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Masters Pack V2.3.1 Details »»
Masters Pack V2.3.1
Version: V2.3.1, by MK.exe (The one and only!) MK.exe is offline
Developer Last Online: Sep 2020

Category: Version: SRB2 Kart Rating: (8 votes - 4.88 average)
Released: 04-02-2019 Last Update: Never Favourites: 10
Multiplayer Levels Sprites/Graphics


This map pack includes 13 race maps in 3 cups and 2 hell maps so far.

Other than that. Enjoy and report issues here or to me directly (im on the Kart Krew discord btw!)

Also a special thanks to my friends for suggestions and Playtesting!

Spoiler: About the maps
- Snail Cup -

MAPK0 - Umbrella Rushwinds - A Rainy and windy valley that'll sweep you off your feet if you aren't too careful. This wet course is 2 laps.

MAPK1 - Verdant Raceway - Crafted to make drifts into corners much more satisfying. This generic green raceway has a few tricks ups its sleeve to keep you on your toes. Also 4 laps

MAPK2 - Autumn Ring - A Beautiful and secluded track in the middle of autumn... What more could you ask for?! 2 laps

MAPK3 - Sky Babylon Zone - Dangerous and infamous. It's Sky Babylon from Sonic Rush Adventure. This map isn't for weenies. 2 laps

MAPK4 - Azure Paradise Zone K - The Mystical yet calm Azure Paradise is personally my favourite map in my match maps. This map takes some cues from my SUGOI 3 map to keep it interesting and spicing up the gameplay. 3 laps and it's a Sprint track.

- Beetle Cup -


MAPK5 - Roasted Ruins Zone - Weave through pillars and hazards on the smooth roads that go down and up steep inclines so pay attention or you'll get stuck in the sand, this curvy zone is 3 Laps

MAPK6 - Panic City Zone - Tall buildings tower over you as you navigate through a portion of Panic city, This big place is a 3 lapper!

MAPK7 - Molten Manor - Time to heat things up! This hot course has a bit of everything, From the sweltering tight insides of the manor to jumping from open cliffs just avoiding the lava below. This bad boy is a 2 lapper.

MAPK8 - Toxic Tundra - Race through the tight and slippery corridors of this abandoned factory near a Nuclear plant without slipping into the toxic pools. This huge place is a long 2 lapper!

MAPK9 - Hazardous Cavens Zone - Watch your step! These thin roads in an underground cavern will test claustrophobic people and your reflexes to the limit. No weenies allowed in this dangerous 3 lapper.

- MK Special Cup -

no this isnt my hell cup

MAPKA - Lake Magorite 2 - Lake is back! with a slightly new layout. The layout now branches out down to a sandy road surrounded by salty waters!. Since the layout has been slightly extended, Lake sits at 2 laps for now.

- MK Hell -


MAPKY - Lake Margorite Classic - Due to popular demand, the very first layout that was made with jank slope physics and the OG super tight spiral. Is now included in the pack. 3 laps duh

MAPKZ - Verdant Raceway Classic - It's pretty much the same old Verdant raceway with thinner roads, the original shortcut and more


Spoiler: Known issues
  • Azure paradise has some janky waypoints in some areas. Still complete-able

THE STANDALONE VERSIONS OF SOME MAPS ARE NOW OUTDATED AND I WILL NO LONGER BE UPDATING THEM IN THEIR STANDALONE FORMS. ALL UPDATES FOR MAPS WILL BE IN THIS THREAD


Spoiler: Changelog
V1
- Inital Release

V1.1
- No more SOC errors on load up
- Fixed some textures

V1.2
- Minor changes to Azure Paradise
- Deglue™

V1.3
General Changes
- There's now 1 Record attack Ghost on each map by myself, Try and beat my times!
- Names on the MUSICDEF lumps are much more accurate [thank TAG for that]
Map changes
- Verdant Raceway has more stripes, 1st S turn is now opened up abit more and has better checkpoints/waypoints.
- Sky Babylon has a 'safety' route if you fall down the holes on the 1st section
- Azure Paradise K got a new Custom palette and some additional deco towards the end
- Lake Margorite's 1st corner is now wider and the Glue™ on the sand is non-existent as well as some minor visual tweaks

