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[V2.2a] Aparte Cup Details »»
[V2.2a] Aparte Cup
Version: 2.2a, by "Lat'" (Stop it) "Lat'" is offline
Developer Last Online: Feb 2020

Category: Version: SRB2 Rating: (9 votes - 4.11 average)
Released: 04-14-2019 Last Update: 09-12-2019 Installs: 6
Multiplayer Levels Scripts Is in Beta Stage

Here are 8 maps that I feel were worth sharing after keeping them to myself for far too long. There isn't much else to say.

Features:
-7 and a half brand new maps!
-Pretty okay fun gameplay!
-Objectively* great music
-Reverse gravity
-Anime
-Questionnable anime
*if you don't like it you literally have no taste

Spoiler: Changelog


2.2a
Emergency patch to fix compability issues that arose with DPak from changing some skynums around

2.2
Holy shit I released 2.2 before Vanilla did, bow to me mortals
  • Removed the experimental Lua, because as if with anything experimental it goes wrong (so slopes in other stages won't break anymore)
  • Fixed Scarlet Gardens' sky replacing Grand Metropolis'

2.1
  • All Speed Pads are now fullbright and have translucent midtextures around them to make them easily visible, with the exception of Midnight Channel where the colormap makes translucency look quite horrible
  • DIMENSION DISASTER:
    • The invisible walls are now also death pits so you can no longer drive on them
    • Fixed a missing texture
  • SCARLET GARDENS:
    • The 2nd item set now has more item boxes.
  • FROZEN PRODUCTION:
    • EXPERIMENTAL: Added a script that should prevent Players from getting stuck inside the last slope should they bump a wall at high speeds. This does not only apply to Frozen Production, but was made for it
    • Removed the Boost Pads in the first shortcut so it can't be cheesed anymore
    • Fixed some leftover back midtextures from a billboard having the wrong offsets
    • Fixed a minor slimetrail
  • SKYSCRAPER LEAPS:
    • Arrows now have more contrasting colours to be more easily noticeable
    • Removed the last shortcut as it was too strong this late into the map
  • MONOCHROME RIFT:
    • Fixed the last set of Boost Pads sometimes not triggering because of slope jank

2.0
  • Sloped all Spring Pads to make them easier to see
  • Patched numerous unintentional shortcuts (notably in Dimension Disaster)
  • Added Scarlet Gardens, Zoned City, Frozen Production, Skyscrapper Leaps and Monochrome Rift

1.3
  • FLIPGOOP STATION
    • Actually fixed GBJ near the start. For real this time. Now leave me alone

1.2
  • MAYONAKA MK. II
    • The last shortcut no longer misses an item set.
    • Some arrows were moved for better directionning.
  • DIMENSION DISASTER:
    • Removed the spring pad and the first shortcut it leads to.
    • To compensate, the Bumper fence was made shorter to allow cutting through offroad with sneakers.
  • FLIPGOOP STATION
    • Added death pits to out of bound areas in case players somehow get stuck there.
    • The goop and the nets are now way closer to each other in many spots which should prevent GBJ scenarios.
1.1
  • Mayonaka MK.II now replaces Midnight Channel
  • Midnight Channel has been moved to Map Hell under the name "Midnight Channel Classic"

1.0
Initial release


And here are the maps:

Spoiler: the maps. wow.

Mayonaka: Mark 2

My 2nd take at Midnight Channel. This version features quite a lot of improvements alongside a layout change for the second half of the track, and a lighter fog in hopes to make it play better. This was done to answer the many complaints I kept getting on the map, hopefully I succeeded in adressing them. This will eventually replace the Midnight Channel currently in the vanilla game.


Dimension Disaster K

A map themed after my special stage KAWAIII entry. A pretty simplistic layout with hopefully visuals that stand up for it! I wanted to give this thing some credit because I really liked how good the special stage variant turned out visually.

Flipgoop Station K

Flipgoop Station was originally a map I made for some old, old OLDC and somehow won in spite of its terrible visual appeal. The gimmick, was of course, goop that flipped you upside down. So I wanted to also incorporate this idea in Kart. ...Which led to me having to fix the fact that literally nothing worked properly in reverse gravity. The track was supposed to be more ambitious but I ended up keeping it simple for the sake of my sanity.
I'm really happy how the second U-turn where you can drive ontop of another flipped player turned out, it's got to be the highlight of this map!

