Mauro Mania 1.2 - Community Fixes!

Mauro Mania 1.2 - Community Fixes! 1.2

daibutsu

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daibutsu submitted a new resource:

Mauro Mania 1.0! - very nice level pack 10/10 all hail mauro

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Welcome to Mauro Mania, a level pack with currently 4 cool and good levels. All tracks include an encore palette with custom encore music, and some extra things ( ͡° ͜ʖ ͡°)


Digital Dimension

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Straight from Sonic Riders, it's Digital Dimension! This track has it all: Grindrails, paraglider sections, tons of obstacles and an odd amount of biblical references for a Sonic game. Go to hell!


Misty...

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Firstly, for anyone who wants to try these out too, the maps are optimised with OpenGL in mind, so use that render. Perhaps add that to the overview for future reference.

I tested with vanilla 1.5 and Software first then GL after. (DW there are some other issues that arent just render related which i will get to!)

Going to talk about the software related stuff first as there's a few:



kart0485.png

In GL it looks fine but on software it looks like this. Texture spill due to no texture on the sides here. There are multiple ways you can get the same effect in software but i would recommend using FOFs. That shouldn't be too hard to implement as the geometry here isn't too complex.

kart1063.gif


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Also, the skybox is funny on these two maps.
Here I'm toggling it off and on. Some reason it works when its off for Liminal Landscape. However, for Misty Mountainpass it doesn't work and i have a suspicion the skybox is missing a Thok Barrier, so adding that and lowering it all the way down should fix that.

kart1058.gif

Here well, Node issues which could be appeased by saving this map in a different Node Builder. You can find those settings in GAME CONFIG > NODEBULDER > CONFIG FOR SAVING. Change between the ones labelled ZenNode as SRB2 likes those best and see which work. I WILL NOTE, it's not always going to fix but it's nice to give it a shot.

kart1061.gif

You need to make this FOF a Solid Translucent (action 102) and in the Front Upper Texture put #255 to give you the same effect in GL

Now for actual map stuff:

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You can totally clear this, but I expected a deathpit here but guess not?

kart1053.gif

These seem slightly tall for step-up. On initial driving thru the map i avoided them as floors this tall would bump you. Might be a me thing but just something to keep note for future.
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My day be so fine then BOOM, Invisible Wall. Please add some sort of wall or obstruction to make it clear you can't go here.

With that aside these are good maps with some nicks here and there. Liminal Landscape being my favourite out of the bunch, that static effect is so sweet. I really hope, as a software player, you give it some attention in that render for future updates. :sadthumbsup:
 
Excited to see this pack released. I won't make this a review yet because for one this is very new, and also because I haven't got to try it on full lobbies yet.

I've just tried the maps out with 3 other people and here's my feedback so far.

First of all, the maps have an amazing presentation. The maps are beautiful to look at, and the warp effects are special and interesting. My only concern would be if everyone can tolerate those effects. I am personally someone that can even handle void v1.0, but I know there are people out there that is more sensitive to it. For me though, it is very nice.

Teiai Towers (MAPA2)
This map is quite interesting and made me go "wut" when it started since I had no idea what was coming to me. This is one I can't have a full opinion on due to it being very based on if it plays well in a full lobby or not. My concern when playing with just 3 is that some paths are very "haha me bonk you off the map" kind of situation which can get quite frustrating.

Playing it alone though it was quite nice. The only annoyance I had is the humans (?) you touch which then explode right in front of me, usually making you take a hit. This is similar to the exploding toads, but a way more common occurrence because the toads fly off way further.

3/5

Liminal Landscape (MAPA3)

This is the map I had the most fun driving through. However, there's a major problem: It has no cuts as far as I can tell. There's a second problem too: It has a lot of sneakerpads. These two combinations create a very frontrun-heavy course, one where it's very hard to impossible to catch up on. The reason it becomes quite hard to impossible to catch up on is that sneakerpads make sure 1st keeps their speed boosts, even when they are first, which makes sneakers for the people behind useless. I think with no cuts on top of it you see where this is going.

If the course receives tweaks for people to catch up on, I think it's a quite solid and fun course.

3/5 (4.5/5 once tweaked)

Digital Dimension

This map has some problems and a soft lock
At the first area, before the door opens, it's possible to softlock yourself

Demonstration

In the second part there's this ramp that is quite hard to see ahead of time. If you take it wrong by example going right you can get severely punished.

Demonstration:
There's also the cut that you can take to get to the upper area of part two, and from the limited attempts I had, it was quite awkward to make the turn right after due to the killed speed of the paraglider. Maybe a speed zip that faces you the correct way in the corner of that turn helps resolve that
The place I talk about:

Overall it's pretty good. 3/5 again

Misty Mountainpass (MAPAX)
Unfortunately, this is the weaker map of the set. The problem I face with this map is all the minor complaints I have of the other maps are combined in this map: Softlocks, speedpad spam, and no cuts. However, the positives of this map also shines: its presentation (I love that ramp at end!)

