles, especially higher up (anti-Metal)
  • Falling acid in cave have a different pattern
  • Added half-light block gradients to death pit and acid
Fertile Canyon

  • Flat alignment at checkpoint 2
  • Mud now behaves exactly like CEZ1, for consistency with the vanilla campaign
  • Fixed some incorrect textures
Burning Sands

  • Lowered ceiling
  • Removed unused control sectors
Race Alley

  • Decorated thok barrier
  • Added diagonal springs after wind shortcut
Emerald Coast

  • More slopes
  • Flat alignment in some areas
  • Lower ceiling
Toxic Citadel

  • Removed thok barriers inside the castle
  • Decorated purple shortcut
  • You now can't hear rain and thunder from inside the castle
  • Half-light block gradient to acid
  • Raised cave ceiling
  • Added shortcut in the cave
  • Erased sectors around banner midtextures, now they are just lone linedefs
Frozen Night

  • Added shortcut
  • Less ice, more water (global warming sorry)
Heaven Pass

  • Different textures
  • Colormap
  • Adjusted blocks to the original map's position, with a flat alignment fix
  • Extended outside barrier
Corrupt Shrine

  • Different textures
  • Moved those blocks even further apart
Slumber Circuit

  • Adjusted texture offsets
  • More visual portals
  • Flat alignment
Lemon Circuit

  • Compressed music
Sluggish Shrine

  • Lap count is now 3
Nightmare Circuit

  • Compressed digital music
Ice Cap

  • Cropped level select picture
Generic Greens

  • Lap count is now 3
New map: Four Seasons Circuit Zone

Edited script with more accurate calculations and a feature which may or may not be used in the future

Converted sounds to doom format to reduce file size

Removed "midi" option for Nightmare

Fixed OGGs actually looping

Nightmare Buzz now shoots twice as often

All Tracks

  • Redone some aspects of level headers, now supports MapVote by Krabs!
Quicksand Ruins

  • Adjusted Quicksand
  • Better "thok barrier" treatment
Tainted Gorge

  • Removed thok barriers
  • Adjusted skybox
Fertile Canyon

  • Removed Techno Hill grass
  • Removed thok barriers
  • Lowered ceiling
Burning Sands

  • Better "thok barrier" treatment
  • Adjusted Quicksand
  • Added skybox in-map centerpoint
Race Alley

  • Removed thok barriers
Toxic Citadel

  • Removed thok barriers
Frozen Night

  • Removed thok barriers
Warped Woods

  • Fixed some texture alignment
Lime Isle

  • New sky
  • New colormap
  • Texture adjustments
  • Better "thok barrier" treatment
Morning Hill

  • Extended the area of the last checkpoint
Ice Cap

  • New sky texture
Generic Greens

  • New skybox
  • Fixed misplaced grass midtexture
Sandopolis

  • New sky texture
All Maps

  • Now supports Diamond modes in Battlemod! (except Slumber Circuit Zone)
  • Monitors have been adjusted to randomize even when random setting is off. This also includes a new gimmick where there are fixed monitors containing shields fitting for the level.
Quicksand Ruins

  • Finish line extended to "thok barrier" area
Fertile Canyon

  • Texture fixes
  • Restored a shortcut that was unintentionally removed
Burning Sands

  • Finish line extended to "thok barrier" area
Toxic Citadel

  • Adjusted a Knuckles shortcut
Heaven Pass

  • Fixed an incorrect texture
Nightmare Circuit

  • Added a message that plays when the map starts
Sandopolis

  • Better "thok barrier" treatment
Four Seasons Circuit

  • Fixed incorrect flats on trees
Supporters/Co-Authors:
 

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It can go into releases, but there's more than one instance in both MEtalic Hall and Slumber Circuit where the Wrong Way message appears even when going through it correctly. Though, I can't really say we have anything against this kind of fault that would prevent release, so it can go into Releases for now. Also, why does Heaven Pass have giant animals in the skybox?
 
It's great to be able to experience the Circuit maps again, however I feel after playing them enough times that some need a few minor or major adjustments.

In general, these maps highly favor Sonic and Metal Sonic for the high speeds they can achieve and the general designs of the courses themselves. I know it's a product of the time but maybe if some route alterations and more routes that only the Tails/Knuckles/Amy/Fang racers can take optimally were introduced like in some of the 2.0 Circuit maps to keep up with the hedgehog racers, it'd help them struggle less.

Anyways onto the maps themselves, Apart from the general comments above, there's a few specific elements from individual maps that I think could be looked into.

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This floating angled platform in Fertile Canyon is incredibly inconsistent. Either you undershoot the platform and thud into the edge of the platform, either correcting yourself to land successfully on the platform or mistakenly land back down on the ground (possibly into the mud) and lose time, or you completely overshoot it.

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Fang can just skip this corner of Heaven Pass and go right onto the skipping stones, only to get buzzed when he crosses the finish line. A map with two useful Fang-cuts (that Tails and Knuckles can also take) has one invalidated because you need to checkpoint on the corner before reaching the finish line.

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Speaking of Fang, he and the Tails and Knuckles-runners can get up on the top here and run over the ledges to save a bit of time, it doesn't save a lot since you still need to go in the tunnel to hit the track's only checkpoint, but maybe this could be the foundation of some shortcut only they and Amy with her hammer can take?