Scarlet Gardens

A love letter to .Jazz.'s KAWAIII map, and an attempt at making a 5 lapper. Since the map was small and overall barely took any time to make I tried to focus more on the visual appeal. ...I'm pretty sure the owner of this garden is going to notice the kart races happening every now and then sooner or later and come pay a visit.

Zoned City

Based straight out of Wipeout 2048's Zone mode, Zoned City takes a minimalist visual aproach and a simple layout for what may be the most fluid map of this pack gameplay-wise!

Frozen Production

Race in an old abandonned factory in a cold winter (?) night, but watch out for the Frost Thrusters, getting caught in their breath will freeze you! Mash any button 5 times to break out before you slip to your certain demise... Although sometimes you might find being frozen advantageous.

Skyscrapper Leaps

Jump from a skyscrapper to another at dawn, a sure way to awaken every inhabitant trying to sleep. Remember that drift sparks can be charged in mid-air if you jumped from a Spring Pad!

Monochrome Rift

An old city, partly broken, and its colours sucked out... make for a pretty challenging fun track! Your ability to aim your drifts over gaps will be tested here, so pay attention to which exact way arrows are facing, and look at your minimap to know what your optimal aproach should be if you're unfamiliar with the layout.



I have more map ideas that I may or may not tackle in the future.
Please do leave feedback here or on the Kart Krew Discord, it's always great to have some to help doing better! :)

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File Type: pk3 krl_latpack_v2.2a.pk3 (11.26 MB, 782 views)

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Comments
Old 04-14-2019   #2
D00D64
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Welcome to releases! Though, if this has a better Midnight Channel, why not replace the existing Midnight Channel slot? It'd make it much easier on servers.
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Old 04-14-2019   #3
"Lat'"
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so everyone was shouting at me to have Mayonaka MK.II replace Midnight Channel so here goes nothing:

1.1
  • Actually renamed the pack to 'krl_latpack_v1.1.pk3' because we actually have Lua in there.
  • Mayonaka MK.II now replaces Midnight Channel
  • Midnight Channel has been moved to Map Hell under the name "Midnight Channel Classic"
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Originally Posted by kiro the hedgehog View Post
So is a better boss and stage in the works or is this massive disapointment gonna really be the end of the game?
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Old 04-14-2019   #4
MK.exe
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OH BOY 3AM-- i mean another map pack.

Love the aesthetic on Dimension Disaster K and Street Fighter EX2 music?? GODLY.
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Old 04-14-2019   #5
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Well this is cool. "Midnight Channel" and Dimension Disaster are very well done. I feel that DD is the most well done here. I think the direction on Flipgoop Station could use some work. Notably the right path has arrows that seem to direct me in the opposite direction of the upcoming turn. I've had trouble with the left side in terms of the momentum of curves. But that's likely owed to me being disorientated by reverse gravity. Flipgoop is also quite dark, especially here.



Really good maps though. The layout is very captivating. And the music choice is spot on! Well done once again Lat'.
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Old 05-07-2019   #6
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disaster K has some insane shortcuts. All 3 are absolutely awesome though and all have a lot of character to them.
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Old 05-27-2019   #7
"Lat'"
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Have an update, just a small patch I guess.

1.2
  • MAYONAKA MK. II
    • The last shortcut no longer misses an item set.
    • Some arrows were moved for better directionning.
  • DIMENSION DISASTER:
    • Removed the spring pad and the first shortcut it leads to.
    • To compensate, the Bumper fence was made shorter to allow cutting through offroad with sneakers.
  • FLIPGOOP STATION
    • Added death pits to out of bound areas in case players somehow get stuck there.
    • The goop and the nets are now way closer to each other in many spots which should prevent GBJ scenarios.
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Originally Posted by kiro the hedgehog View Post
So is a better boss and stage in the works or is this massive disapointment gonna really be the end of the game?
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Old 07-06-2019   #8
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Default Update 1.3

Breaking news: Homosexual Infant Prison has been removed from Flipgoop Station
(Basically V1.3 is out)
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Originally Posted by kiro the hedgehog View Post
So is a better boss and stage in the works or is this massive disapointment gonna really be the end of the game?
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Old 07-06-2019   #9
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Quote:
-Objectively* great music
No joke, Yo-Kai Disco makes Dimension Disaster K my favorite track singlehandedly.
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Old 07-23-2019   #10
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Yo-kai is objectively a great song, and I totally added it to my Youtube music playlist (although my foray into the other songs from the game didn't yield stand-out bangers).


