D00D Pack Returns!  - v2 - The CheckPort!

[Open Assets] [Port] D00D Pack Returns! - v2 - The CheckPort! BenjisCheckPort V4

Original Pack:
D00DPack Returns! - v2 - Neo Green Hill Zone! v2
By D00D64@mb.srb2.org

Port Credits/Contributions:
-Benji via BenjisCheckport:
• Added checkpoints and changed lap counts to various race maps to provide better compatability with v2.4+ including:
° 3 Color Drive: 4 Laps with 1 Checkpoint
° Neo Green Hill Zone: 4 Laps with 1 Checkpint
° Galf Legacy: 3 Laps (unchanged) with 2 Checkpints
° B A N A N A S M M M M: 4 Laps with 1 Checkpint
• Attempted to Fix 3 Color Drive's tripwire jump so that it doesn't sometimes fling forward.
This was done by replacing the ramp sector slope with a visual slope and adjusting the flat top of the ramp with a very slightly downward slope to disalign with the ramp.
• Aligned all rings on Neo Green Hill to the floor to fix floating rings.
I am 90% sure this didn't break any ring pickups.
• Fixed some block player linedef barriers on 3 Color Drive to have textures on both sides and added a new one on the last square turn to parity barriers elsewhere.
The new barrier was made assuming it was missing being similar to barriers found around the rest of the map to prevent players from going behind the railings. I decided that it would be placed to favor recovery from the offroad rather than trying to hide it since I'm guessing most players would agree that this placment feels the most right. Could be adjusted if a different placment could be more accurate to the design than the current one.
• Fixed some existing barrier rail linedefs on 3 Color Drive missing "Block Players" and "Impassible" flags allowing access to what are likely impossible to reach sectors.
Simiar to the previous block players change. If you are wondering why I don't also give impossible to reach sectors "DeathPit" damage effects, it's for two reasons. First is better accuracy of the original design in this particular case and second is porters being more likely to be notified of said issues to make them actionable upon instead of looking like intentional design and being left unnoticed. This notion shouldn't encurage the removing existing death pits or intentionally leaving them out when it's more accurate to the design to add them in other contexts.
• Changed checkpoint tagged 0 to be tagged 170 on Neo Green Hill Zone.
This shouldn't do anything. This was just trying to find a solution to an issue notified by @ne_gamer8623.

Porters notes:
Current things that could be done to contribute to the port:
• Change the 3 Color Drive's custom tripwire graphic to be in parity with new tripwire effects in v2.4.
• Find the scope of an issue brought up by @ne_gamer8623 and consider adding a fix for it.

No attribution will been given to porters notes.
They serve to document any ideas and notes for maintaining a port outside of specific communities maintainable across multiple ports.
  • Cool!
Reactions: antmaximus
Original Pack:
D00DPack Returns! - v2 - Neo Green Hill Zone! v2
By D00D64@mb.srb2.org
https://mb.srb2.org/addons/d00dpack-returns-v2-neo-green-hill-zone.6578

Port Credits/Contributions:
-Benji via BenjisCheckport:
• Added checkpoints and changed lap counts to various race maps to provide better compatability with v2.4+ including:
° 3 Color Drive: 4 Laps with 1 Checkpoint
° Neo Green Hill Zone: 4 Laps with 1 Checkpint
° Galf Legacy: 3 Laps (unchanged) with 2 Checkpints
° B A N A N A S M M M M: 4 Laps with 1 Checkpint
• Attempted to Fix 3 Color Drive's tripwire jump so that it doesn't sometimes fling forward.
This was done by replacing the ramp sector slope with a visual slope and adjusting the flat top of the ramp with a very slightly downward slope to disalign with the ramp.
• Aligned all rings on Neo Green Hill to the floor to fix floating rings.
I am 90% sure this didn't break any ring pickups.
• Fixed some block player linedef barriers on 3 Color Drive to have textures on both sides and added a new one on the last square turn to parity barriers elsewhere.
The new barrier was made assuming it was missing being similar to barriers found around the rest of the map to prevent players from going behind the railings. I decided that it would be placed to favor recovery from the off-road rather than trying to hide it since I'm guessing most players would agree that this placement feels the most right. Could be adjusted if a different placement could be more accurate to the design than the current one.

Porters notes:
Current things that could be done to contribute to the port:
• Change the 3 Color Drive's custom tripwire graphic to be in parity with new tripwire effects in v2.4.

No attribution will been given to porters notes.
They serve to document any ideas and notes for maintaining a port outside of specific communities maintainable across multiple ports.
Original Pack:
D00DPack Returns! - v2 - Neo Green Hill Zone! v2
By D00D64@mb.srb2.org
https://mb.srb2.org/addons/d00dpack-returns-v2-neo-green-hill-zone.6578/

Port Credits/Contributions:
-Benji via BenjisCheckport:
• Added checkpoints and changed lap counts to various race maps to provide better compatibility with v2.4+ including:
° 3 Color Drive: 4 Laps with 1 Checkpoint
° Neo Green Hill Zone: 4 Laps with 1 Checkpoint
° Galf Legacy: 3 Laps (unchanged) with 2 Checkpoints
° B A N A N A S M M M M: 4 Laps with 1 Checkpoint
• Attempted to Fix 3 Color Drive's tripwire jump so that it doesn't sometimes fling forward.
This was done by replacing sector slope with a visual slope and sloping the top of the wall very slightly to disalign with the slope.
• Aligned all rings on Neo Green Hill to the floor to fix slightly floating rings.
I am 90% sure this didn't break any ring pickups.


Porters notes:
Current things that could be done to contribute to the port:
• Change the 3 Color Drive's custom tripwire graphic to parody with new tripwire effects in v2.4.

No attribution will been given to porters notes.
They serve to document any ideas and notes for maintaining a port outside of specific communities maintainable across multiple ports.
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