The amount of speed pads in this map is a lot, and as mentioned earlier without cuts (to my knowledge) the map becomes very front-run heavy, and impossible to catch up on.

Now for the bugs/problems

Here's an area where you can softlock yourself:

The final ramp while beautiful can be extremely punishing if it somehow goes wrong. Here's an example of such:

Demonstration (sorry, on youtube because of the size limit)
Direct link here

2.5/5

Overall this pack has a lot of promise. I look forward to possible updates!
 
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@MK.exe @AnimeSonic Thank you so much for the invaluable feedback and info! I'm currently fixing the software issues, patching up skips, fixing that ramp and making the levels less reliant on getting boosts so it's not as frontrun-heavy. I'll make sure to fix these things for the next version

Expect to see an update soon!
 
daibutsu updated Mauro Mania 1.0! with a new update entry:

Balancing, software fixes and more!

Hey everyone! This patch brings tons of fixes and polish:
  • Software fixes
    • Added thok barriers around the maps
    • Tried to fix as many visual fixes as I could: tons of slime trails, misbehaving transparent textures, and general node wackiness
  • Skips! Tons of them were patched out
  • Balance changes
    • Added a shortcut to Misty Mountainpass
    • Changed Liminal Landscape's shortcut so it's easier to spot and to take, and in doing...

Read the rest of this update entry...
 
daibutsu updated Mauro Mania 1.1 - tons of fixes and tweaks! with a new update entry:

1.2 - Community fixes!

Yesterday I woke up to a lengthy discord message from Alug. It included a version of MauroMania with a MASSIVE set of fixes —made by a lot of people— for this pack which includes tweaks to the geometry, fixes to performance issues, some code, skips, various mistakes/things I forgot/me being sloppy

I can't even explain how thankful I am. HUGE shout-out to everyone that worked on this. Seeing tons of weird issues I was never able to fix being finally patched is truly amazing 😭

They even...

Read the rest of this update entry...
 
You're welcome for the fixes :) As a small note, Sunflower's Garden does not run under Slipstream/hard sneakers or speed modifications like these. Therefore, we have not applied any fixes that may have occurred under such speed mods, since we are unaware of them. If any server encounters any issues leave it here if possible, since there can only be something done if there's awareness!

And also a thank you from me for making this re-usable. :)
 
I get warning unknown thing type errors in Digital Dimension Zone, specifically thing types 2690 and 2691.
Judging by videos of the course, it seems to be the rails you can grind on in the stage.
I don't know why they won't load in.

EDIT: I think it might be a load order thing? I moved the level pack higher up in load order and now I don't get those warnings. Perhaps there's a conflict with another level pack I'm unaware of.
 
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I get warning unknown thing type errors in Digital Dimension Zone, specifically thing types 2690 and 2691.
Judging by videos of the course, it seems to be the rails you can grind on in the stage.
I don't know why they won't load in.

EDIT: I think it might be a load order thing? I moved the level pack higher up in load order and now I don't get those warnings. Perhaps there's a conflict with another level pack I'm unaware of.
Very likely Marsh's nights map that usually breaks rails in other maps. Check if you have KRL_MarshMayhem_v1.3.pk3 and if so, see if now nights map is broken.
 
Very likely Marsh's nights map that usually breaks rails in other maps. Check if you have KRL_MarshMayhem_v1.3.pk3 and if so, see if now nights map is broken.
I do have that level pack, and yeah that map does now have its own set of warnings when it loads. Huh. Is there a fix for that by chance? Or do I have to just not include the nights map in order to have rails in other maps?
 
I do have that level pack, and yeah that map does now have its own set of warnings when it loads. Huh. Is there a fix for that by chance? Or do I have to just not include the nights map in order to have rails in other maps?

NVJR has a fork of Marsh pack which I believe fixed that conflict among a couple other. My own server has a fork too with numerous changes, but since it was made for my server I can't recommend that version. Try the NVJR one:

If that resolves everything than its very likely marsh's pack doing this
 
As far as I know, there is a REDUX version of MarshMayhem, with which I at least have no conflict, it could also be the fact that between that pack of maps and the mauromania I have put two different packs
 
NVJR has a fork of Marsh pack which I believe fixed that conflict among a couple other. My own server has a fork too with numerous changes, but since it was made for my server I can't recommend that version. Try the NVJR one:

If that resolves everything than its very likely marsh's pack doing this
So this one doesn't cause warning problems, however when playing the course, a player who tries to use the shortcut where the custom script would kick in has a synch issue. While they trigger the shortcut it constantly says resynching at each point until the server kicks them out with a sync failure error. Not sure what that's about. That said, thanks for the info. (y)

EDIT: The synch issue only happens if there's only one person in the server. It works as soon as there are two or more people in (or if the one person is myself). What odd behaviour.
 
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