Peach's Castle from SRB2 Riders

[Open Assets] Peach's Castle from SRB2 Riders r6 — Conflicts Fixed, Track Rebalanced, New Lua

So, apparently this track has had conflict issues with Pro Pack X... since it launched... and that pushed me to make another major update.
I'm experimenting a little bit with the balance of the track by making rings and item sets more accessible to players, with the intention to weaken frontruns on this track by ensuring that the pack has more access to resources. Sneaker panels are also redistributed across the board to be less accessible on tight lines, hopefully.
there's also a new lua
  • Fixed texture conflicts with Pro Pack X (oops)
  • Peach's Castle now comes packaged with the aptly-titled "large item box lua"
    • This is a script written and graciously provided by Jartha (you've seen her name before) to fix the collision of item boxes in fullscale maps such as this one. GlowingTail also provided fixes hiiii
    • Feel free to reuse it, it's also open assets! It can be repackaged across various maps or other add-ons without conflict issues.
    • Maps can be set to use this item box collision fix by adding Lua.fix_itembox_collision = true to the level header. The fix can also be applied to all of the maps in the game (if the scale of their item boxes is large enough to require the fix) by using the large_item_box_lua command, likewise this fix can be disabled through the command.
  • As a result of the above change, slightly increased the size of the first, second, fourth, and fifth sets of item boxes.
  • Added a 5th item box to the set on the stairjank section.
  • Added slightly more rings on the counterclockwise turn.
  • Added more rings near the sneaker panel after the first checkpoint accessible by going through the offroad.
  • Removed the ringbox near the red spring after the first checkpoint and moved the Orbinaut capsule over to its spot.
  • Removed two of the sneaker panels near the leftside portion of the second item set.
  • Moved the sneaker panel near the rightside portion of the second item set to be further out of the turn and reduced its size.
  • Added a large patch of rings after the second item set before the downhill slope.
  • Moved the large patch of rings before the third checkpoint to be in the center of the track, and slightly moved the sneaker panel further out of the turn.
  • Added three 100-ring capsules and an ultramarine dash pad on the pity cliff road that you can only get to if you get flung by an item.
  • Condensed the rows of rings going tight into the turn after the third item set and added more rings.
  • Redid the patch of rings on the hairpin in the stairjank section to be in the center of the track as opposed to the outer edge of the turn. Two sneaker panels were added to compensate.
  • Removed one of the sneaker panels going wide into the last stairjank straightaway.
  • Removed the two ring rows next to the tripwires in the castle.
  • Cool!
Reactions: TheTrueEpicPro
the tournament ended and i got a really good clip out of it
anyway here's changes to the map both in preparation for 2.5 and also to buff a less optimal line
  • Changed offroad strength for grass and dirt around the position area to "Offroad-Weak" for consistency with 2.5. The flower patch after the first checkpoint still uses regular offroad strength.
  • Changed yellow springs in position area to red springs.
  • Replaced Drop Target capsule with 10 rings (sorry Midbus).
So, Peach's Castle is going to get featured as one of the tracks in a tournament hosted by The Honey Pot! See here for more details:

Ahead of this I decided to update the track with some balance changes to address a couple issues I've noticed since release.
  • Moved back the 1st checkpoint to be in the middle of the roundabout. You will now cross the checkpoint at a later point if you take the shortcut.
  • Gated off the trick panels at the beginning of the track behind a tripwire and updated the minimap accordingly.
    • Voltage is currently a very powerful resource to have in the game; if voltage isn't acquired in the main path of a racetrack, it suddenly becomes overcentralizing to go off-track to acquire voltage instead.
  • Increased the size of the trick panels behind the tripwires.
  • Added respawn linedefs to prevent backtracking to the trick panels.
  • Slightly changed shape of fences at the top of the castle setpiece before the dropoff to get rid of a sadness corner.
  • Added offroad outside the edges of the final hairpin.
    • Depth perception is pretty poor in this part of the track so it's a bit hard to tell where the edges of the hairpin are. It's also enough punishment to go wide on this section of the track and it only gets exacerbated if you get forced a respawn by getting hit or pushed off.
  • Adjusted position of the Ark Arrow for the final hairpin.
  • Added sneaker panel to one of the outer bends of the snake turn before the second checkpoint.
  • Swapped Proximity Mine capsule with Orbinaut capsule.
  • Moved Proximity Mine capsule near the last outer bend before the second checkpoint.
  • Added Encore mode palette, based on the track's Encore palette in SRB2Kart. I forgot to do this for release! Again!
    • i added a very tiny cosmetic change exclusively for encore mode that no one will notice but myself who fell into a sort of rabbit hole about it
  • Fixed a terrain conflict with SRB2 Meadow Match that made all of its floor offroad. Oops...
  • Changed a cliff texture for accuracy with the original map.
  • A finish line area is now disabled in Free Play so you don't get forcefully respawned while attempting to get on top of the castle. The finish line is still functional when playing with other players. I should've done this for release, oops!
  • I also forgot to add MODINFO, so that's there now.
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