cerv.id Classic Pack

cerv.id Classic Pack WP v1.1

Eldog

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Eldog submitted a new resource:

cerv.id Classic Pack - All-In-One!

Introducing the cerv.id Classic!​

In this month-long, collaborative map jam, new and veteran mappers alike are asked to make a map fitting the jam's theme!

The first release of this pack includes 24 maps from the "All-In-One" jam! Each of these maps can be enjoyed in both Race, Battle, and Prisons!

For details on the All-In-One jam's rules and restrictions, visit the rules page...

Read more about this resource...
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Hello judges.... This pack is really fucking big. I am so sorry in advance. I will also likely update the description with proper images and markdown at a later date, if that influences anything.
 
Awesome! Every single course in this pack is a banger so far. I did find some issues with Speed Highway Act 2, though.

When played in Dynamite Derby, the main road doesn't properly open up at the end to let players complete a lap; you'd have to take a nearby dash ring to do so (first clip). There are actually a bunch of dash rings throughout the map (clip 2) that are meant to be used during battle/prison mode that can obstruct some race course features.
 

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  • ringracers0038.webm
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  • ringracers0036.webm
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I went ahead and combed through the rest of the stages here for my aforementioned issue, and it happens on Triumph, too.
 

Attachments

  • ringracers0039.webm
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I went ahead and combed through the rest of the stages here for my aforementioned issue, and it happens on Triumph, too.
the reason this is happening is because you're playing Dynamite Derby, which is a custom game mode. The cervid.id maps use ACS to detect whether the game mode is Race or Battle, and changes the map accordingly. However, because Dynamite Derby is neither Race nor Battle, things start to break.
 
while i think the idea of a thin road to keep you on your toes is a neat concept, the way hallways executes it is egregious

also the ai is BRUTAL on speed highway 2. i may just have a skill issue but i couldn't breathe at any point even at lvl1, something that doesn't happen with alot of tracks in basegame and even a good chunk of this pack
 
while i think the idea of a thin road to keep you on your toes is a neat concept, the way hallways executes it is egregious

also the ai is BRUTAL on speed highway 2. i may just have a skill issue but i couldn't breathe at any point even at lvl1, something that doesn't happen with alot of tracks in basegame and even a good chunk of this pack

It's just a meme map and it should be removed from the pack (or fixed to be playable).
 
CPU players often do not trick correctly in Hallways.
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Party Phase is super chaos with what can happen on this level, but I have noticed a fair share of issues with this level.

Might need a death pit here.
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(?) A rendering bug with spaces may sometimes happen.
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If the player drives over a Chance Time space while Chance Time is running or has just finished, the space will have no effect and the text for the effect that last took place will be displayed rather than saying that Chance Time is not available and then falling back to a green space event (it does do so properly at 2 players or less).
chancetimeeffect.png


Ring Drain (Tax Day) will never put or keep the player in ring debt. If the player is already in ring debt, it will put the player out of ring debt. Also, the Chance Time roulette overlaps with the space effect display if both are shown at the same time.
ringdraindebt.png

One last thing I do like about the Chance Time is each letter of the "Press ITEM to proceed..." text vibrating up and down until the roulette is stopped or displaying the player who initiated the roulette.
 
In Party Phase, any boss health bars shown obstruct the player's score counter and part of their Sphere Gauge during Battle, and since these bars remain even after the player finishes in Race or the round ends in Battle, they obstruct the number that indicates the time left for the remaining players to finish the race, and all post-race/post-battle UI elements that appear on-screen.
bosshpbars.png

I should possibly suggest that the length of the boss health bars be reduced, and that these be hidden after the player finishes the round.

Also in Party Phase, if too many bosses spawn in, the health bars shown can even obstruct the entire screen.
ringracers6936.png

Maybe also put a cap on how many bosses can be spawned in at any one time?

In addition, there are some levels that when played in Battle, may have some players be put into a position where they will inevitably lose a bumper before the battle starts. These levels should have their Battle Start positions checked and fixed.
 
I had noticed issues with some of the courses in the Act 1 + Act 2 pack.

