I'd appreciate it if you took the current SOC_Main.txt, called it "ProjectJunioMPPatch.soc" or "ProjectJunioLinearPatch.soc" or "ProjectJunioLamePatchForWhinyBabys.soc" or something and kept it around, ideally with the field emblems added back in, but really at the end of the day whatever keeps you happy with your project, man. Good to see you taking a shot at making your original emblem progression work better--I will admit that I did enjoy emblem hunting, once I modded in the radar and until I saw just
how many I needed. I'm sure you can pull something off that's good for getting first time players to explore and speedrun more without getting too frustrating.
I also took some sorta debugging notes on my most recent couple runthroughs, if you'd like. Mods were used this time but I saw these issues last time I was running through vanilla too, just didn't stop to take screenshots.
First of all, I think these are the pistons Mahpeejhotdogs was referring to that cause serious framerate issues. With either pure vanilla Project Junio or Project Junio + Many Minor Tweaks + Lagkiller, the framerate gets low, with MMT and no Lagkiller it gets unplayable, and a few times it straight up dropped to two for some reason. I should note that while I complain about performance sometimes, I actually have a fairly beefy PC so if I can't maintain a stable 35FPS it's probably a bigger problem for some other people. (I should just play pure vanilla when I get to this level, but I am spoiled for qol features. That said if you don't feel like looking into the conflict, fault for mod conflicts generally lies with the player.) I do hope you can find a way to improve performance and stability at this bit without cutting it, it's a good bit. (Could maybe use a checkpoint though.)
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Also here is the spot that crashes sometimes, and the SRB2 Cherry version of the error message. This is the rail going into the spire jumps to the finale. Which come to think of it makes it a real shame to crash here.
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Here's a few more of the spots that have weird geometry glitches that appear to be strictly graphical.
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And while I get Othius' suggestion about applying "ramp sector" to pretty much the entire mod, and they certainly have a lot more expertise than me, if I understand their explanation it makes the slopes sticky? You may want to take places like this where you're supposed to do slope jumps and untick it for them--Junio slams right into the wall even when I hit jump and he can recover with his rebound dash but probably isn't supposed to, and anyone who CAN'T get that much verticality out of nowhere is kinda screwed unless they stop and figure something else out.
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Also seriously this level pack is great, it's been a (robo) blast with every character I've played it with, and with trying to hit the time emblems as Junio (until I get frustrated and quit for a while. Still gets a lot of "one more try" out of me). (I swear I beat the original version as Junio Sonic that's why he doesn't have a save file for the linear edition.) I especially love the vibes of Crimson Shrine, and the heavy use of water and lava running for alternate routes and stuff there and Vulcanic Rave. (Oh right also grinding breaks for Celadon unless you load GSGrindRails before Project Junio, but looking at the files they both say the same version number? If you had an old version number I'd suggest updating it but you don't so I don't know what's up with that or if it's something you should look into.)
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