DemoBox - KIRITSUPAK

DemoBox - KIRITSUPAK 2.1

achiiDev

KiritsuGuy
achiiDev submitted a new resource:

DemoBox - Where's the box came with the demo...?

View attachment 159055
THE DEMOBOX
A demo of a level pack that's supposed to come package with the box...

Comes with 3 Race Levels, 2 Prison Stages and a bit of extra... Only reached by the Champions
Featuring...

Ripple Metrocity Zone
A stage taking place on a vivid green Metrocity in its downpour.
(3 Laps)

View attachment 159056

Sunset Archipelago Zone

Just by the...​

Read more about this resource...
 
Nice tracks! I had a couple of bits of feedback I wanted to offer.

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I feel like this turn could use some directional indication pointing right; an Ark Arrow would do the trick.

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Not the best screenshot, but the arrow that's getting covered up by the time is a bit misleading in my opinion; it feels a bit like you should be going to where the tripwire is rather than make the sharp left you're supposed to. I would pull those barricades forward and maybe make them a different color so they stand out more, make it clearer that that's shortcut territory.

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I feel as though getting stuck or knocked into this corner can be a bit punishing; some springs to the left of the existing ones would help this part of the track out for me. It might also be worth bumping the springs up to red strength.

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The foliage combined with the hump of this hill makes it hard to see the tripwire & booster ahead; additionally, the Outrun booster kind of blends in with the tripwire a bit, so I feel like its placement straight forward from this hump ultimately feels a bit awkward. I think it'd be good to adjust this section a bit - even adding a bit more directional signage could be a big help.

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My only note for Sakura Serenity is this turn. When you turn into this area, it can be a little unclear that you NEED to head up the slope to progress, and my natural inclination is to cut the corner. I think adding some offroad, or even just a different texture, to more clearly direct the player to hit the dash pads and the ramp, would help this little corner.

Great tracks though! These shaped up really nicely overall.
 
achiiDev updated DemoBox - KIRITSUPAK with a new update entry:

2.1 - Small fixes.

View attachment 179621
Just gonna uhh... slip this in here if you don't mind​
2.1 Changelog -

(Collateral Cliffs Zone)

  • Adjusted Tripwire of the 2nd path and heavily nerf the rewards.
  • Adjusted the dash ring after the tunnel exit.

(Robotic Resort Zone)
  • Added downward dash ring to catch players from using the mini ramp.

(Jade Garden Zone)
  • Fixed a certain place's ACS code...

Read the rest of this update entry...
 
I've played many of your tracks on modded servers, and while something's usually picked at me about them, I opted to take some time and look through them all on my own. I'm not really looking at these from a competitive standpoint but from a more general layout/enjoyment standpoint. (This is about your Race Maps and not about your Special Stages.)

While I think 2.4's system changes have resulted in several custom tracks having a harder time adjusting or feeling worse, I do think some of your levels have issues that reach further back than those system changes. There's a recurring theme of incorrect usage of Ark Arrows (or lack thereof), setpieces and turns that don't have enough signage to the player before attempting them, capsule selections that lead to the leader getting an unneeded advantage, and several instances of shortcut balancing that create cheesy, unsatisfying endings. In addition, I think the larger number and frequency of skill checks, such as wallsprings aimed to throw the player back, or fastfall sections that come with little warning result in the maps becoming too based on knowledge and turn them into things that are less enjoyable in a multiplayer setting.

I am also aware you have a git/Discord, but I would frankly prefer to do this here despite the video/image limit.

By no means exhaustive, but I would recommend giving your levels of a more through review on directioning sometime or watch people sightread them.
Dawnstar Garden
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This is kind of a recurring theme with a few of your maps - there's simply too much going on. The player's eyes are drawn in several directions and there's a ton of bright colors. There's an untripwired shortcut, a pillar with a trapping corner that you can get stuck in. The player will not likely see the Ark Arrow for the shortcut and will have to do some really tough sightreading.

Indierock Rally
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I'm aware you have a custom directioning in place here (yellow transparent arrows), but in some instances it is not used at all when it needs directioning (like here). In some instances, your map design itself doesn't do enough to alert the player of what's up.

PcPJkix.png

This section actually does have a better sense of guiding the player because of the bright wall. Indierock is a very dark level with purple floors on dark blue/purple walls, and things kind of blend in too much. Aim to rely more on things like this.


Ripple Metrocity
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This is the only instance of you not using an Ark Arrow here. I think it blends in too much with the color palette of this level and should be in front, not behind the beams.

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This Ark Arrow is not only completely invisible from finishing the circuit until you drop down, presumably at high speed, but blends in with the rest of the very green color palette. Yellow is used for right angle and sharp turns, but you might want to use it here and move the placement/make it bigger so it's more apparent to the player.

Jade Garden

You use a lot of this style of sudden u-turn in your maps. It is not conveyed here at all, not even by the Ark Arrows and is poor. This will always trip up new players in a way that I think is unsatisfying.

Okashi Overpass
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Needs an Ark Arrow. There are rings on the left, but the actual turn is to the right.

Sakura Serenity
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This is not conveyed well as being a wall transfer. Good wall transfers lead the player into their turn (see Haunted Ship in basegame) instead of coming from a perpendicular angle.


When you are coming at this above 100% speed, a player who isn't well aware of the timing will almost always mess this up. Your solution is to simply give the player a freebie if they do nothing, but you DO tell them to fastfall with the Ark Arrow. It is too strict IMO.

Moonlit Sentinel 2

Directioning needs to be at the purple dash ring and not after it. I think if you add that it'll be fine.

Sunrise Grove
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Kinda dig this level a fair bit, actually. Could maybe be 4 laps. But this left turn should have some kind of directioning, and the right one should have the Arrow be in the center of the player's view.

