"Aw fuck, I forgot to actually write most of this down"
NEW MAPS!!!!
Alpine Falls Classic: A recreation of the original, unreleased layout of this map from V1.
SRB2 Midnight Abyss: A classic ringslinger map, now for battle mode.
SRB2 Starlit Warehouse: Another classic ringslinger map, now for battle mode.
Emerald Emergence Zone: An abyssal landscape full of crystals.
These new maps, alongside the Slot Car Derby trilogy, are in the new Rewind Cup. Along with...something else, hidden beyond the finish line...
General Changelog:
Fixed reported typos
Added some Encore Pallets
Most of the changes to existing maps broke ghost records, and, frankly, I don't feel like replacing the staff ghosts lol
Starfall Zone: Edited some sections and fixed a bug where you could noclip through a shortcut
Sliptide Pools 1 & 2: Edited some stuff to be easier to tell where the dangerous water pits are
All three slot car derbies: Changed mobjscale from fracunit/4 to fracunit/5 and adjusted lap count from 8 to 6 so they take about the same amount of time
Frosted Fortress: Fixed missing water fof
Mt Eris 2: Modified sections, added rings, added ark arrows. Added deathplanes to spirals
Lakeside Loop: Minor texture fixes, adjusted some ring values and arrows, slightly adjusted some geometry for the sake of visibility
You know, the biggest problem with making these by myself is that, without fail, I don't do enough testing. Oh well. This SHOULD fix all the issues with compatability that I tried to fix before but actually just made worse. Special thanks to mb.srb2 user ne_gamer8623 for the bug report. I also changed a few things I was personally bothered by.
This will also be the last time I update this until DRRR 2.5 drops.
CHANGELOG:
General: Fixed reported typos
All Starfall cup and slot car derby maps:
Changed ACS scripts that used LAP as a script type to FINISH and removed the check for gametype and lap count. This should fix the bug where the platform the signpost spawns on and the Mario Party announcer wouldn't activate when they're supposed to in custom gametypes or if something else like duel mode changes the lap count.
Speed Stadium Zone: Small decorative changes
Alpine Falls Zone: Edited an awkward point at the forced offroad where you could waterskip without wanting to
Slot Car Derby 1: Moved ringbox to prevent players from grabbing it from below
Slot Car Derby 3: Moved ringbox to prevent players from grabbing it from below
Slot Car Derby 2: Moved ringbox to...you get the point.
Mount Eris 2: More turn modifications for visibility and modified some waypoints, both to fix some janky respawns and to make bots more competent...I hope? Look, I still don't know how bots work.
Sealed Star Warp Zone: Properly implemented Sealed Star ACS
*General: Fixed reported typos.
*Starfall Zone: Fixed an ACS bug that would disable the finishline. Whoops!
I feel bad about putting out so many "minor updates" so this will likely be the last one until I have new maps to add to this pack.
* General: Fixed reported typos.
* Speed Stadium, Sewer Surfway, Alpine Falls, Frosted Fortress, and Starfall Zone: Adjusted ACS to fix minor compatibility issues with Dynamite Derby
* Mount Eris 2: Minor visual tweaks for the sake of readability (maybe), and adjusted cycle hazards
Slot Car Derby 1: added staff ghosts
Slot Car Derby 2: added staff ghosts
Slot Car Derby 3: added staff ghosts
Lakeside Loop 2: Fixed incorrect credit in musicdef
STARFALL CUP 7.0 "COIN CHASERS" UPDATE
So, this one requires a bit of context. Back in December, I participated in a Mario themed map jam hosted by mb.srb2 user Freaky Mutant Man. Because the plans for releasing the full pack fell through, I've decided to release the maps I made for it here instead.
SLOT CAR DERBY
Act 1
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Act 2
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Act 3
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A three act level based on the classic Mario Party minigame of the same name. Each act is based on a different layout the minigame could have, and all three are in Lost & Found.
(Also made a few very minor visual tweaks to Speed Stadium and Mount Eris 2.)
Thanks to the feedback from Plutia, I have improved readability, maybe.
SLIPTIDE POOLS 1: Minor visual changes to improve readability, maybe
SLIPTIDE POOLS 2: Minor visual changes to improve readability, maybe
MT ERIS 2: Set some waypoints on the quarterpipe jump that should have been no respawn to no respawn
Minor visual changes to improve readability, maybe
ALPINE FALLS ZONE:
Fixed the waypoint before the finish line being flagged as the finish line waypoint. This was causing some issues with bot pathfinding. (Thanks to ne_gamer8623 for pointing this out!)
Fixed a transparent texture that was inside a wall for some reason
STARFALL ZONE:
Removed an ACS script that was causing desyncs with demos recorded online. (Thanks again, ne_gamer8623! This is a temporary fix, I am planning to completely redo this part of the level to not need the things that the script adjusted at all)
Adjusted the object scaling on some ark arrows that were awkwardly squished
moved a few waypoints after the first split to make bots falling off an edge less likely
Fixed a sector that was mistakenly flagged as a deathpit