The Mega Map Jam Collab

The Mega Map Jam Collab 1.3

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The Mega Map Jam Collab - the mega barrier...

View attachment 129570Welcome to the Mega Map Jam!
Hosted by Diggle within Team Atelier's discord server.

What is this map pack all about?
Participants were tasked to make a "MEGA" styled map within a strict time constraint of 1 week.

What is a "MEGA" map?
A "MEGA" map is a map inspired by the constraints of nostalgic MODE 7 racing games from our childhoods. You can observe this within the base map roster in Ring Racers through the...​

Read more about this resource...
 
Really cool map pack so far, still trying to beat the cups on Master and see the special stage. Always enjoy these sorts of jam collabs, get a lot of neat stuff out of them every time. One issue I ran into on Mega Mellow Harbor on both attempts I played (though I only got one replay of it thanks to the game generally not saving failed attempts even when you tell it to) was that, at least once on both attempts, someone crossed the finish line without the lap counting. On the first attempt, it happened to me, and on the second, it happened to the rival CPU. Clip attached below of the latter, with first viewpoint on me and second on the rival.
 

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Really enjoying my time with this, played Nomad Cup on break at work today on the ol' Steam Deck.

Some small critiques:
  • Mega Ocean Base's little gimmick with the turns that lead over deep water is cool - but I found the map really hard on Gear 3 with certain weight classes. In particular, the first turn over water is hard to get a handle on. I don't have any real problems with the other two big water turns though? Maybe because they're after big straightaways?

    My suggestion for the first turn: If the big solid waterfall wall in the middle of the U-bend were instead only the outer colored block boundary, I feel players would be able to see over the edge and gauge how deep their turn has to be when they're coming out of the bend that leads into it. I tried to illustrate what I mean in the image I attached. I think the layout is great, that one turn just needs some extra visibility.

  • The Rival felt REALLY strong, like pre-patch strong, when I gave Nomad Cup a run in GP. Felt like the rival was always getting really steep leads on just Intense. Maybe it's intentional, maybe it's simply a factor caused by playing a full new cup for the first time in a while, maybe it's unintentional but there isn't really anything anyone can do about it - just wanted to note.

  • This could just be me but I find the halfpipe-into-gravity-flip sections on Mega Golden Capital a little disorienting; my brain expects to have to turn the camera around somehow? I don't know if there's any way around it or if it's even a problem, I just figure I should mention.

  • Mega Mellow Harbor felt a little confusing? Kind of hard to express my thoughts about it in a constructive way - I'm just gonna jot this one down on the side until I can figure it out.

  • I've only played Nomad Cup, and I gave Mega Jungle a go in Time Attack. Everything I've not mentioned feels great, but I want to especially call out Mega Wacky Workbench as an excellent Battle/Capsule map. When I first jumped into it and saw the Capsule placement, I thought, "Are you serious...?" but I ended up really enjoying it! I think routing it in Time Attack will be fun.

  • that thing in the UFO catcher scares me
 

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These are really high quality maps! The only issue I encountered was that in Prison Mode, the Nomad Cup battle course would be skipped when going from cup to cup for some reason.
 
First off, absolute banger of a pack. Some of these tracks feel good enough to fit right in with the base game. Jungle, Casino Night, and Golden Capital are some of my favorites.

Some minor nitpicks -- first, there are a small handful of tracks throughout the pack that suffer from varying degrees of directioning/conveyance issues.

This first fork in Casino Night could benefit from some ark arrows to prevent players from accidentally going backwards:
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Technology Tree's lights feel like they get in the way more than they do help with sightreading, and the contrast between the road and the background is too low. You could fix this by giving it a fullbright edge texture/sector throughout the track, probably. Or you could brighten up the main road texture itself so that the grey doesn't blend into the sky texture as much.
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Partially a conveyance nitpick: This specific path split on the later laps of Jungle isn't step-up height (and I'm not sure if that's the intent, but if it is, that's fine), but the water obscures how high the gap between the floor and the ledge is. I've frequently bumped into this by mistake, assuming I can just step up ontop of it. Maybe lower the opacity of the water FOF so the height difference is more clear, or use a different texture.
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This waterfall also makes it hard to tell that it's a scrolling floor/current sector at first because the texture's lines are so thin and so close together.
You could do a simple upscale on this texture in particular and it'd probably immediately fix the issue.
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Those are my only real issues with the pack, though. Everyone on the team knocked it out of the park. Y'all go give yourselves a pat on the back.
 
