BlueTorch's Cups

BlueTorch's Cups v1.1

BlueTorch

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BlueTorch submitted a new resource:

BlueTorch's Cups - Ring Racers maps made in my free time.

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Ring Racers Maps made in my free time.

Cups included: (Currently one for now.)

View attachment 149368Torch Cup - 6 Maps Total
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Beachside Drive Zone

My first Ring Racer Map. Taking place on a washed-up beach.

Music - Sparkling Shore
By Karl Brueggemann

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Island Lake 1

A simple battle map that takes place in...

Read more about this resource...
 
BlueTorch updated BlueTorch's Cups with a new update entry:

Update - Sealed Star Changes and File Name Update

Hello! Other than the special stages, not much has changed in this version. The Encore remaps will be included in the next update.

Change Log:

  • Velocity's UFO has speed changes to help with difficulty refining.
  • The rocket sneaker's timer refills to make the special stage more streamlined.
The File Name now has proper tags.


That's everything important in the update.

If anything seems to go wrong, let me know!

Read the rest of this update entry...
 
Oh, It slipped my mind so I forgot to mention it in my review, but Storm Shore has its deathpits way too far down. If you get tumbled off-track, that's a lot of extra time spent falling. The deathpits absolutely should not be so far below the track.
 
I gave this cup a try, and I wanted to bring up the things that stood out to me during that experience:


Beachside Drive has a pretty serious routing oversight: powerful boost items like Rocket Sneakers and Invincibility let players cut across the water, skipping the roundabout route and going straight to the blue ring that takes them further into the track. However, because a checkpoint lies on the route they skipped, the game interprets this as them having gone off-course and will warp them back to the checkpoint they missed after a few seconds. See attached for a demonstration.
I don't mind this route being impossible, since it feels pretty powerful, but there's nothing to telegraph that it's not the intended route. I would look into adding some sort of barrier to the surface of the water to block players from taking this route.

Winter Forest didn't have anything quite so glaring. I like the loop into a big slope that essentially forces players to eat all their Rings in order to go up it. Unfortunately, aside from that setpiece, a lot of the rest of the course feels pretty samey (Track width, turn sharpness, ring placement, etc. is pretty consistent throughout). Coupled with its long runtime (My run of the course in Gear 2 took nearly 4 minutes, when most vanilla courses are half that!), it does start to overstay its welcome. A band-aid fix for this would be to reduce its lap count to 2, but it's definitely worth considering ways you could truncate or vary up the course's design.

And Storm Shore is...actually pretty good! While it's definitely comparable in length to Winter Forest, I find the course design is more varied to a point where I don't mind. The only thing I'd consider changing is reducing the number of rings given by the first few ring boxes in the course (From 35 to like 15), or moving some of them in places that are more out of the way or riskier to grab (Inside or right behind a patch of spikes, for instance). Right now, it feels like a frontrunner could rather easily drive a line to pick up most or all of them, and a payout like that feels like it'd be disproportionately rewarding someone who's already winning.

And...that's all the advice I have for the race courses. Velocity was fun. Don't have much to say about the Inland Lake duo because I didn't test them in an actual battle environment and there just isn't much to say for playing Prison Break on them.
I hope this helps you improve your courses in the future!
 

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