Aqua Hazard

This is not telegraphed enough and should use a yellow sharp turn Ark Arrow.

Sunset Archipelago
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Ark Arrow should more directly face the player going in the direction of the road.

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There's a bit much going on here and it very much hides the Ark Arrow at the very end of the circuit. Reduce the amount of texture detailing or find a way to point the player towards the Arrow (and use a sharp turn yellow one).

Myouka Shelter (isn't this just Foliage Furnace?!)


This vid feels like it explains a lot of what I find difficult to parse about this level:
  • You are using the same texture on the floor and walls (green and blue, red and purple happens earlier)
  • Your floor and wall textures are using the exact same colors
  • Multiple, clashing directioning items
  • Ending should use Rings or some leading to get the player to the next section
  • Highly dense amount of detail on both floor and walls makes it hard to read

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The lack of directioning here plus the spikes is too mean-spirited.

You have several instances of players in the lead being able to obtain powerful capsules for little penalty quite often. This leads to maps becoming frontrun-heavy, and alongside the difficulty of some of your maps, produces fairly extreme gaps in the packs.
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Outset Broadcast (free Jawz on the optimal line)

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Dawnstar Garden (free 3x Orbis, two of them as well!)

Sunset Archipelago (Flame Shield at the cost of a likely respawn, which is worth it in any leading position/near 1st) - see the previous image in the directioning section with the Red X, apologies, but I am at the image limit!

There are likely more of these, but the player should not be able to shoot through a wave of itemsets and whiff provided they are all up. Use `cheats 1` and `renderhitbox 1` to see this.

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Whispering Lake

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Moonlit Sentinel 1

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Okashi Overpass

The correct way these are to be done is that the darkest portion faces the player and the lightest portion faces the direction they'd usually take it at. Think I spotted some in other levels as well.
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Whispering Lake

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Indierock Rally

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Moonlit Sentinel 2

Misc map comments follow. Hope the feedback provides some helpful assistance.


This map's layout is relatively tame, a bit wide for my considerations. The outside shortcut is basically a trap for someone to take as it can just take longer than the main path. A Charger should be used here, but also, the extra skill check for a fastfall is unnecessary.

The other reason why that shortcut isn't good is because of the extremely strong, usable by one player Spring shortcut at the end of the level. Maps like Hill Top somewhat balance it out by having it save only a modicum of time and give you no other reward, but you're treated to a big ring payout here as well and have to travel up a turn and a half without using your rings at all.

I am out of image space, but you should remove the orbi capsule in the middle of the road that the leader gets for free. They're already getting amps and first blood, they do not need that much.

The wallsprings at the very first shortcut are unnecessary. Punishing players exiting the shortcut like that is too mean spirited.

The frustrating tug of war with the finish happens here as well; the last shortcut keeps players split for the back 20-30% of the map and basically makes Grow an automatic win condition. I think you kind of recognize that as well since it's disabled on lap 3, but that's more of a last-resort option IMO.

Very unfortunately a victim of Sonic Boom changes in 2.4. The shortcut should be nerfed because it's too easy to get into and decides the race too often.


1st can take this shortcut. I'm not convinced it actually saves a lot of time considering you get thrown into a wall and there's another shortcut here? Players would likely just get split around. There's few instances to introduce multiple shortcuts in the same area, and I'm not convinced it's worth it here.

Running out of attachment space, but I will say there's a very glaring problem with the rising incline near the start. People are frequently stopping for the optimal route which is basically bagging for the blue springs to take the shortcut for free. You should just replace these with reds so people who get hit there can actually use it for recovery and not for cheesing the Tripwire.

Please make your bumpers puntable.


This almost always catches players on a sightread. You are not giving the player enough time to react to this.

The Blue Spring at the very start in the position area, IMO, is a bit too mean spirted. There is basically no way to actually utilize this - it is a death trap and a gotcha for a new player. I'm not personally a fan of springs like this in general, however.

SRB2's calling, I think you shrunk their cherry blossom trees. (No, seriously, why are they this small, they're almost as small as the flora...)

I don't mind this map much, but I think the u-turn I mentioned above is a glaring flaw. You have a large amount of leadup time to the next setpiece and can probably adjust it in a way that you aren't forcing that kind of u-turn (maybe just a wall transfer in the other direction).

To be honest, I don't think I've ever seen a netgame where there isn't a clear gap between "people who are semi-sightreading" and "who labbed the level" when this is played unfortunately, the time differences are huge. It is deeply punishing and catchup is often insufficient due to the high number of pits and thin roads. This is very obviously meant to be a hard level, but levels like Death Egg and Thunder Piston counterbalance their difficulty with strong shortcuts to keep things competitive and some walled segments.

A turn-by-turn could probably pinpoint it more, but I think in general the back half of the level is a little hard for its own good and feels more like something I'd see from a Sealed Star.


When taking this at above 100% speed, it is less obvious where the guardrails end because it goes from fence -> wall -> dark wall. Combine this with the wallsprings and something like a toxomister, and you get the picture.

Sections like the triple-bridge inclines with spikes feel quite mean-spirited and often just serve as ways to further cause problems in the back. I do something similar in Isolated Island, but throw players a bone with a sneaker panel to get them across it fast. Often the spikes just serve to injure a player several times and then usually lightsnake them. Feels like a bit much.

Above all else, this map is concerningly unperformant due to what I believe is a general lack of any sort of culling. People with weaker computers aren't able to run this level at all because the higher parts of the level will show everything. This engine was not designed to handle levels this vertical and let you see that much unless they are conscious about their details (Launch Base). This needs some culling and detail reduction so people can play it at a decent framerate.
 

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