Surprisingly not related to the new map
Changelog:
Triumph (Battle):
* Fixed an issue where an invisible tripwire blocks a passageway to some items. Again.
* Fixed an issue where you could go into the race portion of the map by launching off the quarter pipe with enough speed/blue sphere meter.
Fresh off of the cerv.id presses (cause Eternal Highway was causing me Eternal Headaches), here comes Network Coast from Spark the Electric Jester! Complete with redrawn higher-res editions of its og spritework.
A simple stage made to take a break from making semi-technical tracks. You'll race across glittering beaches, high cliffs, and hopefully not smack into the wall after the loop.
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oh yeah some other balancing things happened too
Changelog:
General:
+ Added Network Coast
+ To prepare for 2.5's offroad changes, light-offroad has been added to both Sand Ravine and Mega Nightlit Woods
Aqua Paradise 1:
* Changed the angle of the dash rings on the shortcut and shortcut-shortcut to face downwards and made them a bit stronger.
Ante Station:
+ Added an escape mechanism for those who got respawned through the loop
* Got rid of the RespawnPlayer sectors surrounding the loop and replaced them with DeathPits or BlockPlayer linedefs
* Adjusted some dash rings at the third shortcut
Storm Station:
* Adjusted some respawn planes to hopefully fix a softlock where entering one of them while going through the corkscrew will hold you in place
Sand Valley:
* Fixed Sand Valley's lighting being fucking missing since v1.4 LMAO
Impetus:
* Replaced the 6x superring with ringboxes to better balance the cut
* Raised the music vol a bit
i am so tired of these hotfixes man
Changelog:
Heaven Pass:
* Fixed an issue where the invis death plane was creating an invisible wall that prevented ppl from actually playing the stage
Impetus:
* Added BlockPlayers linedefs to the final few jumps to prevent unlucky hits sending you to the back half the stage
HI I'M SORRY FOR LEAVING A RESYNCH ON NIGHTLIT WOODS FOR SO LONG LMAO
things in my life are kinda heating up between other projects (Keep an eye out for Prism Pak !!) and l i f e but the next map for the epic cup is on the way and will hopefully be done-ish soon
Changelog:
Ante-Station:
* Added some death planes besides the double spiral
Heaven Pass:
* Added some respawn planes beside the final decorative floating island & the first shortcut to prevent exploits
* Added death planes on the first spiral
Nightlit Woods:
* Fixed a typo in the ACS script causing the Endcut Prevention Tech to resynch the server
* Made one of the final tripwires non-extending to improve readability
Storm Station:
* Added a barrier to the final U-turn to prevent bots from getting stuck on the corkscrew at G3
Sand Valley:
* Fixed both invis respawn planes not respawning you
* Added invis walls to the second half pipe jump to make navigation easier in G3
* Fixed an issue with the second half pipe jump not putting you in Acid Drop mode
* Fixed one of the invis respawn planes on the top layer also not respawning you
* Closed off a potential memecut that takes you through the Sink location
Remember that cerv.id entry I made last year?
The one based off of BIT.TRIP RERUNNER?
I updated it for 2.4 and included it in the latest ver. of the Epic Cup
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It's a simultaneous Race AND Battle map, so you could use it in all available gamemodes except Special.
Also, as a bonus, the OTHER BIT.TRIP rep I made is also here.
Originally made for Kart, it was nearly finished until a certain other Kart racer came out just as I was finishing it.
And so, it sat in limbo until I decided to bring it forward into the RR era.
Here's Impetus, also from BIT.TRIP RERUNNER.
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It may be a bit small, due to its Kart origins, but all the necessary edits for RR compatibility have been made among other things
anyways changelog:
General:
+ Added Triumph
+ Added Impetus
Sand Valley:
* Added invis respawn planes to both halfpipes
* Added more invis respawn planes to every mountain range that isn't the road
* Added the "Don't Bump" flag to every sand wall in the area (WHY DID I FORGET TO DO THIS LMAO)
* Adjusted geometry in the same section to prevent unfair pitfalls
* Readjusted a Tripwire and some geometry to prevent people from getting stuck
* Added pity dash pads on the sides of the last set of hills to minimize getting stuck in the offroad
* Very slightly reined in the invis respawn wall surrounding the track on the top layer
Triumph (Race) (CHANGELOG SINCE CERV.ID):
+ Lap count has been raised from 2 to 3
+ Added 2.4 compatibility in the form of (a) star post
* Much of the race portion has been revamped to be faster
* The first yellow down trick is now a boosted up trick
* The first two tripwires have had their placements adjusted
* The dash rings in the first tripwire has been adjusted
* The offroad in front of the second tripwire is removed and fences have been added
* The platforming section has been revamped to make the bottom faster (and the top path have better items)
* Increased the scale on a lot of item capsules
* Revamped the last section to be significantly faster
* Bots now prefer to avoid the spring pits (though they will still attempt to trick if they fall in)
* The first tripwire has been made a non-extending one to prevent issues with the Battle portion
* The ModeUp texture has been removed, you'll now Mode Up at the star post and finish line
+ Added a KKD medal to the stage, see if you can get to it :^)
+ Added custom finish and results music.
