I always liked the concept of Mega maps as homages to Mode 7 map design, so I was real happy to see this! It certainly got me inspired to make my own! I really liked playing the cups, but I got some stuff to say.
First, I notice that since all your maps have Mega in the title, the game struggles to keep sone names like Mega Technology Tree Zone all on the screen at the same time, and it looks rather awkward. But, by using
ZoneTitle =
, you can put the second half of these names (the word Zone included) on the bottom line, and they look much nicer. I notice some maps in the pack already do this, but its weird how a lot of the longer names don't.
Others have pointed out issues with Mega Jungle's tripwire, but I'll also say I'm impressed there a little changing dynamic going on in this map! It's rare to see maps in this game or Kart actually have route changes mid-race! This course left a very good first impression for the pack!
On Mega Press Garden's split path, if you can get to the springs first, there's no reason not to take the center path. It basically hands whoever gets there fastest a free 20 rings that autoburn if you already got plenty. It's also really weird having an FOF you can drive on thats over another road in a Mega map. What would this have been in a mode 7 game? Maybe those floating sprite-based platforms in Rise of the Triad or something, I dunno. I'm just being nitpicky I guess.
The second tripwire on this map is also strange, as some methods of wirecutting cant get enough speed to use the trick panel to make it to the other side. I try going forward, cant reach, I try going to the side like in this GIF and I still cant reach safe ground. Perhaps it should be a booster into a gray trick panel, ensuring the speed to hit the jump is there, and you get the trick charge, if that's what you wanted.
Mega Tubletric has this portal, and I know those dont really work in OpenGL, so I wanted to see what that would look like, and hey, there's actually a screenshot of the destination, good attention to detail! Though, this wirecut was a bit of a jumpscare when I took it, because if you use speed shoes or maybe even Invincibility to take it, you got a good likelyhood of driving right off the ledge, even with the sign telling you to turn.
Mega Casino Night's gambling mechanic may be technically impressive, but its a gimmick that I never felt was worth risking. You have to stop racing for a moment, roll a slot you have no control over, and have a seemingly completely random chance to get something good OR bad. I'm stuck in a low placement, I roll the dice, and plunge into ring debt. It even leaves behind a booster, so my opponent may benefit more off me using a slot machine than I do! This, coupled with how few rings there are on the course itself, I honestly don't know if all this debt is intentional or not?
It's good to FINALLY see a Puyo level, and while Mega Tsu Level 3 may have some non-Mode 7 things in it, I can see how these bits could have worked in a perfectly flat environment, so it never took me out of the experience. Definitely one of my favorites in the pack!
Mega Ocean Base has some very interesting uses of conveyor floors and water running, and I appreciate the details like using water splash sidedefs to show where the drivable water goes to the pit-below water, and the goal ring at the finish line actually being a functioning object. Really liked this one too!
While the vibes of the map are on point, I always feel like I'm driving on eggsheels when I race on Mega Technology Tree. The difficulty of seeing the track edge is really dangerous. Could do with an illuminated sidedef or sector along the edge of Out of Bounds areas to warn the player.
Mega Slip Not feels like it'd fit right at home in Super Circuit, both as a compliment, but also that it feels like it'd be better suited as a 3 lapper than a 5 lapper. Its just a bit too long. I also dont see the benefit of taking the left path in the bottom left path split, as there's a decent amount of rings, and a sneaker panel, so even with the additional quantities of both on the left, I dont think its worth it going that way on purpose.
Mega Casino Paradise doesn't have much from its source material, but it does have a pretty good layout! It is weird how the sky texture has the same castle in 4 different directions and we still got grass in the sky (you can fix that by making the sky texture really really tall), but I am impressed how all the buildings actually have transparent pixels in them!
I do like a good Harbor map, and the anchors for thematic arrows are really nice! But I think Mega Mellow Harbor is the longest course here? I don't know if it actually is, but it still feels like this could use a trimdown. The gray springs on the bottom left are really strict, and you can barely make the jump with low speed characters not using rings, and you cant make it at all when shrunken or with some characters on Gear 1, so may as well add sneaker panels like with the first set. But after that set of springs is a Ballhog capsule. On the turn after that is a set of Dash Rings that you MUST hit, sending you to a fixed point in the center of the road that you have no horizontal control over. So, you drift into these, go on the dash rings, triangle dive into the 30 ring box, and then drop some ballhog bombs the next racer almost can't avoid. Personally, I'd nix the Ballhog capsule, reduce the ring box to something smaller, and organise the dash rings in a pattern like this, perhaps? This way, the players have 3 potential paths instead of 1 and they are less likely to get forced into a trap.
Mega Golden Corridor's gravflip halfpipe definitely breaks the mode 7 rule, but I think the actual problem with it that it feels so...
limp. Shuttle Loops usually have a huge payoff with gravity, but there's no real sense of speed when traveling. And when you get off the ceiling and return to normal, you kind of get awkwardly shoved by the gray springs and its like... thats it? The trick panels having depth are pretty cool though, and I do like the timing challenge at the end.
I don't have too much to say on the battle maps, but I do like the chao drawings in the clouds on Tiny Chao Garden! I know that map is just a big rectangle, but its got charm. I also like how the cushions on Amy's Room have slopes to add depth, wasn't expecting that. Wacky Workbench really doesn't feel like a Mode 7 map though, I feel like having multiple drivable elevations kinda goes against the spirit of the Mega theme.
...I didn't like playing the special stage, but that's probably because I'm bad at them. I'm still missing 4 of the super emeralds, so I'm gonna hold off on talking about it. I did get a kick out of seeing a custom emerald!
I've been meaning to get to talking about others' maps again, and seeing that this is a collab join, I figured maybe some folks might need the pointers. I do wanna see y'all succeed! I had a great time overall, and I would love to see more maps from you folks (Mega or not) in the future!