dammit dammit dammit dammit dammit
Changelog:
Mega Nightlit Woods:
* Fixed a long overdue shortcut oversight by raising both walls
Aqua Paradise Act 2:
* Fixed an erroneous nodebuilder error on the split S-turn
* Fixed an erroneous geometry error after the proceeding cross jump
That's right, Aqua Paradise was so good they made a sequel !!
![]()
Main page will be updated on a later date, but that's not all what this update is about.
For those not in the Discord, or haven't been keeping up with it. Dr. Robotnik's Ring Racers v2.4 is coming, and it will be a fairly big balance update adding new mechanics, rebalanced items/GP, new gamemodes, & more!
While that's cool n' all, the update will break custom maps already on the MB due to the new mechanics requiring some new starpost-related objects to be placed in order to work. Normally, we would have to wait for the update to come out in order to update our maps, however, the devs recently came in and gave us a way to future-proof our maps for the eventual update.
As a result, the Epic Cup is now 2.4 compatible! Just look at those starposts !!
![]()
![]()
![]()
![]()
![]()
With these screenshots, you might think that I somehow got access to an indev 2.4 build!
Nope, this is actually 2.3 with the Tutorial gamemode forced so they show up, they won't actually show in races currently, not until 2.4.![]()
And that's about it for this update, oh except for the new EXTRA unfinished cup.
![]()
Changelog:
General:
+ Every stage now has mid-level starposts.
* They currently don't show up in 2.3, but will in 2.4. Whenever it comes out.
+ Added the Extra Epic Cup
+ Added Aqua Paradise Act 2
* Appended "Act 1" to the current Aqua Paradise
Aqua Paradise Act 1:
* Fixed an issue where the bottom big waterfall was not quite lined up with the water level
+ Experimental new colormap during the big underwater section
im so sorry for these mishaps, i typically miss stuff but not like this
Heaven Pass:
* Fixed missing DeathPit sectors across the entire stage. You can now fall off Heaven Pass and not be softlocked
General:
* Forgot the L in the DRBL
Ante-Station:
* Fixed a rogue respawn point spawning you above a pit
Heaven Pass:
+ The tall platforms have thinned out and are now floating
Command Facility:
* Adjusted the springs at the southern end of the stage so they don't softlock you.
Battlesphere:
+ New barriers around the starting area
- Removed/Reworked the first checkpoint to give you a few rings in exchange for going there
! That area may be further reworked in the future
+ Added new barriers and removed the springs in the fastfall turn area.
* Adjusted the springs near the loop so they don't spring you off the stage
* Adjusted the loop points so you're less likely to go backwards through the loop and softlock yourself
* Added barriers around the spiral so it's less likely you'll have to do it again after an unlucky spinout/tumble
* Misc texture fixes and other adjustments
Two new stages, both in lost n' found, one of them from Freedom Planet 2, and the other being from my own skull.
Main Page will be updated soon-ish
![]()
![]()
Otherwise a smol update:
General:
+ Added Battlesphere
+ Added Mega Nightlit Woods
Aqua Paradise:
* Fixed a few boneless pits
Ante Station:
* Revised the loop trigger placement and removed the barriers
! This is an *experimental* fix, if it doesn't work and the loop still resyncs, wait till' 2.4
Entryway:
* Fixed a file conflict with the Vanilla game concerning CD Special Stage 1
One level and One period of burnout done later, the cerv.id map is finished.
Won't be featured as part of the Epic Cup, instead going to be in Cerv.ID when that's done.
TRIUMPH from BIT.TRIP RERUNNER coming soon to cerv.id all-in-one
![]()
Aaaaaaaaanyways:
Changelog:
General:
+ Added subtractive numbers to Aqua Paradise and Heaven Pass in order to improve readability
Aqua Paradise:
* Fixed the secret exit door constantly lowering continuously as long as each CPU passes the finish line.
+ Added more springs to make getting there a bit easier
Nightlit Woods:
* Misc. Texture Fixes
Storm Station:
* Spaced out some dash pads at the first trick jump to prevent it from accidentally sending you past the spring and into the pit.
