Crash Bandicoot

Crash Bandicoot 1.2.5

Just a minor update, I forgot to sync up a global variable for multiplayer when I was implementing the Mappers Update. Whoopsies!
Yup, as the name implies, this update is specifically for mappers who want to design their levels around Crash and Box Tally Mode. In order to make this possible, all of the boxes that get spawned in Box Tally Mode now have map thing numbers attached to them so that mappers can spawn them into their maps directly!

As well, the way Box Tally Mode counts the number of boxes on a map and reduces the total for singleplayer has changed to account for maps that already have boxes in them! This is done to remove monitors from the count and not replace them, and the total number of boxes doesn't get reduced since it's assumed they're possible as Crash solo.

But, I wouldn't be making a big deal out of this if there wasn't something exciting to go along with, so by popular demand, bounce boxes have now been implemented!
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Now obviously they're not used in the base levels, but they are available for mappers to utilize for their Crash-focused maps. Regular bounce boxes are breakable and count towards the tally while the steel variants are invulnerable and don't count, but both are slightly weaker than a yellow spring.

And that's about it. Y'all have fun!
This patch is less for bug fixing and moreso for balancing and quality of life stuff, because trust me, I've read the reviews.

So first off, an actual bug that was reported: fixed a bug where doing the spin slide while in the air gave Crash insane air control.

Secondly, while I couldn't make major changes to Crash's kit since it would completely kill the faithfulness and really the whole purpose of the mod, I did go ahead and slightly buff Crash's double jump height and normal movement speed alongside the Crash Dash speed. Keep in mind they are slight, so don't expect them to be super drastic.

Lastly, and probably the biggest thing: Box Tally mode. It was... not very balanced, especially in singleplayer, so I made some changes.

To start with, in singleplayer, checkpoints actually save how many boxes you've broken now! This should make dying much less punishing when trying to break all the boxes.

Speaking of trying to break all the boxes in singleplayer, the total box requirements in singleplayer have been reduced further to account for boxes that are near impossible or straight up unreachable (so all those that struggled with that one TNT box at the red emblem location in GFZ1, it can't hurt you anymore).

And as an added bonus, I've added a new console command that applies the singleplayer box totals to multiplayer, just in case there are servers that don't have a lot of players or don't want to spend an eternity on some levels.

Welp, that's all for now. If there are any bugs that popped up, please let me know.
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