V1.4
- New map - Panic city
- Lake has a much smoother gradient on the 2nd spiral and that section is wider too. Also the boost pads have been moved
- Verdant's Cut has been nerfed and some boost pads have been added
- Autumn's final cut has been blocked off, the boost pad at the start is gone and some slope physics adjustments
- Babylon's boost pads have been adjusted
- Azures Cuts have been nerfed, the waypoints are now much more consistent and some misplaced flowers have been adjusted
- Unessesary glue removed from all maps
- Replays have been removed for now
- Shortened file name
- Probably some more stuff but i forgot :S

v1.4.1
- Lake Margorite Zone has been removed due to it being added into vanilla! A replacement is due shortly
- Autumn ring no longer has a colourmap and uses a custom palette for better FPS
- All maps have normal offroad now
- Map slots have been moved

v1.5
- New map - Umbrella Rushwinds Zone to replace Lake Margorite Zone
- In Panic City - Nerfed the Speed pads slightly and removed some glue
- Probably some more I missed

v1.6
- New Maps - Molten Manor & Lake Margorite 2.
- All maps have Community map pack adverts.
- All maps have Fresh and new Start/finish line banners.
- Umbrella Rushwinds had its trees hitbox shrunk, the final sloped corner has its physics removed and the Lap count is down to 2 now.
- Autumn Ring has different item box placement to make it much more spread out around the map, the slope going out of the tunnel tree thing is much smoother, the Banked S turn after the bridge has now got additional offroad on the inside of the corner, oh and the trees have a smaller hitbox.
- Sky Babylon's offroad (finally) is weaker and some walls have been added to prevent people from getting SPB'd to the top route again.
- Azure Paradise has some more arrows to help with directions, less glue on a major cut and the music file loops correctly.
- Panic City's major cut has been nerfed, the 'Mouse-hole' cut is gone and the checkpoints should be more consistent towards the end.
- Probably some more I missed

skipped 2 versions lol

v1.9
- New Maps - Roasted Ruins, Hazardous Caverns & Verdant Raceway Classic [Hell]
- URZ [Umbrella Rushwinds] - Purple outlines have been added to the spiral to help with directioning and the last cut has been buffed slightly.
- VRZ [Verdant Raceway] - New skybox has been added.. yeah that's it.
- AR [Autum Ring] - New music, the corner just before the bridge has its slope physics moved higher on the slope and the banked corner after the bridge has a Speed-pad Strip rather than a single speed-pad.
- SBZ [Sky Babylon] - The direction arrows are now Purple so they stand out better.
- APZ [Azure Paradise] - On the 2nd spiral the arrows are now visible and full bright. Some floor just after the forest section has been lowered to create more room and an additional checkpoint has been added on the final stretch if you happen to die somehow.
- PCZ [Panic City] - Waypoint issue should now be fixed and the warehouse cut exit is now normal road rather than light offroad.
- MMZ [Molten Manor] - The Sneaker pannel under the table has been swapped out for a speed pad for balance purposes, the yellow springs have been removed on the split path to reduce slowdown, tweaked encore pal as well as some additional deco here and there.
- LMZ2 [Lake Margorite 2] - Water skip is gone :crab:, some fixes to slopes so they dont slingshot you into the lake, some walls have been fixed. slightly altered layout towards the middle section.
- Probably some more i missed

v1.9.1
- HCZ [Hazardous Cavenrs] - Some springs have been removed to prevent cheese on the 1st cut and the booster near the pannel cut has been moved.
- RRZ [Roasted Ruins] - The first set of items have been moved higher so you don't miss it if you perfect boost
- AR [Autumn Ring] - Fixed up a hole visible just before the bridge

v2
- New Map - Toxic Tundra
- All maps should all have brighter Boost Pad sectors for better visibility
- URz [Umbrella Rushwinds] - Added an extra Boost pad near the 1st wind section and removed dirt cut.
- VRz [Verdant Raceway] - Skybox now makes use of the new Horizon effect
- MMz [Molten Manor] - Removed the cut when you exit the Manor
- HCz [Hazardous Caverns] - Made adjustments to the layout to reduce the cheapness
- LMz2 [Lake Margorite 2] - Changed some physics on some slopes to prevent lift-off and the map id has been adjusted [MAPKZ -> MAPKA]
- VRC [Verdant Raceway Classic] - The map id has been adjusted [MAPKX -> MAPKZ]

v2.1
- New Map - Lake Margorite Classic ...yay
- Updated 'Freeslots in use' list
- VRz [Verdant Raceway] - Adjusted some slopes
- AR [Autumn Ring] - Changed some the slopes at the last corner and the Signs are now Papersprite things
- SBz [Sky Babylon] - Now has teal accented textures for added decoration, Ramps to sloped corners have been ditched for spring panels, Sloped corners are smoother and have teal slopes to keep you on track, buffed the cut at the end and 'expanded the playable area'
-APz [Azure Paradise] - Slightly different texture variant all over the map to make it look colorful, adjusted the ramp before the 2nd lap so it doesn't launch you to pluto and nerfed final cut slightly
- RRz [Roasted Ruins] - The sloped boost at the start is no longer sloped and the cut towards the end has less offroad
- MMz [Molten Manor] - Slightly adjust the section before the table making it optional to go on the table or not
- TTz [Toxic Tundra] - Brightened up the insides, removed some ice in some places.
- HCz [Hazardous Caverns] - Adjust some brightness in some areas.
- Semi Future proofed