+ Added pillars to the outside area as a means to improve optimization.
+ Added sneaker panels to the side of the big slope after the corkscrew to help players up after they've been screwed over by a trap placed just after the corkscrew
* If you eat the red spikes, you now respawn at the finish line instead of just before the jump.
* Misc. Texture Fixes
Before I dive deep into the mapping trenches for cerv.id's RR map jam, let's fix some dumbass mistakes I overlooked when developing v1.
Changelog:
Heaven Pass:
* Fixed an issue where the dash springs at the end of the course were too low, causing you to hit the wall and fall to lower places.
* Fixed a rare issue where bumping the left wall on the first shortcut whilst Grown will cause you to be indefinitely launched up in the air until Grow ends.
* Raised the right wall on the first shortcut just in case the new left wall bounces players in an unfortunate direction.
Command Facility:
- Removed the loop
(Welp, the experiment was nice while it lasted, It may also fix the issue of the stage crashing the game on entrance, but if this is not the case, then I'm not sure what's causing it. Grab the .RPT and make an issue on KKD's Gitlab).
- Removed a few more Blue Spheres
* Misc. Texture Fixes
Maybe it'll be soon be time to stop updating these maps and see what new stuff I can make.
Changelog:
General:
+ Staff Ghosts, for almost every stage! Beat them if you can!
+ Added Past
Aqua Paradise Zone:
+ Added a secret warp only accessible in GP.
Hint: On the 2nd lap
Climb the sacred temple
The door will open to those worthy
Mega Aqua Paradise Zone:
* Quickly checked and insured that all pits act as pits (hopefully)
Ante Station Zone:
* Rebalanced the first shortcut to be more viable
* Got rid of a *potential* ultra shortcut
* Slightly redesigned the second shortcut to be closer to the original v!SRB2 stage
* Removed the poles close to the loop and replaced them with walls that deny access to the loop from the very edge. Also doubles as a means to prevent people accidentally skipping the loop
+ Added horizontal springs just before the loop to both serve as a movement option *and* make trapping the loop less viable
* Made one of the last shortcuts easier to traverse whilst still giving the same benefits as before
* Lowered a slope on the hardclimb slalom to make the rings a more viable option
! Unfortunately the portals aren't coming back until HWR2 becomes a thing in later versions for various reasons. Mostly graphical epilepsy related.
Heaven Pass Zone:
* Adjusted some misaligned textures
* Made the first sneaker panel more visible
* Adjusted the items at the halfpipe, replaced orbis/jawz with sneakers
* Lowered the position of the Sink and Pogo Spring
+ Readjusted some minimap markers with a new minimap to boot
+ Partially readded the Easter Egg
! For those of you familiar with the old easter egg, it had to be nerfed thanks to Console_Execute likely having more restrictions than before. (probs for good reason since console scripts can fuck up ones cfg)
+ Added a new sneaker-only path to the trick spring section
* Added some endcut prevention?
Nightlit Woods Zone:
* Fixed an issue where you can spindash into a rogue slope in order to launch yourself over a cliff, skipping the second tripwire
* Added extra signage to the top part of the lake
* Moved a dashpad at the bottom part of the lake
* Restored some cliff details from the Kart version of the pack
(Sector detail doesn't play too nice with this engine so lmk if the new visuals lag the game for you.)
* Misc. texture fixes
Storm Station:
* Reduced the speed at the trick spring section for more consistency
* Lowered/Added some signs at the first low gravity section
* Moved the second shortcut closer to the U-turn to better signpost it
* Slightly increased the width of the second horseshoe turn
* Slightly decreased the length of the third horseshoe turn after the corkscrew
* Added a pole among other things at the third horseshoe turn to improve visibility
* Added a low LOD texture for the spikes for those not playing on Infinite Draw Distance
* Said spikes are red now too, to signify that they instantly kill you
* Done some misc. skybox fixes for the Encore Palette
Changelog:
Storm Station:
* Quick hotfix for a few missing pits again