Red Lily Queen's Rosen Raceways

Red Lily Queen's Rosen Raceways v1.2.1

ROUTE 124
  • Added caps to the trick ramp tripwire.
    • good ol' ~consistency with vanilla~

MEGA CHEMICAL PLANT
  • Renamed the Spiny (badnik)-related prefix (SPNY > SPN2) to avoid overlap with a follower from mit's Super Mario Kart Collection.
ROUTE 124
  • Removed the texture repeat from the second tripwire.
    • This was a 2.3-related vestige- I was concerned a player in 1st, having sufficient speed, getting launched via slopejank all the way over the tripwire was possible. 2.4 RC1 already killed this concern, but RC6 covers that grave in cement.
ROUTE 99
  • Added the "Midtexture Invisible Wall" flag to the tripwires, which, removes the infinite vertical tripwire barrier.
    • pretty much unnecessary since sonic boom gets a way greater duration while you're in midair but it just felt kinda jank getting the tripwire hitstun a second time, even if it's been heavily reduced since 2.3.
  • Changed some waypoint flags to prevent a potential respawn-related exploit.
  • Removed the slightly reduced gravity from the two sectors that had it.
    • Once again: height gained from vertical rainbow rings is reduced when maps are loaded from HVR, for some reason. The setpiece still works as it should when you load the map normally, even without the reduced gravity.
HYDROCITY
  • Moved the second tripwire most of the way towards its entrance.
    • I've seen before people just totally miss that this tripwire exists at all, so hopefully this remedies that some.
      • The reason it was halfway into its little alcove originally is, circa 2.3, it was possible for 1st to come out of the water current portion of the main tunnel with sonic boom, so I just nipped any potential exploit in the bud. Not a concern anymore, so forward it goes!
  • Moved two waypoints, in accordance with the above.
    • I've also seen instances where whoever's in 1st drops from it momentarily because someone latches onto the shortcut waypoint without actually passing through, so I tried moving the "main path" waypoint a little more to the left. Hopefully this reduces the instances of that.
      • The window for this affecting 1st's roulette is pretty minuscule anyways, since the only item set between the two paths is close to the entrance of the main one, but it's still extant...
MEGA CHEMICAL PLANT
  • Changed the waypoint the end of the shortcut points to by +1.
    • this is mostly an attempt to make CPUs less prone to any potential flying off the course. players are still on their own
  • i considered increasing the tripwire's length but moving one of the linedefs destroys level geometry so that's not happening. 👍 it's probably fine as it is.
ROUTE 99
  • Removed the first shortcut(s).
    • referring to the tripwired dash ring as well as the funny blue dash ring into slope that skips the loop
  • Added a new shortcut to replace those.
    • Basically I moved it to after the quarterpipe jump. Now it skips the loop and gives you a ring box.
      • voltage dropping into the original shortcut was basically certain to OK you if you weren't first so I felt the need to do away with that.
  • Changed the pulley height For The Last Time.
    • i'm not crazy! the height you get from vertical rainbow rings is inconsistent between loading from hvr and loading normally!!!
      • now they're properly positioned for in the actual game and I won't have to touch them again. hopefully.
  • Raised the ceiling above the first ramp to move the dash rings higher.
    • bomb should no longer be able to reach those dash rings for free anymore but slope launch height seems to be inconsistent so you might still be able to reach these without much effort sometimes. shrugs
  • Raised the dash rings and ring capsules above the second ramp a little.
    • there's not as much I can do with this whole bit but I still wanted to make it at least a little harder to access...
      • the blue dash rings remain the same height for the sake of the whole setpiece working properly.
  • Removed the two rows of sneaker panels before the ramps.
    • i decided, with 2.4 increasing the speed of things in general, these were no longer necessary, and in fact maybe were kind of bad to have, all considered.
  • Added respawn planes to the first two ramps.
    • this is entirely for the shitty low level AI who can't make the two jumps. I verified any human can make those ramps unassisted with any character on gear 1.
  • Slightly nerfed the outrun effect on the rails. (5 -> 3)
    • at 5 it felt a little too strong so I just wanted to dial it back. I want it to be noticeable but not too fast
MISC.
  • Added a list of the used mapthingnums to the overview.
ROUTE 99
  • Made the first tripwire shortcut way easier to access.
    • with 2.4 RC5 setting 1st's sonic boom threshold to 900% speed, it should no longer be possible for 1st to break through the tripwire with a voltage drop. anyone not in first, have fun with this knowledge.
that's it. go home
(i realized it'd probably be useful and a good idea to put the version number in the update titles)