One issue I ran into on Mega Mellow Harbor on both attempts I played (though I only got one replay of it thanks to the game generally not saving failed attempts even when you tell it to) was that, at least once on both attempts, someone crossed the finish line without the lap counting.
I ran into the same issue with the finish line not counting.
Partially a conveyance nitpick: This specific path split on the later laps of Jungle isn't step-up height (and I'm not sure if that's the intent, but if it is, that's fine), but the water obscures how high the gap between the floor and the ledge is. I've frequently bumped into this by mistake, assuming I can just step up ontop of it. Maybe lower the opacity of the water FOF so the height difference is more clear, or use a different texture.
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+1 to this, I eventually figured out you have to skim across the water to pass that tripwire but it always confuses me on sightread. There's a similar piece of grass on the left side of the final turn that looks like it should be steppable but apparently never is.
 
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.

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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.

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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.

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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.

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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.

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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!
 
I really appreciate this pack, it really shines with the gameplay of DRRR

But I have some issues to adress about technical stuff:

- Mega Jungle : There is a frequent issue with player position towards the finish line, causing not getting the lap bonus despite being 1st:



- Mega Press Garden : All alternate paths are tagged with "starting point" instead of normal or shortcut causing CPUs never pick those cuts unless they are pushed into, this also cause a problem where the respawn lightsnake suddenly stops:

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- Mega Casino Night : wtf diggle:
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- Mega Mellow Harbor : CPUs can sometimes be stuck, players can do a failsafe boost, but the AI doesn't know how to use that:




- Mega casino paradise : Shortcuts doesn't have shortcut waypoints, as a result, the AI/objects will never go for the shortcuts:

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Same map, but the AI can be stuck here too:


And it's also possible to hit the invisible celling of that loop if we go too fast (the example shows from an AI, but it is possible with a human player on gear 3):
 
I think this map pack is pretty good! There's some more specific feedback I'd like to give on it, acknowledging the time constraints people had to get this together. I respect everyone's efforts and them pitching in to make a 15 map collaboration in the span of basically a week!

Jungle feels relatively solid with a mid-map route change via ACS and good visuals. Apart from what Chengi mentioned earlier in the thread regarding the second shortcut, I think that admitably I'd scale up the wall visuals in some regard (maybe 2x them?) - I think they'd look better to that scale with the rest of the game elements (this is mad nitpicky though, in reality it's probably fine).

Press Garden, despite lacking signage didn't feel too tough on a first parse beyond one specific turn. As mentioned by D00D earlier in the thread though, the yellow trick panel shortcut cannot be completed without a boosting item, which should be changed.


This level feels quite dark in some areas, to the point where this chevron is actually obscured mid-travel. I'd bump up the brightness or utilize Ark Arrows here to make it easier to parse where the wall is.

Though they do exist I tend to discourage the usage of Drift Arrows compared to Ark Arrows or original directioning. Mega maps in the base game also have their own chevrons which can be utilized.

The item spacing in this level is quite tight (there could afford to be 1 less IMO), and the last part of the level features a bunch of items together as opposed to the more neatly spaced sets earlier in the level. Too many items together creates walls of chaos that are hard to bounce through, there's a reason base game maps avoid having too many clumped together to avoid creating those kind of situations.

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It's a bit of a nitpick, but the tripwire textures have a specific way they're intended to be setup which isn't done here - I think for this though you probably don't really need the ends, since your shortcut already has defined walls in it? Someone boosting on the outer ends is just gonna die and not get anything out of it.

The gimmick itself is neat but suffers from the issue of being too slow to go through, you'd probably want to speed it up a bit - engaging with it in most cases will be a net negative unless you've already at max debt from a bad roll. Maybe part of the point is to encourage players to use these.


This first one over here unfortunately doesn't really send you anywhere but the wall without serious countersteering; might be better to have it be a diagonal spring or dash ring to keep the player from going into the wall.

This level has three shortcuts, one which is very close to its item set (often too close to really use without panic mashing at speed or holding onto another item from before) or one that requires you to miss out on an item set. The first of these is decently strong, but maybe move back these items a little bit so the player isn't having to just panic mash only to realize they can take a weaker version of it later IMO.

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But also my guy you can't be giving out sneaker capsules like this. They're too close to the road and give first free access to shortcuts on subsequent laps!

These are well done and remind me of our base game Mega battle maps despite their simplicity (understandable given their themes and goal). Visually look the part and have reasonable capsules.

This map is definitely a lot closer placings wise when I got to try it in a netgame, but the large amount of free ring capsules and boosters makes it admitably too easy even for a first round map in GP - feels like there's just too many rings available considering most of the turns have huge swaths of rings. You could probably afford to trim them down and reduce the amount of sneaker panels as well.


In sections like these, there isn't much stopping the frontrunner from just getting a bunch of extra rings to keep ahead. I get the approach here, you want someone to take it a bit riskier and drive against the current, but the effect is that it's not wide enough so the optimal path is just to go for these because it's like 50ish free rings into a swath of even more rings.

As Chengi mentioned earlier, some of the directioning is hampered by the low contrast between the road and background. I'd recommend using edge textures as well as brightmaps to help distinguish some ends of the road.