(no GIF since it would just be a character looping through the finish banner)
Slumber Circuit takes way too long to be a 4-lapper. Maybe if it was hard-coded to be 2 or 3 laps instead of four it would be much more tolerable and not a boring four-minute slog through texture soup. The NiGHTS-focused objects not respawning over time (except for the bumpers) makes it easy for frontrunners to keep their drill filled and speed further ahead of other racers.

But yeah otherwise those are my thoughts. I hope you decide to continue working with these cause I see lots of potential in re-introducing a long-lost gamemode to SRB2, and possibly add remakes/ports of the 2.0.x Circuit maps as well
 

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Quicksand Ruins is my least favourite level in this pack. Metal Sonic can complete four laps of this map in about 40 seconds. I can already envision everyone in the server switching to Metal during the countdown.


Tainted Gorge had a similar issue; Metal Sonic can float over the entire thing. Other than that, this was a pretty decent level, but it could do with the terrain style being hanged to match Techno Hill Zone, and maybe tthe goop colour being changed to green to indicate that it hurts you.

Fertile Canyon felt similar to Tainted Gorge, they were both really tightly packed. I would appreciate it if there was some indication that the black water hurts you. The sloped FOF near the end should be made steeper as well, so it's harder to miss.


I enjoyed Toxic Citadel because it was actually hard to boost through the entire thing. Only criticism I have is that the water should be green like in Black Core Zone Act 3 to indicate that it hurts you.


I liked Metallic Hall as well, the conveyor belts were very fun. Don't have much critisicm for this one, other than that the random grass patches look a bit weird.


I expected to be able to cheese Heaven Pass by floating over the entire thing, but Circuit Redux didn't count my laps unless i was on the ground, so it's cool I guess? The animals in the skybox do look weird though. I would move them to the actual level instead of the skybox.


The hedgehog and his metallic doppelganger have a field day in Sonic Circuit, which is to be expected due to the zone's name. I guess they could have a Stardust Speedway rematch here?


Slumber Circuit must have been easy to balance, lol. I feel like it lasts too long. 2 or 3 laps would be much better. The textures are a bit of an eyesore, maybe you could mix in some "mainframe" textures to break up the emerald textures? Also, some of the parts remind me of Cavern Fortress.


TL;DR: Metal Sonic sucks, it's a shame you have to design around him.
Oh, I nearly forgot, the levels show up in the Singleplayer level select.
 

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Thank you all for the criticism, it's motivating me to make a little update adjusting to these suggested changes that I feel are necessary. I was also already planning to do the 2.0 Circuit maps eventually, and when I do I will definitely rename the pack for V2 of this mod.


And to indirectly answer some questions because I'm too lazy to quote, there's some "wrong way" bugs because parts of the track overlap each other vertically later on and as far as I can tell, it's not something I can fix with just moving waypoints or making more of them. And yes, I can tell that the good parts of Slumber Circuit were reused in Cavern Fortress, it makes me appreciate both levels more.
 
I have pushed through and made an update the same day!! I will list the changes in this comment;

  • I have raised the open area at the end of Quicksand Ruins and have made some rising platforms to deter Metal players.
  • The harmful water in Tainted Gorge and Toxic Citadel is now green.
  • In Fertile Canyon, I have made the mud goop and have removed the harmful properties from it. I have also made the sloped FOF more forgiving.
  • The water in Frozen Night isn't harmful anymore.
  • Metallic Hall is unchanged.
  • I have removed the skybox animals in Heaven Pass, but placed some on the ground. The last checkpoint is also moved ahead to give Fang and possibly others an advantage.
  • Sonic Circuit is unchanged, it is still funny and quirky.
  • Slumber Circuit has gotten a revamp in the texture department to make it look less ugly. Sadly, it still has an issue with unintended crumbling platforms that lag the game when touched. If anyone is willing to find out what causes this for me, it would be greatly appreciated.
Thank you all for your time helping develop this with your own thoughts and experiences...

---------- Post added 03-13-2020 at 01:50 AM ---------- Previous post was 03-12-2020 at 11:54 PM ----------

Oops! Fixed some issues related to Heaven Pass Zone that I noticed after hosting a server with it.
 
ooo...kay. well, i appreciate the lengths you went towards to implement Circuit Redux and attempted improvements at the map design in general, but i have to question why you decided to use Final Demo maps instead of 2.0. pretty much all of these maps show their age by now and it ain't pretty.

that said, good work regardless.
 
Planning on adding a nospin route on Sluggish Shrine so that Amy and Fang aren't entirely screwed over, and maybe a few Knuckles shortcuts too.

If I finish more skyboxes quick enough we could emulate 2.1's patch cycle with a day one patch /s
 
Neat update!
May I use this to port some of the maps to Kart, by the way? I especially like how Frozen Night, Race Alley and Sonic Circuit could be used in Kart since they're pretty flat.
 
Neat update!
May I use this to port some of the maps to Kart, by the way? I especially like how Frozen Night, Race Alley and Sonic Circuit could be used in Kart since they're pretty flat.
Go for it! I don't really care about my vanilla edits right now...
 

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