In Marisa Land 2, CPU players might not attempt to use the lower route if they mess up while bouncing in this "Mushroom Gorge" portion during the final section of the track.
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Not sure what happened here...
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(A player may still be in a Moon Panel jump state during respawn)

In Rainbow Sky 1, crossing the starting line via light-snake from Ring Shooter might not register. Going backwards across the start line and then forwards will correct the player's lap counter (though with a great loss of time), but CPU players do not do this, resulting in them being unable to finish the race.
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In Fissure Fallout 1, five Ring Capsules at the final stretch of the course are placed slightly too high which causes players not under Grow to bypass them.
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Expanding a bit, as I found more issues with two courses in the Act 1 + Act 2 pack.
(Ignore the "/5" part on the bottom-left; numlaps 5 cheat was used)

In Marisa Land 2 and Fissure Fallout 1, exploding and respawning in certain spots of the courses may cause a player's "distance to finish" to be zero for a brief moment, and the player will be listed as 1st during that time (unless someone is on a later "lap"). If an Item Box is broken during this "brief moment", it will either only contain "close to leader" items or "forced SPB" / "strong catch-up" item(s), depending on if there is an opponent on a later "lap" than the player.

This spot in Marisa Land 2 may sometimes trigger this bug:
ringracers2892.png

In addition, this waypoint should be considered no-respawn as it results in repeated tripwire pass failures followed by another respawn (if the player drops to -20 rings on the first respawn, they explode before the proper respawn occurs). Furthermore, this tripwire should not be considered "infinite height".

EDIT: Further investigation determines that this bug usually happens if the respawn happens to drop the player under the tripwire, causing the game to count as "being crushed" once the improper respawn ends, resulting in exploding before a proper respawn.
ringracers0170.gif


These two spots in Fissure Fallout 1 may sometimes trigger this bug:
ringracers2885.png
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EDIT 2: More issues found with the same courses.

Bizarre softlock bug involving a CPU on Marisa Land 2:
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Lap counter bug on Marisa Land 2 (renders race unfinishable):
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I thought the game was going to crash when the player got NO CONTEST'd at the tripwire on Marisa Land 2 (it was repeatedly playing the "tripwire attempt fail" sound during NO CONTEST):
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There is also an issue in Fissure Fallout 1 where using the Ring Shooter at the start area may result in the start-line cross not registering and thus being unable to finish the race.
 
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I raised the deathpit height for the MB release of Sky Sanctuary Arena and forgot to change the prison heights too so theyre unreachable. Im die

(fix is attached)
 

Attachments

  • cervid2SkySancArena_FINAL_MB_RELEASE.pk3
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Noting another issue in a course on the Act 1 + Act 2 pack.
Normally, a true death respawn happens after 3.5 seconds. However, the respawn seems to be delayed further if hitlag occurs during the death animation (triggering the tripwire fail state during the death animation still produces hitlag), which is what happened in Marisa Land 2:
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(in this case however, the delay happened for too long that a time over occurred before the true death respawn could actually happen)

EDIT: Better version, this time without getting a time over.
ringracers0273.gif
 
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Adding more issues with the Act 1 + Act 2 pack.
The following courses lack checkpoints and need them (parentheses indicate the suggested number of checkpoints to be placed):
  • Marisa Land 1 (3)
  • Marisa Land 2 (5; lap count should also be set to 1)
  • Black Comet 2 (3)
  • Scarlet Gardens 2 (2)
  • Moonlit Sentinel 2 (3)
  • Dreamy Treeway 1 (1)
  • AquaPoint 1 (1)
  • Fissure Fallout 1 (5; lap count should also be set to 1)
  • Fissure Fallout 2 (3)
  • Dreamy Treeway 2 (2)
  • Frozen Production 2 (3)
  • Hardlight Lab 1 (2)
  • Spring Stadium 2 (4)
  • Infected Shrine 2 (4)
Rainbow Sky 1 already has checkpoints, but with 3 "laps" in a sprint course, messes up EXP scoring as it expects 3 checkpoints per "lap" instead of 1.
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It also messes up Mobiums calculation as well, as the finish line makes up 11/16 of the rating change and getting a DNF results in huge rating loss.

Rainbow Sky 3 might either need an invisible ceiling or a death pit's height raised:
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AquaPoint 1 has an issue with bots attempting to use Ring Shooter on an uphill:
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This part of Frozen Production 2 might need some changes in relation to the SPB:
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A death pit in Hardlight Lab 1 is instead an insta-kill:
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In Spring Stadium 2, bots can put themselves into an indefinite respawn (this bug also can happen with Marisa Land 2; see the 17th post on this page):
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In Aeropolis 2, there is no music for the last two laps of the race. There is also an issue with waypoints just before the finish line:
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EDIT: Moonlit Sentinel 2 has three bad respawn points.
ringracers0413.gif
 
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