The Mystic Realm Community Edition! [MRCE]

[Open Assets] The Mystic Realm Community Edition! [MRCE] v0.6.1

This content may be freely modified and/or maintained by anyone.
i loaded this mod up and it crashed from a sprite error or smth
Update i found the reason
Screen Shot 2025-05-25 at 9.45.21 AM 1.png
 
Are you sure you're playing on v2.2.15? This is an old crash that can occur when loading MRCE in older versions of SRB2. MRCE requires v2.2.15
I loaded it in 2.2.13 which is the only working version on my MacOS 10.11 because anything that is over 2.2.13 won't work for my mac.
The files for 2.2.15 aren't mountable and i don't wanna request for a less powerful version of MRCE
 
Is there any way to turn off or lessen the "coyote time" feature? It isn't disabled by setting the physics mode to Vanilla.

Also, is the sand pile in the water at the very start of JC1 meant to spawn Brak Eggman?
 
Last edited:
I've been playing this a bit and I think the one thing I'm continually stumped by is the Labyrinth Woods hints, since I'm not sure what to look out for, unlike the original level where each section had a specific tell in either the level geometry or the things placed into the map.

My game also chugs a fair bit in the opening room of Tempest Valley Act 2, and both acts have some spots that I think could be spiced up with some scenery or geometry to make them feel a bit more alive (in a way where it doesn't make the levels too demanding on lower-end hardware, that is).
 
I love this addon and I think it's great, but it is a little annoying when you have to see the credits of who created each individual song in the game for every zone. Don't get me wrong they deserve credit for their work, but it would just be an improvement for me at least if it didn't show that and instead gave the recognition to those artists of this addon's original soundtrack in the credits instead of on the screen of every zone. oh and also it would be nice if your custom enemies had 3D models (I'm sure your already planning on doing that in the future, but I just wanted to bring that to your attention) Also I think the burrowing crawlas should have drills on their nose to show why they have the ability to burrow in the first place. Also the texture for the rope is not pretty to look at, I honestly don't know why that texture was used since there is already a better rope texture in the game. Also I think the eggman in jade coast act 3 should have a blue lazer instead of a red one just to make him less of a copy of the srb2's eggman battle and more of a unique boss. When you are playing as sonic and tails in mystic realm I think it would be cool if you could switch characters mid-level. Also why are the levels I finished in the vanilla game not unlocked automatically in mystic realm.
 
Last edited:
Are the Emerald stages supposed to be like mazes? Cuz It's giving my anxiety just trying to get through 1.
All of the emerald stages outside of Labyrinth Woods are set up more like traditional stages with clear cut paths. The Labyrinth stage actually had a subtle, but helpful indicator of where to go next before it was completely redone, it is difficult to get through it now since there are a lot of unique areas you will stumble across, but that do not necessarily take you closer to the exit.
 
Any idea on how to get the emblem where you need to activate the lava generators in Flame Rift act 1? I assumed i need to turn the 3 purple valves but I'm not seeing any changes and the door isn't opening. Am i missing something, and is it related to that one unlit tiki torch you light with your fire shield?
 
I love this addon and I think it's great, but it is a little annoying when you have to see the credits of who created each individual song in the game for every zone. Don't get me wrong they deserve credit for their work, but it would just be an improvement for me at least if it didn't show that and instead gave the recognition to those artists of this addon's original soundtrack in the credits instead of on the screen of every zone. oh and also it would be nice if your custom enemies had 3D models (I'm sure your already planning on doing that in the future, but I just wanted to bring that to your attention) Also I think the burrowing crawlas should have drills on their nose to show why they have the ability to burrow in the first place
we don't currently have any plans for 3d model support. It's already impossible to support anyway without expecting updates for every existing character model.
The FRZ crawlas just don't have custom sprites at all yet, there is a design for them they just haven't been sprited
I've been playing this a bit and I think the one thing I'm continually stumped by is the Labyrinth Woods hints, since I'm not sure what to look out for, unlike the original level where each section had a specific tell in either the level geometry or the things placed into the map.

My game also chugs a fair bit in the opening room of Tempest Valley Act 2, and both acts have some spots that I think could be spiced up with some scenery or geometry to make them feel a bit more alive (in a way where it doesn't make the levels too demanding on lower-end hardware, that is).
We're still working on visual design in all the levels, tvz is a heavy example of this. TVZ1 is especially lacking in that department, not because it will stay like that but because it's not been done yet. As for performance I'd suggest running opengl if you can, software is a poorly optimized renderer that cannot handle large open areas very well. It also just runs better in general anyway unless your hardware lacks support for it
As for lbw every single room has tells to point the player in the right direction. In v0.6.1 those tells were made significantly more obvious (begrudgingly, the map creator wasn't a big fan of just giving away the answers so obviously). Are you playing that version?
 
I had to find my login just to say that I despise the Silver Cavern or whatever the Ice Level's Special Stage is with all my goddamn heart.

That being said, the levels themselves - while I share some criticisms that sometimes they're a bit hard to navigate or figure out where exactly I'm going - are visually beautiful.
 
Last edited:
we don't currently have any plans for 3d model support. It's already impossible to support anyway without expecting updates for every existing character model.
The FRZ crawlas just don't have custom sprites at all yet, there is a design for them they just haven't been sprited

We're still working on visual design in all the levels, tvz is a heavy example of this. TVZ1 is especially lacking in that department, not because it will stay like that but because it's not been done yet. As for performance I'd suggest running opengl if you can, software is a poorly optimized renderer that cannot handle large open areas very well. It also just runs better in general anyway unless your hardware lacks support for it
As for lbw every single room has tells to point the player in the right direction. In v0.6.1 those tells were made significantly more obvious (begrudgingly, the map creator wasn't a big fan of just giving away the answers so obviously). Are you playing that version?
I meant the enemy models why the heck would you need updated character models to render 3d enemy models. and even if there is already have a design I still think a drill for a nose would be a nice touch. you also didn't answer my comment about the credits showing during the individual songs. Also the texture for the rope is not pretty to look at, I honestly don't know why that texture was used since there is already a better rope texture in the game.
 
Last edited:
Alright, wrapped it up. Prismatic Angel is still Hell, but thank God for the second zone checkpointing challenge completion. I played through it as Max Control Sonic, and he didn't seem to transform into Super Form at the end of the game for the final challenge but he kept the invulnerability. The final phase of the Eggman Fight with the nonstop spam was agony as a result. Was Spatial Void just a feel good bonus zone for overcoming? It certainly felt nice getting extra lives back after the forever agony of Prismatic Angel. Overall, though, besides some hiccups other people have pointed out - and my own aforementioned problems with some navigation at points, even with the Starpost Signs - pretty damn good.
 
Back
Top