Red Lily Queen's Rosen Raceways

Red Lily Queen's Rosen Raceways v1.2.1

ROUTE 124
  • Added/expanded a bunch of thok barriers and generally cleaned up the sightlines
    • If you were having any performance issues this should improve them.
      • can you believe all i had before was a single box in the middle of the map. what was I thinking
ROUTE 124
  • Changed the angles of the gray springs on the fronts of the second set of barriers following the charger panel by 5 degrees, so you're far less likely to get trapped bouncing between them and the yellows on the back of the first barrier
    • this has been bothering me wayyy too long idk why it took me this long to fix this
  • Changed the springs on the back of the second set of barriers after the charger panel from grey to red
    • so now it goes like yellow > red > blue, with greys on the fronts. isn't that fun
  • added an exclamation mark sign above the last set of SA2 wooden boxes after the charger panel
    • that's all the warning you're getting about my funny blue springs though
HYDROCITY
  • Moved all the wall spike objects 8 map units into the walls so now they're actually flush to the walls they are on in-game
  • Approximately doubled (or added one to, in the case of the thinner current tunnels) the number of wall spikes per row to prevent slipping between them
    • what's with hvr and the objects being bigger in the editor than they are in-game!!!
  • Sloped the lower ceiling above the wall spikes at the end of the wide slope current tunnel to hopefully further prevent any potential softlocks, alongside the above change
HYDROCITY
  • Made the majority of the small decorative wall pillars on/around the main road into intangible FOFs
    • the only exception is the one in the wide upward slope current tunnel b/c i placed each half of that pillar on different slopes and i didn't feel like even Trying to get HVR to cooperate with that. that road is plenty long enough. too long, you might even say
ROUTE 99
  • moved the horizontal spring in the pulley-miss path back a bit so hopefully it's actually flush to the wall now
  • Removed norespawn from a couple of the waypoints at the end of aforementioned path
    • hopefully bots will actually stop getting stuck on this dang setpiece now.
  • minor track modifications on the second straightaway to prevent getting stuck on a no-bump, intangible-bottomed FOF's wall
    • a couple of midtextures and some waypoint adjustment is all, plus i took away the nobump and intangibility from the FOF. i also added a little goody in the nook behind the midtextures. have fun with that, drop target enthusiasts
i guess i'll go eat my hat now
ROUTE 99:
  • Added a one-way respawn plane to the pulley-miss path that really should've been there in the first place. no one will ever get stuck there again
i'll eat my hat if that bit of the map needs any more adjustments from here on
ROUTE 99
  • Moved the "block lightsnake" flag up one waypoint so bots hopefully don't get stuck in a respawn loop at the grav flip u-turn
  • Replaced the rows of normal-sized red springs on the pulley-miss path with a single upscaled vertical and horizontal pair to hopefully prevent bots getting stuck there.
    • Also semi-arbitrarily lowered the thrust speed of the dash rings there (10 > 4)
      • it makes it link into the spring cleanly without the wall being hit first so.
HYDROCITY
  • Added a white dash pad to the u-flip before the conveyors so bots can't get stuck down there
    • it also just makes the setpiece work more cleanly in general so probably just all around a good idea
  • Halved the speed of the conveyors (128/-128 > 64/-64) so the bots stop trying to respawn when they're on the bottom conveyor
    • Kinda didn't wanna do this and they still end up spindashing anyways but that's outta my hands, I'm not setting it any lower. Hopefully 2.4 fixes this weird behavior so I can speed the conveyor back up
oops!! can you tell it's my first time doing this
  • ROUTE 99:
    • Slightly changed the signage to make it a little more clear what's going on at the grav flip u-turn
    • Motobugs scaled up from 1 to 1.5
    • Removed "Volume = 112" from the musicdef
  • Small change and addition to the readme in the pk3
okay enjoy !!
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