ROUTE 124
HYDROCITY
- Fixed One (1) misaligned texture.
- Adjusted the waypoints before the finish line slightly, in an attempt to make sure there's no weird placement jumps.
- Added a few bot controllers in the starting area to make bots actually go up in front of the starting line.
HYDROCITY
- Added a pair of signs indicating the last tripwire.
- Adjusted the 5 superring alcove so it's more beneficial to go into.
- much like the bubble shield alcove, you can exit through the gaps in the midtexture, now.
MEGA CHEMICAL PLANT
- Added a row of pillar midtextures that prevents you from flinging yourself off the course at the end of the first shortcut.
- Removed the "no respawn" flag from most of the first shortcut's waypoints so you don't get thrown all the way backwards in the event you do still fling yourself off the course while taking that shortcut.
clean enough for a deer to eat off of
ROUTE 124
- Spread the barriers at the end more evenly across the straightaway they occupy.
- Another charger panel-related design vestige that is much better off changed. It’s a lot easier to smoothly get through this section, blind and in general, now.
ROUTE 99
- Changed the mobjscale to make the map larger. (FRACUNIT/4 > FRACUNIT/5)
- cramping begone. The map's a little long now, especially on gear 1, but it's for the best.
- Brought back the sneaker panels before the first two quarterpipes, mainly so it’s easy to make it over them on gear 1.
- Added a legitimate means of getting the funny item capsule on the decorative bit at the end of the first straight.
- Placed gray springs behind the midtexture at the end of the first straight so you don’t have to use the ring shooter if you get behind the midtexture.
- Reduced the gravity of sectors with rainbow rings by 25% (1 > 0.75) so the relevant setpieces still function as intended.
- The hangtime’s a little much now, but compromises must be made.
- Made the bots fastfall in the spots where they should on the first straight.
- Removed the fast fall dash ring trap at the finish line.
- Upscaled every spring (1 > 1.25) to prevent any chance of slipping between them where they're neccessary to proceed and otherwise.
MEGA CHEMICAL PLANT
- Totally re-tooled the alternate path at the beginning- now it’s a proper tripwire’d shortcut that sits above the main track. The ring boxes were moved to the start of the path, and another row of ring capsules was added where they used to be, plus four rows of sneaker panels.
- With this, the track is now between ten and twenty five percent more chemical plant-like by volume.
- Added a solid midtexture to the outside of most curves.
- Thanks to a generous donation by one L. Circuit, with some refurbishing, the CPUs and anyone using power items may now flourish.
- Added extra visual indication of two turns via a caution stripe floor texture.
- Slightly resized a few ring capsules.
special thanks to eldog for providing the feedback that spurred every one of these changes
everyone laugh
ROUTE 99
- Made the tripwire surrounding the lower route's last shortcut infinite so the leader can't superring boost into the dash ring above the tripwire's former height.
Strap in folks, this is a big one
ROUTE 124
- Removed all the kind of garish glows around the dash and sneaker panels.
- Got sick of how they looked, mostly, and decided I'd rather be consistent with vanilla.
- Added 4 more tripwires- each is a row of sneaker panels after/during the inside of a turn.
- Replaced the charger panel after the big banked turn with a row of sneaker panels- also added two additional sets of sneaker panels between that and the first barrier.
- Sorry to all fans of charger panels on the main route but it just felt too volatile.
- On the other hand, you can get some really crazy boost stacking going! Just watch out
- Got rid of most of the backwards gray springs.
- This is the other thing that made the ending really volatile. Probably better- definitely less disorienting- to let racers face-roll on the walls than turn it into a bunch of bouncing around.
- The only remaining ones are on the center box before the ‘lots of boxes’ segment, and then the ones on the first and last barriers after the banked turn. you can pry my funny blue springs out of my cold dead hands
ROUTE 99
- Made the grav-flip u-turn before the pulleys into a half-loop.
- Meaning you automatically get pointed in the direction you’re supposed to trick in.
- this was easy enough to set up that i’m like “why the hell did i wait this long to do this”
- Doubled the number of pulleys immediately following the aforementioned half-loop. Also doubled the number (and halved the reward) of the item capsules following the pulleys.
- With both of these changes combined, i finally feel able to say the setpiece is actually good now!
- The miss path remains for if you trick too early, or for player counts over 8, if for some reason you’re all clustered that tightly...
- Increased the speed of the wind on the first two ramps (8 > 36) so it’ll always push you most, if not the whole way over the platforms to the next part of the track.
- Removed the sets of dash rings above the first two ramps.
