Lunacy Pack

Lunacy Pack v0.4

StellarStardust

Local Neko VTuber
StellarStardust submitted a new resource:

Lunacy Pack - The Lunatic Sequel to Insanity Pack!

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It's back and better than ever before.​


So, remember a map pack in SRB2Kart I made called "Insanity Pack"? Yeah, this is a sequel to that with completely remade maps, both old and new. But this also hosts some followers as well, too.

Stellar Cup​


Egg Garden​

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From Retro Sonic! Drive through the luxurious...

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I have discovered a lot of bugs in the Shivering Night map, with most of them having to do with waypoints and/or respawn points that will often prevent affected CPU players from completing the race.

1. There are some respawn points that respawn players on top of a death pit, and due to how respawns work with CPU players versus human players, it puts CPU players in an infinite respawn loop.
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Some respawn points do not respawn the player above a death pit but in a spot that can stop CPU players from progressing.

2. There is a waypoint at end of the tripwire bridge shortcut on the south end of the map that may have CPU players sometimes attempt to go to this waypoint which just results in a respawn if they happen to end up there. CPU players that respawn at this waypoint will drive the wrong way after respawning, which will just result in another respawn to that same waypoint.
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This waypoint also does not update a player's remaining distance, where another bug can be triggered from this: If a player explodes while at this waypoint and respawns there, their remaining distance gets zeroed out, and thus opponents ahead will be ranked one position lower. Usually during that time, all players will only be given front-runner items. This may also result in earning fewer lap points than expected when finishing a lap while the position bug is in effect.
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3. Game may incorrectly say "wrong way" (the Servant Hand appears) during the downhill section right after the start/finish line.
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4. In two areas, one being the tripwire bridge shortcut on the south end of the map, and the other being the blue springs that launch the player to the finish line, rings are placed in midair. (Is this intended?)
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An issue with bots getting stuck in a certain spot on Shivering Night Zone has made things worse in v2.4...
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This time, only one bot needs to get stuck in a certain spot, and since touching a death pit at -20 rings results in exploding in v2.4, it also results in respawning with distance to finish at zero causing the bug mentioned in this post.
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