DoshPak

DoshPak 3.1

A bit disappointed its separated but its probably to save room too right!? Anyways, I *really* hope to see more added to this pack. Greatly appreciate your work! (Other map pack additions is insanely good btw)
 
A bit disappointed its separated but its probably to save room too right!? Anyways, I *really* hope to see more added to this pack. Greatly appreciate your work! (Other map pack additions is insanely good btw)
It was, yes.

And don't worry. I got more for him. hehehehehehe...
 
Diggle updated DoshPak with a new update entry:

DoshPak 1.2

- Mushroom Peaks -
- Mushrooms should now be appropriately "boing"-y again. Minimap has been restored, along with a few other missing stuff being re-added.

General:
- Fixed an issue with context tags not detecting the newest version of slipstream correctly. Also, I had somehow left the debug text on... coulda sworn I'd disabled that.

Read the rest of this update entry...
 
Diggle updated DoshPak with a new update entry:

DoshPak v2.2 - dkr cup done, it's finally complete, the one piece is real

New maps:
- DKR Crescent Island
- DKR Star City

Updates:
- General
Lots of small visual glitches only visible in software have been fixed.

- DKR Jungle Falls
Fixed a softlock spot and changed the sand flat used throughout the map.

- DKR Haunted Woods
Fountain no longer has slope physics. Springs have been placed in the fountain so you can still do acro stuff. Also changed the encore palette a bit.

Read the rest of this update entry...
 
So, the tracks are solid, it's definitely fun to revisit DKR tracks from my childhood. However, in regards to Mushroom Spires (which is probably the best track in your pack besides this), why use the 'free air control' instead of just having red spring effects on them? It makes all the airtime on the course feel strange compared to several years of the game's physics up until now and I'm not quite sure what it's meant to be solving.

Looking forward to seeing your new courses!
 
A personal gripe that I had with Jungle Falls on encore mode is that it was a missed opportunity to use the DS version of the song while having it rain and stuff. Despite this, the tracks, especially the new ones, are a blast to play. Hope to see more tracks in the future!
 
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Haven't experimented much with this, but this error seems to appear on the console if you try to respawn while in spectator mode. Using the respawn from KMP v1.5.
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The error also appears if you play non-doshpak maps

I'll edit this post if there's other indicators.
 
It Appears spawns are also still broken in v2.3
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Not only were the spawns broken, it gave an incredible loud stacked noise of "going the wrong way" when the map was loaded. It seems not everyone is on top of each other like 2.2 though, but I am for example on the top of "Blaze" and I believe there were a couple more stacked up.
 
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There appears to be an asset conflict with this pack's Frosty Village and Digpack's Tower of Fate, turning the former's Christmas trees into the latter's lava cauldrons and vice versa depending on when they're loaded into the server.
 
Is it intended for the thwomps in your remake to be much longer on the ground than the vanilla thwomps in BC3? Based on my own experience and users in my room they find it a bit too long on the ground, and especially puts muscle memories from the vanilla versions completely off due to it.

Also, this is more nitpicky, but in vanilla BC3 the thwomps do not go down yet until lap 2

Besides the sometimes unpredictable nature of the fireballs this is a very cool and amazing re-imagining :)
 

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