This shortcut is pretty tough to exit; there's little indication of the player needing to turn left so they'll probably just drive straight into the pit. I'd include fencing here or at least directioning to tell the player where to go. Admitably, the shortcut isn't even as strong due to the sneaker panel on the other side here, reducing its impact.
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I'd avoid giving a Garden Top capsule here where it's easy for 1st to grab, hold onto and then use to take the shortcut.

This one's quite nice! The only thing that I wanted to mention is that I think the two conveyors should be colored differently to help players better understand which goes in what direction.

The main thing that came to mind was its runtime - I think it skirts the limits of reasonability for a 5-lapper (this is quite arbitrary, I know). I don't have much commentary otherwise, I think this is honestly a really solid map and a great understanding of the assignment.


The shortcuts in this level have some admitably awkward exits - the first isn't too rough but requires a sharp turn because of the charge panel, but the other is a 180 turn in quick succession. I imagine that just letting the player waterski over the c-turn and putting it on the opposite wall might flow a little better.

I think some of the Ark Arrows in this level seem to almost be a little high? On one hand, they contrast well with the sky texture here. You could probably increase their size scale a bit and make them slightly bigger if you want to keep them up that high, just so they can be a bit more visible when you're closer to the turns themselves. I think some parts of this level seem a little dark, you could probably utilize brightmaps with some of the walls to help light it up a bit more and contrast the walls/ground even more.

Admitably speaking, I think this level could've pulled more from the source material - as it stands it's largely a layout with the visual identity. Things like flippers, balloons or bumpers pulled from the source could diversify and make the map feel more faithful to its source.

Though there's some death pits here for players that get stuck in the little cavity here, I'd move it closer in and respawn players if they already are having to drive back to get back onto the road and onto the loop (maybe just before colliding with the pillar). The AI gets stuck here from my experience as well.

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Lastly - I don't think the player should be allowed be back here in any capacity - once the spring grease runs out it's just a huge timewaster. This could honestly just be walled off IMO.

I think it's fine! The last part of it feels relatively reasonable and it didn't feel like it was too hard to follow the general pattern/gimmick of the main part with the titular maze. I don't have too many comments but I'm glad Jugador went the distance and made one.

All of that aside, again, very glad to see y'all make this happen, looking forward to seeing more from y'all.
 
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Team Atelier updated The Mega Map Jam Collab with a new update entry:

v1.1

General
SOC - Removed "NoVisitNeeded" and "FinishNeeded" lines in Mellow Harbor and [REDACTED], respectively.

Mega Jungle
Layout - Added a slope to the cut that appears after the bridge disappears.
Visuals - Increased the texture size of the waterfalls.

Mega Press Garden
Layout - Fixed the waypoint issues.
Layout - Minor adjustments to the amount of rings given by capsules
Layout - Added a platform after the second tripwire.
Layout - Removed a few rings before the...

Read the rest of this update entry...
 
Played this quite a bit recently and it's a really cool set of maps. Especially since playing the base game's set of Mega maps made me want to see some maps in the same Mode 7 style created by the community.

I assembled up a few small thoughts based on the initial release version but they may also apply to the current version of the pack as well.

Mega Jungle
A good start to the pack. The water currents on the waterfalls felt a bit too strong, particularly when trying to drift with classes that have to start their drifts earlier to build boosts. A few waterskips in the lower left corner's split path as well as being unable to drive up to the offroad from the deep water when most of the rest of the track where you're submerged letting you do that also tripped me up a few times.

Mega Tubelectric
As a big Jazz Jackrabbit fan, I greatly support the inclusion of a JJ track in this pack. Although I was tripped up quite a bit by the bumpers before the final turn as they are quite hard to navigate around due to casting no shadow onto the track or having some other indicator of how big they really are when approaching them. (being 2D sprites and all).
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Mega Technology Tree Zone
This one was already brought up by others but this track could probably benefit from a sort of visual overhaul. Some of the turns felt blind due to the track's brightness as well as the lack of Ark Arrows to guide players. Maybe if the track surface had bright lines around the edges of the track (as Gunla suggested) would help make the turns stick out more.
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Nothing else comes to mind for the rest of the tracks so I'll leave it at that.
 
Team Atelier updated The Mega Map Jam Collab with a new update entry:

v1.2

Mega Tsu Level 3
Layout - Moved the first item set a bit to prevent panic mashing for the first cut.
Layout - Changed the sneaker capsules at the end of the map to just be 25 ring capsules.
Layout - Fixed an issue where the bots weren't taking the first cut due to a lack of checkpoints.

Mega Casino Paradise
Layout - Removed the gray spring jump, as players with tops could potentially hit the corner of the wall and lose their momentum.
Layout - Reworked the end part of the map...

Read the rest of this update entry...
 
So is there a way to quickly unlock and access all the maps if you're running this mod on a dedicated server?
 
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