Hi! Happy Halloween- oh it's Christmas time now ah crud this update is not thematically appropriate. Oh well!
This update includes 2 new tracks, Terror Trench and Mad Moonlight. There's also been some changes to existing tracks so I'll go over those real quick.
CHANGELOG:
General:
- All item sets on all tracks have had the number of items reduced to be (mostly) in line with core standard. To be honest, I set my item sets up the way they were because I didn't like split-second box sniping. Now that 2.4 has measures in place to stop that from happening, the dense item sets are no longer necessary.
Brinewater Springs:
- More rings have been placed around the track.
Machine Passage:
- The 2nd checkpoint has been moved farther ahead on the track, and the 3rd checkpoint has been removed.
Stereo Explosion:
- The 1st checkpoint has been moved farther ahead in the track, and the 2nd checkpoint has been removed. The track is now 4 laps, and the final cut closes on lap 4.
Caustic Cavern:
- In addition to the sweeping item un-densifying changes, all item sets here have been repositioned, and the final set is now ringbox only.
Skybreaker Blitz:
- The item set just before entering the ship and the item set just after entering the ship have been moved slightly.
Special thanks to Galactice for hosting RCs on NVJR, and Toddoesstuff for letting me test on Test Traxx!
Thanks for playing, and enjoy!
One day I'll stop hotfixing Machine Passage
CHANGES:
- Changed certain tripwires on Program Shutdown and Machine Passage to not be infinitely tall, to avoid interfering with other track pieces.
Wow! It's another minor update! I'm working on track stuff steadily but with full time job (and a certain Metroidvania) upon me it's a bit slow going. But 2.4 compatibility was a priority update, so here we are.
CHANGELOG:
General:
- Checkpoints have been added to all maps (except Brinewater Springs, which doesn't need them.) Positions may change based on how they feel in action. Aeropolis has become a 2-lapper, and Skybreaker Blitz is now one long lap.
- Multiple new block player lines have been added to prevent ballhog jump cheese.
- TA staff ghosts removed. New ones with the next update hopefully.
- Some hide-and-seek spots removed.
Well that's the last time i'll ever forget to test opengl that's for sure.
Changes:
Machine Passage: Fixed severe visual bugs present when playing the track with legacy gl enabled.
Someone found a really nasty lapskip and a drive-through fence on Machine Passage! Sometimes waypoints make me want to cry.
It's been fixed and thoroughly tested. If it happens again I really will cry.
This was slower than I wanted, but a few things happened in July that kept me from working consistently. Please enjoy!
CHANGELOG
New stuff:
-2 new maps! A battle map for the Cataclysm Cup, Sunlight Sanctuary Zone! And a new bonus track, Machine Passage from Kirby Air Ride!
Changes:
Skybreaker Blitz:
-Altered skybox effects in the 2nd and final laps to try and alleviate photosensitivity issues. If issues persist, please let me know.
General:
-Re-exported some songs to reduce filesize. After Machine Passage I swear I'll rein in my alt music tendencies.
Hi! I have some new stuff!
Battle Maps:
The Tekno Cup has received 2 battle maps, Ambush Aquarium and Mega Stereo Explosion. I plan on making a custom special stage for it as well, which will make it its own fully unique cup.
New Cup:
A new cup, the Cataclysm Cup has been started, currently with 2 tracks, Caustic Cavern and Skybreaker Blitz! There will be more to come this summer, so stay tuned!
Changes to existing stuff:
I've got a changelog for that!
General:
- All tracks now have encore palettes.
- All minimaps have had their finish line thickness corrected.
Stereo Explosion:
- Removed the ringboxes from the first shortcut. Slightly altered the second item set's position.
- Replaced the lightning shield capsule in the second shortcut with a pair of 20 ring capsules.
- The second shortcut now closes when everyone is on lap 3. (I will be monitoring this change and may revert it in the future.)
Program Shutdown:
- Changed the color of the edge of track texture and altered the position of the final item set to make the final turn more visible.
Dead Vertex:
- Added ringboxes to the second shortcut.
Aeropolis:
- Adjusted the multi-drop portion of the track so that players are no longer sent back to the start if they fall off.
Graveyard Gateway:
- Fixed players being able to reach the highest cliffs at the start of the track.
- Smoothed the geometry in the first shortcut so players don't get stuck in certain places.
Brinewater Springs:
- Changed the springs in the shortcut to yellow springs and added dash rings to re-align the player so they are no longer flung into an invisible wall.
I hope you enjoy! More to come hopefully soon!
Wow! I'm back! I've been very slowly working on a larger update, but in the meantime, have a new track I put together and a handful of minor changes to previous tracks!
Changelog!
-Added Brinewater Springs.
-Graveyard Gateway: Changed ending setpiece to a steep upwards slope.
-Program Shutdown: Removed an unintended skip. Slightly altered some ark arrow positions.
-Dead Vertex: Fixed an issue where you could pass through a fence and get stuck in a wall. Fixed an issue where waypoints weren't dropping players far enough above the track.
-Dead Vertex: Added a set of dash rings at the end of the flight segment. This will (probably) only catch people who do not fly upwards at all. Mostly intended to assist bots.
-Aeropolis: Adjusted ark arrows to (hopefully) improve clarity at the peak of the Dragon Slope segment. If it continues to be a visual clarity issue I'll flatten the hill to make the turn itself more visible.