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Sonic Racetrack II

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SRB2-Playah

Ne'er-Do-Anythin'
Hello, people.
Some of you may have seen my first ever WAD. Sonic Racetrack.
Well, here's a re-make that's longer, and faster!
Sonic Racetrack 2.zip- Please read the READMEDANGIT.
Comments, Opinions, and Suggestions please.
Though, I doubt I'll use many of your suggestions. :roll:
 
Cool level. I gave up about halfway through the water part... Mind if I nitpick at it though?

Adding some more scenery really makes a level more interesting. Though I did appreciate the Warning: Slippery Ice sign. There are a lot of cheap tricks though, but I think it's pretty good for a racetrack type level.
 
RedFox34 said:
Mind if I nitpick at it though?
Naw. Go ahead.
RedFox34 said:
Adding some more scenery really makes a level more interesting. Though I did appreciate the Warning: Slippery Ice sign
Yeah. That sign rocked.
RedFox34 said:
There are a lot of cheap tricks though,
Really? Shoot. Cheap tricks are no fun. Like where?
RedFox34 said:
but I think it's pretty good for a racetrack type level.
Thank you. ^_^
 
Wow, I like how this uses a lot of features... although it seems like a few things aren't working in 1.09....

First off, "You have a FOF whose tag is 90 that has a ceiling height that is less than or equal to the floor height".

How are the traffic lights at the beginning supposed to funciton? Because I get these flashing blue rods that extend from the ceiling to the floor until the entire sequence completes, then I see a traffic light.

The room before the end, the one after the spinny funhouse tunnel, stays all pitch black when I step on the first white square... what's supposed to happen, and what features are you using?
 
u'm ive also got a problem.

At the realyl hard part underwater when you have to jump platform to platoform, at the end. Theres just a wall. no finish, no nothing. What fo i do?


EDIT: never mind :D
 
SSNTails said:
Wow, I like how this uses a lot of features... although it seems like a few things aren't working in 1.09....
Hmm... When 1.09 comes out, remind me to optimize this for it, and what to optimize.

SSNTails said:
First off, "You have a FOF whose tag is 90 that has a ceiling height that is less than or equal to the floor height".
Is that a problem?

SSNTails said:
How are the traffic lights at the beginning supposed to funciton? Because I get these flashing blue rods that extend from the ceiling to the floor until the entire sequence completes, then I see a traffic light.
They're just supposed to plain ol' just light up. Or fake lighting up...
I have a linedef executor instantly warp colored FOFs up to the lights.
But I had what you're describing when I added that...
Apearently, the linedef executor does a certain linedef action first, as apposed to doing it all at once...
So, I experimented, and tried having the floor of the FOF warp up first.
That worked.
But, I take it you're viewing this in 1.09?
Guess that's another thing I'll have to fix when 1.09 comes out...

SSNTails said:
The room before the end, the one after the spinny funhouse tunnel, stays all pitch black when I step on the first white square... what's supposed to happen, and what features are you using?
When you step on it, another white square's supposed to appear.
You step on that one, another one appears, and so on.
I'm thinking of moving that square a bit ahead, because I've had a case where someone zoomed right over it not noticing it, and dying.
I'm using "Set Tagged Sector's Floor Height/Flat". No FOFs in that room!
But, if that also doesn't work in 1.09... Well, shoot. This map's causing a lot of trouble in 1.09, isn't it? :roll:

Spazzo said:
At the realyl hard part underwater when you have to jump platform to platoform, at the end. Theres just a wall. no finish, no nothing. What fo i do?

EDIT: never mind :D
Dear GOD, look at all those typos!
Slow down, spazz!
Maybe I should but a sign there... To signify that the wall must come down.

Y'know what? Perhaps I'll make those huge air pockets in the ceiling lower. So you can jump up into them...
Those springs are supposed to be hit at normal underwater walking speed, but I doubt people will get it if they're thokking through trying to get to the end in one breath...
 
Hmm, I'll have to try the WAD in 1.08 when I get back from vacation tomorrow.

It's not so much a 'getting your wad to work with 1.09', as it is trying to make sure nothing in 1.09 is broken.

And yeah, if you have a FOF where the top is greater than the bottom, it'll cause a crash in software mode...therefore, 1.09 has a check where it will not run a map if it finds a FOF made with a top lower than its bottom - although I'm not sure what happens when they are exactly equal, so you might be OK... could someone maybe test this?

If your WAD runs perfectly in 1.08, then there is not a problem with your WAD - there is a problem with 1.09.
 
SSNTails said:
And yeah, if you have a FOF where the top is greater than the bottom, it'll cause a crash in software mode...therefore, 1.09 has a check where it will not run a map if it finds a FOF made with a top lower than its bottom - although I'm not sure what happens when they are exactly equal, so you might be OK... could someone maybe test this?
Just tested it, it gave me the "You have a FOF whose tag is 1 that has a ceiling height that is less than or equal to the floor height." error message.
 
It never crashes with me. :|
Well, I'll see if I can change the height of said FOF later.
Right now, I'm working on me Hide and Seek WAD. ^_^
 
I was enjoying it, up until the underwater section.

When you reach the end of the room, there's a wall, which you have to Spin Dash through. How do you expect players to react once they manage to do that? It took me forever to finally regain my momentum after Spin Dashing before I fell off of the ledge, because I have no idea where I am heading once I Spin Dash through the wall and end up cursing to myself.

The second room after the Super Mario 64 clouds got on my nerves a little bit. I'm fine with the whole "one platform appears after another" concept, but once I reach the small totem that houses the red spring, then what? How am I supposed to know where I land, considering countless numbers of times I'm flying into nothingness and all of a sudden the platform I'm supposed to land on zooms by before I have a chance to react? You can try making that last platform appear sooner.

I haven't gotten past that funhouse part, so I'll get back to you once I do. It's a spendid job otherwise. I especially like how you managed to imput so much stuff into this zone without lagging. Everything else is at a reasonable difficulty.

EDIT: I replayed it again a few more times and noticed that while playing as Tails or Knuckles, if you die once, you switch back to Sonic automatically, so the only real way to play this level as another character is through Multiplayer COOP. Also, for the second part I mentioned, it seems that Sonic will automatically land on another platform, yet I had to immediately backpedal because he was about to slip off thanks to his clumsy friction, so you may want to reposition it just slightly, so the character can land directly on the middle or something like that and have ample time to react. Everything else still stands.
 
FuriousFox said:
Just tested it, it gave me the "You have a FOF whose tag is 1 that has a ceiling height that is less than or equal to the floor height." error message.

No, silly. I mean, will the game crash if you look at a FOF who has an equal floor/ceiling height? Since the copy of 1.09 you have has the check, you need to try it with an older version, or 1.08.
 
SSNTails said:
FuriousFox said:
Just tested it, it gave me the "You have a FOF whose tag is 1 that has a ceiling height that is less than or equal to the floor height." error message.

No, silly. I mean, will the game crash if you look at a FOF who has an equal floor/ceiling height? Since the copy of 1.09 you have has the check, you need to try it with an older version, or 1.08.
Oh, well in 1.08 it just makes a paper-thin FOF. No crashing.
 
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