I love Flipgoop's gimmick, feels rewarding to be one of the few racers who consistently goes upside down to claim those exclusive boost panels. Glad to hear the GBJ has finally be fixed, too.


Dimension Disaster is a fun track, but I feel a large part of its identity was lost with the removal of the first cut. I'd much rather see it nerfed a little (slightly wider corner before aligning with the main track again, perhaps, or maybe capped by yellow springs) or the main path shortened so it doesn't take as long to travel than it be removed outright.


New Midnight is just a general all-around improvement while keeping all the aspects that made the original distinct. Great job on it.
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Old 09-12-2019   #11
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So like, there's new maps and fixes n' all, go check em out if you have nothing better to do!
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Old 09-12-2019   #12
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Donít have a whole bunch to say w.r.t Dimension Disaster, Mayonaka MK 2, and Flipgoop Station. I do appreciate the small changes given to them and I think theyíre overall solid maps that show their polish.

I will be focusing my feedback for today on your new maps that are on this pack. I played the maps on Normal and Hard speed for this post. (All gifs are shown at Normal speed.)

Spoiler: Scarlet Gardens

Scarlet Gardens
Your maps happen to have some damn good visual styles. I really like whatís on display here with the short map, and while Iím not a big fan of mandatory things like waterbounces, there is more than enough opportunity to drift store and the boosters allow for it to flow pretty well.

Some specific points of insight:
  • The first set of items has a fairly large cluster to it so people rarely miss getting an item - however, the second set in this map has significantly less. Though it may be by design, I think the amount here should increase just a little bit. One thing I sort of notice with the map is, potentially due to the small shortcut at the end, one has to really hold down sneakers to attempt to make a steal at first, which is good.
  • Iím noticing that I happen to have frequent framedrops near the second mandatory waterbounce for whatever reason and the S turn after the first waterbounce, even with very zoomed in/lower draw distance settings - my computer has more than enough resources behind it to run SRB2K well, so I think it may be something related to how much of the map is loaded or visible.

Though the fps issues are a bit annoying since Iím not sure why theyíre an issue, the map is fairly fun (though I imagine Iíll probably be using something like Neptune or Miku here and not a bottom right character)!


Spoiler: Zoned City

Zoned City
I first saw the map on one of the ring previews for 2.0, so I had an idea of what this map was about when I first started playing it. Of your newer maps, I think it has a very unique visual style to it and I donít really have a ton of gripes, itís a lot of fun.

Some specific points of insight:
  • I think adding light indicators over the sneaker panels may be helpful for this track. Unlike Scarlet Gardens, they donít stick out as well since the color used for the panels isnít as sharp of a contrast as that map (SG using red-white, and Zoned City using green-orange)
  • Around this part of the track, Iíd say maybe add another arrow or move the turn indicator a bit more to the left from playerview (I think globally itíd be north). Itís a bit hard to spot at first glance. Alternatively, perhaps make the arrows that surround the rest of the track go through here as well?

Iím gonna be honest, I think thatís probably all thatís really standing out to me right now. I didnít find really any big linedef errors or things that stood out to me. The map is very constricted, linear and does what it wants to very well imo.


Spoiler: Frozen Production

Frozen Production

The mechanic here is really interesting. In several cases itís just something that penalizes you if you donít play well, but it can be weaponized to increase speed, especially at the end. And of course the music choice here is excellent, xiís work is always so good.

Some specific points of insight:
  • Thereís a linedef/texture error here.
  • There are several drop points where you descend from a far height, such as the one shown here. I think it may be good to assist players who get hit before the drop by including some sneaker panels right near the start of these, but make them close enough to the start that a player who attempts to use them while frontrunning risks hitting the SPB if itís chasing them and they try to make use of them.
  • It might prove helpful for players to include an audio indicator for when an ice machine is about to activate, or the cycles are changing.
  • As a whole, this map is fairly long on normal and hard speed; I think the map might be better suited for 2 laps with how long it is.

This is a pretty fun map as is, so my feedback is much less in terms of ďthere are x problems here and thereĒ and more in terms of minimal items. This feels like a very well thought out map.

Spoiler: Skyscraper Leaps

Skyscraper Leaps

Compared to Frozen Production, this is a much shorter map, but I enjoy how fast paced it feels. There are frequent areas where you can take cuts with or without sneakers and it generally seems to flow well.