Triumph (Battle):
* Revamped the Mode Up timing to better match the default time limit
* Significantly reduced the colormap intensity on the lake to improve visibility
I'm surprised Sand Valley didn't completely implode yet
Changelog:
Nightlit Woods Zone:
* Fixed a typo in the ACS causing resyncs on servers
Sand Valley Zone:
* Adjusted the first tripwire to prevent jankpoints
* Adjusted the last tripwire and terrain surrounding it to potentially reduce "stuck-in-the-corner" moments
* Changed the blendmode on locked out tripwires from additive to reverse subtractive to improve visibility in both the normal and encore variants of the stage.
* Improved lighting at the pit and updated the level select pic to match
* Misc. Texture Fixes
Before the new year's out, here's a strangely familiar looking level
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Yep, It's Sand Valley from SRB2Kart! Pretty much me throwing my own hat into the Kart port thing, utilizing the og. layout as a base and putting my own spin on it.
Other than that:
Changelog:
General:
+ Added Sand Valley Zone
* Fixed the animations of each shut down tripwire
Battlesphere:
* Fixed an issue where you can clip through the left facing wall in the loop
* Fixed an issue where the winning FOF visual can eventually disappear if enough ppl enter the 3rd lap
Aqua Paradise 2:
* Fixed an issue where APZ2 can appear on the voting screen in Duels
* Fixed an erroneous slimetrail in the middle of the second part
* Misc. texture fixes
Changelog:
General:
- 2.3 version removed
Thank you very much for playing, but it no longer makes sense to maintain the old ver. now that 2.4 is the main version.
+ NEW STAFF GHOSTS
Special Thanks to Alexu27, BeekeeperNoah, DanielDapple, Hope, Kosmo, KristianH, Mayo, StarCannon, Vyltox, WarAnvil, Yoshi, & Yuniki for their times!
Thanks to them there are now literally over 90 ghosts in this pack to challenge against!
+ Stage Specific Invincibility themes have been added to Heaven Pass & Storm Station
+ Stage Specific Result & Intermission themes have been added to Heaven Pass, Storm Station, & Battlesphere
* Readjusted many tripwires across the entire pack in response to the new tripwire changes made in RC7 up to Final
Aqua Paradise 1:
- Removed the offroad at the first tripwire
* Adjusted the tripwire visuals at the other tripwire
* Adjusted the ringboxes in the top path for slightly better visibility
Ante-Station:
* Raised the medal so it's more visible
* Misc. geometry fixes
Heaven Pass:
* Permanently raised one of the last islands to prevent an exploit.
Nightlit Woods:
* Added signs at the lake area for better signposting
Storm Station:
* Increased the size of the ringboxes at the halfpipe section.
+ New sign at the gravity section
* Misc. Geometry Adjustments
Battlesphere:
* Added some invisible barriers to stop exploits
* Adjusted the placement of certain item capsules
* Adjusted Loop Gates to *hopefully* prevent some softlocks/worse
* Fixed an issue where the bottom dash pad can shoot you against the wall
* Misc. Geometry Adjustments
Aqua Paradise 2:
- Removed the first shortcut as it is currently impossible to take with current mechanics
Command Facility:
* Moved the Overtime Kiosk to the relative center of the map to *hopefully* fix an issue where the barrier would spawn at the wrong size
i can't believe you've done this
Changelog:
Nightlit Woods:
* Fixed an issue with infinite-height tripwires at the waterskimming section
* Fixed a similar issue with one of the new tripwires at the same section
Sorry for making hotfix after hotfix, I swear I'm not usually this dumb.
Changelog:
Nightlit Woods:
*Fixed Mega Nightlit Woods being in place of Regular Nightlit Woods