BlueTorch's Cups

BlueTorch's Cups v1.1

What permissions do you give others to modify and/or maintain your submission?
Modify: ASK ME - Maintain: YES - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. I do, however, give permission for my entire submission to be maintained by others.
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Ring Racers Maps made in my free time.

Cups included: (Currently one for now.)

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Torch Cup - 6 Maps Total
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Beachside Drive Zone

My first Ring Racer Map. Taking place on a washed-up beach.

Music - Sparkling Shore
By Karl Brueggemann

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Island Lake 1

A simple battle map that takes place in the middle of a lake.

Music: Angel Island 1 - Version A
By Leila 'Woofle' Wilson

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Winter Forest Zone

A snowy forest with a lake. Has two giant ice loops.

Music - Another Winter
By Anamanaguchi


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Island Lake 2

Second Battle Map. Takes place on a beach during sunset.

Music: Angel Island 2 - Version A
By Leila 'Woofle' Wilson


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Storm Shore Zone

A Castle on a stormy shore. Watch out for leftover spikes.

Music: Burnout Running
By Jun Senoue

Alt Music: Machine Meltdown
By Karl Brueggemann

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Sealed Star - Velocity

A Sealed Star all about the Rocket Sneaker. Keep your momentum and catch the emerald!

Due to the sheer amount of damage a Rocket Sneaker can do. The UFO has 4x the health. Don't worry! It still takes the same amount of time to destroy as any other UFO.
To Judges: I can't show proof because the file size for the video I recorded is too large for any website to accept. Don't worry the special stage isn't too hard to beat. It might take a couple of tries though. A tip is to break the ufo before you run out of ground. Its very hard to hit the UFO while on water, so avoid doing so. Good Luck!

Encore remaps will be added once I figure out how they work.

I forgot the battle and single-player filename things. I have the new file fixed but I can't change it now. So, my bad.
  • Cool!
Reactions: ArcadeStriker
Author
BlueTorch
Downloads
415
Views
1,928
Extension type
pk3
File size
7.9 MB
MD5 Hash
02ea2989c26d54bf0ed3ec12f4b77deb
First release
Last update

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Latest updates

  1. Update - Sealed Star Changes and File Name Update

    Hello! Other than the special stages, not much has changed in this version. The Encore remaps...

Latest reviews

The Torch Cup is ok at best but not a fan of white forest zone simply being soulless most of the time & beachside drive zone 2 out of 10
Upvote 0
For a first mod, these are solid, decent tracks. They're rather basic overall, but that's not inherently a bad thing. I do have some issues with various aspects of the track design, though.

Beachside Drive- Right off the bat, it's possible for the person who gets the first blood boost to take the first tripwire- albeit, I spent the entirety of positioning charging a big sliptide off all the boost panels and walls first. Might wanna do something about that if it isn't intended.
The underwater section could really use some ark arrows. The road and offroad are colored pretty similarly down there, so the first time through I ended up going right off course.
Similarly, the red trick panels could use a left-pointing ark arrow so the player knows where they should be going beforehand.
The water-running segment is inspired, but kind of troublesome and can be annoying. I'd recommend adding more fencing/walls, and a 'lower' track for anyone who falls.
The 3 charger panels towards the end are serious overkill. This is a noticeable issue with the first two tracks, really- there are way too many boost panels in chainable sequence. It biases things a little heavily towards the speed classes, and turns grow and top completely menacing, especially top- it was Very easy for me to overtake the AI at the last second using it. It's not unheard of in terms of track layout, but I'd still recommend reconsidering at least the amount and placement of boost panels.

In this way I feel Winter Forest is even more egregious- there are just way too many boost panels one after the other. I suppose here it isn't *as* bad, because there aren't whole rows of them, making it possible to trap them with items, but it still feels like an egregious advantage being given to the speed classes, and things like top especially, which can ignore most things.

Storm Shore, meanwhile, has the relative opposite problem- and this is something of an issue across the cup as well- the ring capsules are *way* too generous for their placement and how many there are. It's not at all difficult for first place to scoop up most of them, giving them an even greater advantage and leaving everyone else further behind with less to use. I suppose power items and jackpots can make up for it, but again, I'm really just noting what I find questionable, especially in comparison to the vanilla tracks. Capsules that can easily be gotten while driving normally are usually 5 or 10 rings- NEVER as much as 25 to 35 per, in sequence, let alone there being only one capsule and not a row or line. And the 55 ring capsules in Beachside Drive?! This definitely should get reconsideration.

The battle stages are fine. Inoffensive. Basic. I really don't have much to say about them. They're there. They're a bit oversized, but that's about it.

That's another consistent trait of this cup- the tracks are a little too large, in my eyes. That's not the worst thing ever, or anything, but reducing their scale a bit would probably lead to things feeling better all around... and make having so many boost panels less necessary.

I like the special stage though! Very high octane. Again, somewhat simple, but it's good and fun and somewhat unique in concept.

For your first cup, this is a good start, but there's definitely room for improvement. Keep at it!
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