v2.2
- URz [Umbrella Rushwinds] - Removed the pit over the wind section due to checkpoint placement.
- Probably some more i missed on

v2.3
- LMz [Lake Margorite & 2] - Removed fences on the shortcut and made water look nicer
- URz [Umbrella Rushwinds] - Removed the final cut
- VRz [Verdant Raceway] - Removed cut, instead i've widen the corner on the inside. of the 1st hairpin
- ARz [Autumn Ring] - Shrunk the Width of the Tree and Sign sprites as well as improved the Custom palette
- SBz [Sky Babylon] - Added a few more barriers on the inside of 2 corners to prevent cheese
- APz [Azure Paradise] - Used the 2.2 texture set, changed the Custom Palette and added both moons
- RRz [Roasted Ruins] - Removed the cheese on the cuts
- PCz [Panic City] - Added small slope to prevent falling between the gaps of the buildings as well as removed the glue in the warehouse
- MMz [Molten Manor] - The lava looks good now, thats literally it.
- Probs some more jazz i forgot to mention

v2.3.1
-HCZ [Hazardous Caverns] - Fixed final jump if shrink is active


Spoiler: Freeslots in use
1910 - Autumn Tree
2203 - Tiny Cyan Flower
4035 - Cyan Flower
1911 - Umbrella Tree 1
1912 - Umbrella Tree 2
1913 - URZ Berry bush
1914 - URZ Bush
1915 - URZ Flower
1916 - URZ Sunflower
1917 - URZ Tulip
1918 - URZ Bluebell
1919 - URZ Wind effect
1920 - Autumn Sign Right
1921 - Autumn Sign Left

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File Type: pk3 KRL_Masters_v2.3.1.pk3 (23.50 MB, 517 views)

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Comments
Old 09-15-2019   #22
MK.exe
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Default Version 1.9

New update is now out! which has 2 new maps!

Check OP for more details!

Roasted Ruins Zone


Hazardous Caverns Zone
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Old 09-16-2019   #23
MK.exe
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Default Version 1.9.1

Another update, Just some tiny things

Check OP for more details

Apologies for any inconveniences : (
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Old 10-27-2019   #24
MK.exe
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Default Version 2!

Finally! I have completed 10 maps [2 cups] so now this is out of beta!

I present... Toxic Tundra Check OP for changelog!!!!
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Old 10-27-2019   #25
Llitechiel ꙮ
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I like the look of all of your levels but I think this one may just be my favorite concept for one. Will definitely check it out when I can a̶n̶d̶ ̶h̶o̶p̶e̶f̶u̶l̶l̶y̶ ̶m̶y̶ ̶f̶r̶a̶m̶e̶s̶ ̶d̶o̶n̶'̶t̶ ̶c̶r̶o̶a̶k̶
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New Multiplayer Music (sonic: emerald quest + 2)
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Old 11-22-2019   #26
MK.exe
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Updated to v2.1

nothing major, just QOL stuff and lake classic is now in the pack

check OP for more details on changes
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Old 03-14-2020   #27
MK.exe
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Default Masters V2.2 is out

Teeny Tiny update that mainly fixes the pit in Umbrella Rushwinds
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Old 07-26-2020   #28
MK.exe
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Default Update 2.3

New update which has lots of tweaks and a good looking azure. Read Changelog for more
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Old 08-09-2020   #29
SeasideDoe
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With Shrink meta-relevant again, you should definitely know that this part of Hazardous Caverns is incompatible with the item in effect on Normal Speed!
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Old 08-10-2020   #30
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Quote:
Originally Posted by SeasideDoe View Post
With Shrink meta-relevant again, you should definitely know that this part of Hazardous Caverns is incompatible with the item in effect on Normal Speed!
Fixed in latest update... which is now! Check OP for Download
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Old 08-11-2020   #31
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Heh, I see my repeated attempts at the jump was the catalyst for the update X)


It is worth noting I could make it while not being an idiot and just going straight so I wouldn't suffer from the speed loss while drifting, but still a good fix.


Since I'm already here, some feedback:


Umbrella Rushwinds is a personal favourite track. Cool ambience, one of the few courses that uses push effects. Only minor complaint is that the grass cut before the big drop spits you out at an awkward angle, but I suppose that's just a minor balance 'feature' so it isn't too strong.