ROUTE 99
  • Adjusted the two trick panel-related shortcuts- they're now behind tripwires.
    • new super ring functionality made it so first could use these. bad! necessary change. for the best
      • the first shortcut is a little awkward because voltage dropping off the trick ramp before it made even 1st tripwire-okay, so I had to make sure you couldn't get into it from the trick ramp.
  • Added a small sneaker panel before the first loop.
    • this was mainly to improve the flow/benefit of the shortcut but it's nice that anyone can benefit from it.
  • Lowered the grey dash rings before the finish line slightly.
    • just so the red springs lead into them more cleanly
  • Slightly lowered the pulleys. again.
    • the pulleys will be adjusted until i am happy with them
  • Made custom terrain for the rail texture- it's got a slight outrun effect, and slightly lower friction.
    • this unfortunately means this pack is no longer 2.3 compatible but that's what the 'history' option is for
ROUTE 124
  • Replaced the 30-ring capsule by the end of the first shortcut with a perma-ring box.
    • felt a little bad that only the first player to take the shortcut got this benefit + felt like it needed a buff in general
  • Added a single respawn line to prevent a potential small ballhog/bubble shield-related skip.
HYDROCITY
  • Adjusted/added a couple waypoints in an attempt to make bots actually interact with the quarterpipe-red spring setpiece.
    • didn't really work. dunno how i would make it work. oh well
  • Moved a certain item capsule out of the way so it's easier to properly appreciate the sights.
MEGA CHEMICAL PLANT
  • Made the ring capsules in the blue blob area 50% larger.
MISC.
  • Took an outdated aside out of the .pk3's readme.
ROUTE 124
  • Revised Checkpoint placement.
    • The first two are unchanged. I move the third back to where the original 2nd lap line (of three) was, and moved the fourth to right before the tripwired trick ramp.
      • I was kind of bothered by the fairly obvious void left by the second lap line. The checkpoint spacing feels a touch more odd now, with the second and third a full 30 seconds apart, but a complete gear 2 lap on Route 124 takes about 1:40, so 4 checkpoints is the right number- and you still get graded about 3 times a minute, which I think is the more important metric to hit than keeping it to ~15-20 seconds per checkpoint precisely. Not to mention, all of the sprint maps- the two sprint circuits in vanilla included- also turned all their vestigial finish lines into checkpoints. Felt best to follow suit.
  • Re-added the big "CHECK" signs to the middle two checkpoints.
    • For some reason I was completely under the impression City Escape did away with these. Nope! They're exactly where they used to be! And are on no other checkpoints! So this is for consistency.
  • Slightly revised ring placements.
    • Revisiting my maps, I realize I'm fairly satisfied with my decision to thoroughly increase the number of rings everywhere after all, but I felt like, while I was editing Route 124 anyways, I may as well make some adjustments. I noticed in some cases I missed an addition of rings that was supposed to be there according to the patterns, and in others I felt there were a few too many. The difference should hardly be noticeable, though.
  • Added a single sneaker capsule to the tripwired trick, after the 30 ring capsule.
    • This tripwire actually basically doesn't save any time at all over driving normally, and I felt like the voltage and 30 rings alone weren't enough to make up the difference, but I also didn't wanna go overboard with something like Grow or the Flame Shield considering the section immediately following. If this ends up feeling like not enough I'll probably add another sneaker.
  • Increased the size of the double super ring atop the dash panel before the rows of spring barriers.
    • It was definitely supposed to be this size initially I just didn't notice lol
that's gonna be kinda annoying to have to remember... :worry:
ALL MAPS
  • Added a lot more rings in an attempt to be more in-line with 2.4 map design standards.
    • Aside from, namely, a few instances of track-spanning refill points, I mostly just stuck more rings into the sets that were already there. If you were ever thirsty for rings in the back of the pack, don't worry- I see you.
      • once again I fear I may have gone overboard. as usual i'm welcome to feedback
  • Added medals!!! find them all!!!!!
ROUTE 124
  • Removed two seldom-seen or used 15 ring capsules.
    • the medal replaces them
  • Added a double super ring item capsule on top of the zipper after the charger panel.
    • now that slopejank is dead using that kind of just sends you directly into the springs so I added this as potential compensation.
  • Added an extra sneaker panel to the middle of the banked left turn.
ROUTE 99
  • Raised the pulleys slightly.
    • Felt like I made them too low in my initial 2.4 revision. now they're nicely halfway between that and the original height
MEGA CHEMICAL PLANT
  • Very small medal-related level design addition and deathplane adjustment.
  • there may or may not be one or two new item capsules somewhere
HYDROCITY
  • Changed the 100-ring capsule to a 5-super ring capsule.
    • Mmm, canned 1-up
CENTRAL CITY
  • Is feeling very left out and honestly just wanted to be here
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