- Heavily changed the first u-turn so it flows significantly better by pushing the initial part of the turn further away from the ramp and platform beforehand.
- As part of this and removing the dash rings, the weird setpiece that was to the left of the first turn has been moved and turned purely decorative. Much as I liked it… it just kind of wasn’t a good idea for this game.
- However, if you can somehow manage to reach it, I did put a funny little item capsule at the top of the ramp.
- Removed a dumb and goofy hidden pogo spring item capsule.
- The short of it is, there was a flame shield capsule suspended over a pogo spring capsule. In 2.3, you could tumble yourself off the pogo to get the flame shield. This doesn't work in 2.4, of course.
- I’ve left the flame shield there (at half the original size) because it’s probably still technically possible, if extremely difficult and/or not worth it, to get it, and I don’t really mind that. There’s hard-to-get bubble shield and electric shield capsules hidden on the map too after all...
- Added a new shortcut as a ‘lower route’ equivalent to the one by the rail.
- Buffed the other two shortcuts by varying degrees, because neither of them felt quite fast enough.
- Physically shrunk the skybox to a fourth of what it was.
- This reduces the texture’s repetition and also i think it just looks better in general.
CENTRAL CITY
- Added even more signs to the u-turn on the highway.
- If i ever see anyone cluelessly drive into the battle highway area during a race ever again i’ll just start crying.
- Adjusted the contents of various race-exclusive item capsules.
- Decreased the number of blue spheres on the sidewalks in battle by ~33%.
HYDROCITY
- Added two more tripwires, replacing the relative centers of the two walls with holes you have to drive through before the first checkpoint.
- Unfortunately couldn't think of much to do here in terms of new shortcuts or any of that, but this should make it a little easier to do this segment if you're behind, as long as you've got the right item, at least... And it improves visibility.
MEGA CHEMICAL PLANT
MISC.
- Added three new tripwires.
- One is after the crusher blocks and leads to a trick panel.
- The next can be chained from the trick panel, but otherwise is an elongated mirror of the original only tripwire’d segment, with the removal of the sneaker panels, the addition of a dash panel, and the prox mine capsule swapped for a ring box.
- The last is a small bridge with two sneaker panels that cuts across the gap before the V-shaped sharp right at the bottom of the minimap.
- Added more solid pillar midtextures to make it harder to boost off into a pit when going for the tripwires.
- Flattened out the end of the shorter first right turn (the last ramp on the path with ring boxes).
- Added forward trick bot controllers where necessary.
- Removed the waypoints on the alternate rampy path at the beginning cuz the bots suck bad at taking it.
- Also slightly moved and resized the finish line waypoint in accordance. If this causes any issues lemme know
- Moved the second row of item boxes backwards a bit so you’re more likely to have an item for the last tripwire.
- Slightly adjusted the waypoints around the blue blobs to make the bots less prone to crashing into them, and also prevent respawning on top of them and taking instant damage. oops
- Updated every map’s menu picture.
- Gave the resource page a major facelift, with new gifs.
- I’ve decided to stop bundling the central city soc that hides the version from the cerv.id all-in-one jam, since that pack’s super outdated and I don’t think anyone uses it anymore. If you still need that soc for some reason, use the history tab.
Please enjoy
CENTRAL CITY
- Fixed the FOFs around the Battle Highway area in Race missing DeathPit damage. Oops!
- I'm 100% certain they did have deathpit damage before 1.1.66 so I have no idea what happened there...
ROUTE 99
- Added a couple missing bot controllers.
- Now CPUs can properly interact with every trick panel on the map. yay
- i lowered the dash rings above the second quarterpipe back to where they were originally in one of the more recent patches and forgot to mention it so i'm just noting that here.
- it wasn't aesthetically pleasing!!!
- Didn't do anything to the pullies.
"RLQ, how's the mapping going?" Well, you see, I did a little bit of work on a couple maps, and then Kirby Air Riders came out, and
CENTRAL CITY
ROUTE 99
- Got rid of a handful of Prison Capsules.
- felt like there were just too many for it to match up to how vanilla tends to place them. A lot of clustering that I think was generally redundant. You've still gotta head to/aim for the same areas on the overall, so it's just better now, I think.
HYDROCITY
- Numerous Ark Arrow adjustments.
- I got rid of ones I felt were redundant or somewhat obtrusive, changed a few, and moved a bunch around- mainly lowering them.
MEGA CHEMICAL PLANT
- Got rid of two unnecessary and potentially confusing Ark Arrows.
- Moved one of the Mega-style arrow midtextures to be more aesthetically pleasing.