Verdant is a solid track, if a little unremarkable, but I suppose that's just part of its purposeful design, to be the 'vanilla' course. I feel like the spiral at the end should have the rock tower removed and be an empty space (or something transparent) with a guardrail so you can see dropped items ahead of the tight curve a little better. If it wasn't so close to the end of the track it wouldn't be an issue, but you're heavily incentivized to go for a rainbow and eating a loose item at the end when you're charging is a Feels Bad Man moment.


Autumn Ring is a nice tech course with some good catch-up cuts, as well as being visually pleasant. I do wish you'd just wall up the old end of course cut; there's gaps in the signage that look big enough for a kart, and other tracks that use those same signs can be driven through. I known it caught me off guard the first time I played the updated track all those months ago. Also, the offroad path beside the hollowed out log(?) near the start is way too jank and leads to annoying respawns when I forget how useless it is (seen in the preview image of the OP). I'd say either remove the jump entirely so players can boost out of it with the panel, or put springs at the end so they have some control over where they land (personally, I prefer springs since it would make it somewhat worthwhile with trick mod).


Sky Babylon is a solid map, although that opening spiral being somewhat oblong is kinda a noob trap. It's also not very smooth in its gradient; I'm not sure if this is meant to be 'faithful' to the original in some way or something else, but it's somewhat annoying to deal with and I don't feel it adds much besides a 'gotcha' when your drift briefly disconnects from the floor if you're going too fast. The shoe jump having a yellow spring at the end of it makes it feel somewhat weak (without trick mod enabled, at least). I haven't made a real effort to test it out, but I feel that just boosting over the offroad on the V-turn and using the boost pads mid be better overall.


Asure Paradise is a personal favourite track. The latest changes have been pretty much positive, especially changing the U-turn offroad before entering the underwater section to be a hill instead of a pit.


Roasted Ruins is another favourite, and a great Wipezones track to boot. Can't say I'm a fan of the change to the first cut; even if you do it well a single shoe doesn't cut it with Knuckles on Normal speed, and I'm sure I'm going to hit that Fuck You pillar at the end by taking the ending turn back to track too tight and become phenomenally annoyed. If it's too powerful in its old form, I'd suggest just moving it a bit further along the u-turn and drop the annoying wall; less time saved and it wouldn't give the taker an easy line to the boost pad. The gap at the end is also great for style but worthless for any amount of time being saved, it feels like a swag cut and nothing more. At least put a boost or zipper at the end of it to justify taking the risk and using the shoe there instead of just saving it for something actually impactful.


Panic City is a cool track, but that jump to the raised road section is super jank and doesn't work under certain speed condition (such as firmsneakers overshooting it). The ending where it sort of spits you out is also weird and feels inconsistent; I think red springs on it would give further incentive to make use of it instead of just boosting along the much safer grass below.


Molten Manor is a cool and fun track. You can do a nifty pair of what I think are unintended jumps at the end, resulting in this: https://cdn.discordapp.com/attachmen...8/kart0001.gif
It's not particularly useful with single shoe, and going off the outcropping to the left just shoots you straight into the lava as if it's a downwards slope. I feel like adding some of those floating boost rings would make for a cool ending swagcut.


Toxic Tundra is another great course and a tough but fun Wipezone circuit. The jump up to the raised path off the turn signs is cool but tends to lose more time than it's worth. Having a zipper (instead of the boost panel) up there to immediately spit you back out to the track would be nice.


Hazardous Caverns is just a fun track, but I do find it's a Boom Or Bust one that's easy to get tilted on and then die to the pit constantly. Really nice flow to the jumps and corners on many areas.


Lake Magorite is my least favourite of the bunch. Both of the spirals in the three-lap version are blind item traps, and the second has a really chunky layout. Nothing really makes it feel like it stands out besides maybe the tunnel jump cut, which is somewhat awkward and often leads to a lot of wall bonking. Of all the tracks, this is also the only one with a really mediocre song; almost every other has a great beat or has a nice chill feeling to it, but Lake's is just... yech.


Looking forward to seeing what you do next!
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Old 08-13-2020   #32
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Quote:
Originally Posted by Lightsideluc View Post
snip
Thanks for all that feedback! I really appreciate it. I'll see what I can do to improve and use some of the suggestions as a basis of what to add/ remove.
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Old 4 Weeks Ago   #33
「AxeCrusader」
 
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I really like Sky Babylon and I would love to see more details like the enemies seen in Rush Adventure and maybe an easter egg of the Ghost Condor.
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