Some specific points of insight:
  • While I think Zoned City is able to get away with it a bit more, I think maybe having a limited-color pattern for the ground + off-road textures might spruce up the already strong visual flair of the map.
  • The turn arrows are fairly small as is, but I think it might be easier to spot them if they use two colors instead of the orange + slightly different orange (perhaps a dark purple for the arrows themselves?).
  • In some initial playtests, I noticed that this cut in particular (the red springs) is quite strong and near the end of the map, which could result in a situation where a player basically not making a mistake may lose because of a good item pull. The last third of the map contains no set of items, so Iíd suggest that maybe an item set could be placed in the right area of this screenshot to balance out the overall strength of the cut.
  • Thereís an alternate path possible through this section (this gif does the alternate path), but it doesnít really tend to have much different from the main path other than avoiding a right angle turn. Iíd say maybe include some incentive to go to the main path since youíre saving time by taking this alternate path and it doesnít require a sneaker or speed-increasing item.

Itís a very fun map and I like how it looks, though I think with a small few bits of adjustments it will honestly be a REALLY solid map.


Spoiler: Monochrome Rift

Monochrome Rift
This map has a fairly neat visual gimmick (sadly doesnít seem to work in replays!), though Iíd say thereís a few places I felt the drop offs were rough - I got similar vibes to Sunset Canyon, and not really in the best way, as the drops there are very jarring and seem to create scenarios where an SPB run seems much more difficult on this map.

Some specific points of insight:
  • Thereís a linedef/texture error here.
  • This drop in particular feels fairly jarring from moderate to full speed - I would say include the additional terrain seen at later drops near the end of the map or something similar here.
  • While most of the drops can be manageable, the boosters here can make it very difficult to avoid getting bumped. I would say consider removing them as they feel more like a hindrance here.
  • I suspect that itís probably not a large priority, but the sneaker panel colors do not match their encore color counterparts, such as here.
This map is a bit wieldy, but I think it also can be pretty enjoyable (though I suspect this map might be a bit more contested in netgames since it seems to be designed to be fairly difficult).


Overall, this is a great update. I really appreciate the maps youíve added and all of the changes youíve been making to your normal maps; theyíre definitely some of the most well done maps and I look forward to future updates.
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Old 09-13-2019   #13
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Exclusive Coupe on Skyscraper Leaps is, indeed, an objectively great song. Thanks for introducing me to it~
(Also a fun track)
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Old 09-14-2019   #14
"Lat'"
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Small update to adress the thoughts gathered since release, should be the last until the next major content update, thanks for your patience.
2.1
  • All Speed Pads are now fullbright and have translucent midtextures around them to make them easily visible, with the exception of Midnight Channel where the colormap makes translucency look quite horrible
  • DIMENSION DISASTER:
    • The invisible walls are now also death pits so you can no longer drive on them
    • Fixed a missing texture
  • SCARLET GARDENS:
    • The 2nd item set now has more item boxes.
  • FROZEN PRODUCTION:
    • EXPERIMENTAL: Added a script that should prevent Players from getting stuck inside the last slope should they bump a wall at high speeds. This does not only apply to Frozen Production, but was made for it
    • Removed the Boost Pads in the first shortcut so it can't be cheesed anymore
    • Fixed some leftover back midtextures from a billboard having the wrong offsets
    • Fixed a minor slimetrail
  • SKYSCRAPER LEAPS:
    • Arrows now have more contrasting colours to be more easily noticeable
    • Removed the last shortcut as it was too strong this late into the map
  • MONOCHROME RIFT:
    • Fixed the last set of Boost Pads sometimes not triggering because of slope jank
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Originally Posted by kiro the hedgehog View Post
So is a better boss and stage in the works or is this massive disapointment gonna really be the end of the game?
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Old 09-16-2019   #15
"Lat'"
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Holy shit I released 2.2 before Vanilla did, bow to me mortals
  • Removed the experimental Lua, because as if with anything experimental it goes wrong (so slopes in other stages won't break anymore)
  • Fixed Scarlet Gardens' sky replacing Grand Metropolis'

On a more serious note, I'm terribly sorry for the inconvenience this has caused.

---------- Post added at 08:16 PM ---------- Previous post was at 07:12 PM ----------

2.2a
Emergency patch to fix compability issues that arose with DPak from changing some skynums around

Okay NOW I'm terribly sorry
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