D00DPack Returns! - v2 - Neo Green Hill Zone!

[Open Assets] D00DPack Returns! - v2 - Neo Green Hill Zone! v2

A new non-decimal version number means a new map is here!

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Neo Green Hill Zone has been added to the Coconut Cup! The start of the Sonic Advance trilogy, this locale's a slightly different take on ol' GHZ. This course is more on the easy side, but there's still some places that'll send you out of bounds, so be wary of your foes! And don't forget the Fastfall, it'll certainly get some use!

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Other changes include:

  • Chao Ruins now has a much more sensibly sized minimap, since I figured out how not to use the entire map for the minimap...
  • MAPTHING INFOhas been added to the files, in case anyone needed to know what mapthings I was using. (Anyone got a link to the community mapthingnum doc? I'd update it myself, but... I forgot it.)
  • Commented out any currently unused map headers, hoping this wont mess with any scripts this time.
  • Maybe other minor fixes I forgot about? *shrug*

I haven't had much luck with testing among players, so please post your feedback in the discussion topic if you got any! I'll update the map if needed, but It'll be quite a while before I get started on my next proper map. But I'm not short on choices, so stay tuned!
Now that I got some folks pointing out some issues, here's some patches to 'em!
  • All minimaps have had their colors swapped; I didn't notice all the minimaps use white outlines on black roads now, whoops.
  • 3 Color Drive had its waypoints fixed, now bots should follow both lines properly and take the shortcut.
  • Galf Legacy and B A N A N A S M M M M have had their tripwires turned into U or L shapes.
  • Galf Legacy has had one of its secrets require a tripwire, as well as turning one unintentional shortcut into a proper one.
  • Galf Legacy no longer has POW signs anywhere but near certain tripwires.
  • B A N A N A S M M M M has had walls at the end extended higher, and some areas now have respawn planes.
  • B A N A N A S M M M M had its second tripwire be much larger and cover more area, both horizontally and vertically, so you can't simply hop the gate.
  • Maybe some other minor fixes I forgot about?
So far, the only Known Issue is that waypoints get kinda funky with placements on some of NGHZ's turns. Maybe the radius is too high or something. I'll look into it.

That's all for now! I'd like to make another map before my next update (unless a rather critical error comes up), so be on the lookout for that!
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