KODACHROME PALACE
- First set of wall springs tweaked again
This is as much as i can do to make them as consistent as i can possibly make them. There's only so many ways that i can expect players to engage with this set, so unless i can think of a better way to fix it, this is as good as its gonna get. Oh yea and the bananas are double orbis now because who the hell even went for these?
WAR
- Fixed a missing death plane (thank you funny combi moment because i would not have known lmao)
SUNKEN REMNANT
- Adjusted water scrolling speed in the open section to better match its strength.
KODACHROME PALACE
- First set of wall springs tweaked, last set reworked
Throughout the many matches i've seen on this, almost no one ever went for these because they were inconsistent or too commital for little reward, the first set has been redesigned to expect players drifting into it since this was the way almost everyone was taking them, as well as getting an item from them more consistent; and the last set is now a little less commital for more dangerous items >:).
FUNKY FORTRESS
- Fixed a broken sector in the second to last section that could potentially get players stuck (litterally never happened lol).
SNOWY SPEEDPEAKS
- Remember the softlock that was supposed to be fixed last version? Yea turns out it was still there but required an even more specific angle, THIS TIME ITS FIXED FOR SURE.
NEW
- Added War
- Added Sunken Remnant
Special thanks to Chaobrother for the Object Skin script saving me a headache for the mine object in War.
FUNKY FORTRESS
- Reworked the second spiral section entirely
Over time i started to dislike that section for multiple reasons: it felt tacked on, it felt like it messed with the pacing of the map and it just wasn't interesting. I've reworked the entire section into something i'm happier with, adding more variety and an extra shortcut for some much needed catch up. Speaking of shortcuts...
- Reworked / buffed the second shortcut
The most you could get out of it was a rainbow miniturbo. Otherwise it was very underwhelming. With the new section, the cut was also reworked into something else that also saves more time now.
- Added visual indicators for the last cut closing on lap 3
A big issue with the map was that the last cut closing wasn't telegraphed in the slightest. I've since added some visual indicators that should help give an idea to what happens.
- Friction Fix is enabled on Funky Fortress
- Some more optimization
KODACHROME PALACE
- Added a signpost at the final downwards slope to indicate the fact trap items cant be placed
It's a feature.
SNOWY SPEEDPEAKS
- Fixed a softlock that could happen when hitting the set of yellow wall springs at an extremely specific angle
Hotfix yet again but this time it was actually a big problem
Fixed an issue in Kodachrome Palace where players would lose orbiting items in certain sections of the map.
Hotfix update.
Fixed a sector missing the death pit effect in Snowy Speedpeaks.
HOUSE OF THE UNDYING
- Gap between the road and the second cut is now bridged
Okay so the jump was cool and all, but i often saw people misread it as needing to use the shoe to make the gap instead of using it while in offroad, so now theres a bridge.
FUNKY FORTRESS
- Slight visual tweak at the end of the split path section
The visual language made players assume that the transition between the split path section and the second spiral was a drop and not a downwards slope, this has been changed to avoid confusion.
- (Hopefully) Made some slight optimizations.
NEW
- Added Kodachrome Palace
- Added Snowy Speedpeaks
Special thanks to these people for their cool stuff in this update:
- Ashnal
- Floating item spawner
- Shi-Springs script
- Panel Stacking Script
- Mr.Logan
- Shi-Springs Freeslots and States
- ShihoAJoke
- Shi-Springs Spriting
- FaytxStay
- Panel Stacking Animated textures
GENERAL CHANGE
- Added JugadorXEI's Zipper storage script
it litterally just plays better with than without
HOUSE OF THE UNDYING
- Moved back the third item set a bit
You couldn't get an item before the second cut without mashing, this should allow you to roll an item (without mashing) just before the you enter the cut. I hope you know your item odds.
- Removed the spring sectors at the second cut area in favor of a ramp
Yea turns out using the speed pad to get the cut for free was WAY more practical than i thought. I've removed those in favor of ramps so you cannot take the cut without a shoe anymore. I've also tweaked the turn right before the split path section to lead into it better and make it more interesting.
- Fixed downwards wind completely stopping you if you released your acceleration inside it
Engine quirk, theres also downards wind in the second cut to prevent exploits.
NEW
- Added Funky Fortress
Gave House of the Undying some optimizations for software, track should run at least a little better now.
Also added some new decorations, mainly ""paintings"" which were intended for the original release. Content of the ""paintings"" were suggested by those at Bad Milk.
Extremely minor hotfix that fixes an error due to a typo in a custom object SOC. This error doesn't break the map but this shouldn't spit out an error when loading the map.