Rasvaa Labs [Revamped] (Mari0 1.6 + Mari0 SE 9) (V1.0.4)

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fatboysraidmcdonalds
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Post » 03 Sep 2015, 17:01

Hello, world! I'm not sure if anyone even uses these forums anymore :'[ RIP. But in the unlikely case that people do still exist here, I'd like to share with said people a revamped version of my old mappack, Rasvaa Labs! You may or may not remember it, but I released it with some bugs and unbalanced puzzles. I've gone through every level, play-tested for bugs, redesigned some of the more unfair levels, changed the music to a less annoying song, created a nicer looking icon, made the last level more fun and  added an alternate good ending!  But enough of my irrelevant rambling. Let's take a look at Rasvaa Labs Revamped!
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Interested yet? Want to see more? Well, then you'll just have to play this incredible plot-driven mappack for yourself! This mappack rocks a unique combination of platforming and puzzles, and it can be all yours for only $0.00! (Plus shipping and handling)

Rasvaa Labs Revamped (V1.0.4) [https://www.mediafire.com/folder/004sw9lb3arl6/V1.0.4]

This link will lead you to a folder with two folders in it: Mari0 1.6 and Mari0 SE 9. As you can probably guess, the former contains downloads for the standard edition of the mappack while the latter contains downloads for the special edition. In each folder you'll find four files: a zip, a rar, a tar and a 7z. They all contain the same thing - the mappack - so you can choose whichever one will be easiest for you to unpack.
9/7/2015
-Fixed misconfigured pipe in 1-2 (this bug was only present in the 1.6 version)
-Fixed potential cheats in 2-3
-Fixed potential infinite maze loop in 3-2
-Removed maze hints. Don't be lazy, figure it out!
-Put non-portable surfaces on the top of portal-climbing walls to prevent Mari0 bug where the portal would act like a ceiling
9/5/2015
-Redesigned the mechanism that forces Mario to be small to not use lasers, which now one-shot in Mari0 SE, unlike in Mari0 1.6 and earlier
-Removed the file version.txt that would trick Mari0 into thinking this mappack was DLC
9/3/2015 (Later that day)
-Fixed misplaced lightbeam in 1-2_1 which made the level more difficult to complete
9/3/2015:
-Launch of Rasvaa Labs Revamped (V1.0)
Last edited by fatboysraidmcdonalds on 07 Sep 2015, 16:41, edited 13 times in total.

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Technochips
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Post » 03 Sep 2015, 17:06

Yes these forums are still used, but now people use mari0 special edition

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fatboysraidmcdonalds
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Post » 03 Sep 2015, 17:09

Julien12150 wrote:Yes these forums are still used, but now people use mari0 special edition
I see. I guess I'll use the converter to make a forward-compatible version for Mari0 SE.

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Technochips
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Post » 03 Sep 2015, 17:26

fatboysraidmcdonalds wrote:
Julien12150 wrote:Yes these forums are still used, but now people use mari0 special edition
I see. I guess I'll use the converter to make a forward-compatible version for Mari0 SE.
By the way, Mari0 SE have animated tiles, and custom enemies to expand you mappack! Click here to see the mari0: se documentation

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fatboysraidmcdonalds
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Post » 03 Sep 2015, 17:28

Julien12150 wrote:
fatboysraidmcdonalds wrote:
Julien12150 wrote:Yes these forums are still used, but now people use mari0 special edition
I see. I guess I'll use the converter to make a forward-compatible version for Mari0 SE.
By the way, Mari0 SE have animated tiles, and custom enemies to expand you mappack! Click here to see the mari0: se documentation
I know about all of the features of Mari0 SE. I have it and I've used it. It's just that this is an old mappack I made before Mari0 SE came out. I could theoretically change some levels with the new features of Mari0 SE but I'd rather start from scratch if I'm going to make a Mari0 SE mappack.

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Qwerbey
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Post » 04 Sep 2015, 02:58

You should at least add checkpoints to it.

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fatboysraidmcdonalds
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Post » 04 Sep 2015, 03:28

QwertymanO07 wrote:You should at least add checkpoints to it.
I'll look for more places to put checkpoints when I have some spare time and after I fix some of the SE version bugs

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Qwerbey
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Post » 04 Sep 2015, 03:39

So then, are most of the levels supposed to use princessmusic?

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fatboysraidmcdonalds
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Post » 04 Sep 2015, 04:40

QwertymanO07 wrote:So then, are most of the levels supposed to use princessmusic?
I'm not sure what you mean by princessmusic. But yes, the levels are supposed to contain the same music. Remember that I created this mappack before Mari0 SE came out and introduced having different songs for different levels.
Last edited by fatboysraidmcdonalds on 05 Sep 2015, 15:44, edited 1 time in total.

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Qwerbey
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Post » 05 Sep 2015, 00:01

There's a song called "princessmusic.ogg" in the game. It plays when you complete a mappack or rescue the princess. It's not possible to use in levels for 1.6, but, for whatever reason, all the levels that don't have another song use that one. Because of that, I assumed it was a glitch, and was just verifying that.

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fatboysraidmcdonalds
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Post » 05 Sep 2015, 15:44

QwertymanO07 wrote:There's a song called "princessmusic.ogg" in the game. It plays when you complete a mappack or rescue the princess. It's not possible to use in levels for 1.6, but, for whatever reason, all the levels that don't have another song use that one. Because of that, I assumed it was a glitch, and was just verifying that.
Every level should be assigned to use music.ogg, not princessmusic.ogg, except for the main sublevel of the first level, which should be using the overworld music. I'll check each level to make sure it has music assigned to at least something.

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