Draft Tracks (Ring Racing Edition)

Draft Tracks (Ring Racing Edition) v6.1

Udgey

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Udgey submitted a new resource:

Draft Tracks (Ring Racing Edition) - its got maps i make whenever

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If you've played SRB2Kart, it's possible you've played the original versions of my maps.
This pack is a continuation/revival of that, aiming to bring new maps along with bringing back the old ones. New maps will be added whenever i make them, every map will be in Lost & Found until a full cup's worth is available.

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Udgey updated Draft Tracks (Ring Racing Edition) with a new update entry:

hotfix curse strikes again

- Added geometry at the end to prevent a cut that would miss the first checkpoint, causing the lap to be revoked.
- Pulled back the slide geometry to prevent bonking with active grow in most cases
I don't think i can cover every possible situation here, grow is far stronger in certain cases than i thought, woops.

-
Added gray springs as a failsafe for the second zipper.

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Udgey updated Draft Tracks (Ring Racing Edition) with a new update entry:

V5: The Howling Winds of the Prize

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After many a months of work, Voyager Cup is finally complete, available in Grand Prix mode.​

A handful of a small fixes were given to a few maps towards exploits/ultra-shortcuts. Once again, big thanks to the people over at Atelier Diggle for testing and providing feedback during the making of these.

Keep your eyes peeled.

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If anyone has any idea how to unlock that one random map in the Lost & Found, let me know.
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It seems like unlocking that map is not something I can do on my own. If anyone is looking to solve the mystery of how to unlock the map, you will have your work cut out for you.
 
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Alright, paving the road to the secret track wasn't very fun. But we solved the puzzles to find the map across a couple discord servers.
I won't go into detail of how we discovered how to unlock it, but I will grant a guide on how to unlock the track yourself without the extra history.

You will need to be in Grand Prix mode on at least Gear 2/Intense, or else you will be prevented from moving onto step 5.
  1. Play through the Voyager Cup in GP until you get to Bastion Isle.
  2. You will need to boost over a large gap to get to a hidden door. At the start of the track, there is the row of boosts and one extra panel behind the row that is pointing in the opposite direction of the door's location. Wait for the other racers to get ahead so you can get a Flame Shield (or maybe Rocket Sneaker, haven't gotten the trick with that item) and use it to boost across the respawn pit and enter the door.
  3. Now you will need to throw the 4 orbinauts from the capsule you see into the correct squares in order. Refer to the Step 3 Sequence below for the squares and their order by number. Once you hit them, head forward to the door across the room from where you entered.
  4. Finally you will need to enter "UNDYINGREBORN" using the keyboard within the room to the left. If you hit the wrong keys, press the confirm button and try again. Once you enter the phrase, press the button past the keyboard and get through the dialog.
  5. Enter the door past the button. Then, head up the slope and enter the Castle, all before the CPUs finish their race. Yall better be quick or else you lose a life and restart from step 2.
  6. Now that you are on the map, it's probably just like unlocking the base game's hidden track. Get at least 4th and you will be able to have the track unlocked forever! If you fail, you will lose a life and restart the round again so just keep trying till you get it.
Step 3 Sequence:
[ ][ ][ ][ ][ ][ ][2][ ]
[ ][ ][1][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ]
[3][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][4][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ]
Things I recommend:
Using spectator to find the hidden door that I mention in step 2.​
Practice steps 2-4 in Match Race with Lv 1 CPUs turned on to get a feel for how the steps are done.​

Have Fun! >:)
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I wrote a Postmortem on the hunt for the secret track in case anyone wants to read on how it went.
 
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Good day, and nice collection of tracks! I found an errant respawn plane on Kodachrome Palace. See video attachment.

As for the secret level, it's unable to be played in Dynamite Derby mode. The console tells me it has a TypeofLevel value of 0, which makes it behave like a lobby level, as it does for Test Run (lap count unchanged, no DD elimination timers).
 

Attachments

  • ringracers0042.webm
    2.1 MB
Good day, and nice collection of tracks! I found an errant respawn plane on Kodachrome Palace. See video attachment.

As for the secret level, it's unable to be played in Dynamite Derby mode. The console tells me it has a TypeofLevel value of 0, which makes it behave like a lobby level, as it does for Test Run (lap count unchanged, no DD elimination timers).
You can make a quick soc to set the TypeOfLevel to "Race" and I presume it will work. TypeOfLevel = 0 is to prevent the track from being selectable online, but this changes that.
SOC_DraftTracksSecretOnline.soc:
Level DRTR_HouseOfTheUndying
TypeOfLevel = Race
 
Udgey updated Draft Tracks (Ring Racing Edition) with a new update entry:

v6.1: Two-Four Spit Shine

Hi nothing really new, this is largely a compatibility patch for 2.4 with a few changes and fixes here and there, i"ll get new stuff out eventually lol


- All maps have been checkpointed for version 2.4
- Medals can now be collected in all race maps

- Suspecting raising Snowy Speedpeaks' lap count to 5, for now it remains at 4 laps

- Sunken Remnant's Lap count has been increased to 4

- Fixed some weird death plane jank in Kodachrome Palace

- Fixed a broken slope in Lacustrine Disrepair...

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I tend to do more mappack wide reviews, but wanted to specifically hone in on the position area in Speedy Snowpeaks. I've seen this map a few times from private netgames to more recent fare in community servers, but it's something that's always tripped me up and I wanted to put it out in text.

ringracers0548.png

Based on the natural curving of the road, the red playerstarts and the position of said playerstarts, the assumption is to go forward. While this is a possible route, it's not actually the safe path - you can just go down to the right to get to the area. This is not signed at all because the slope is too steep - it looks like a pit here.

If the player drives forward, they're met with this:

ringracers0549.png

Unfortunately I don't think your signage is really sufficient here - there is too much from afar creating visual overload, and up-close, your Ark Arrows are not visible from ground level. The Shuffle Square no-pass fences don't read as well from this far away. I'm guessing the intention was to make the texture for the welcome sign visible?

The actual safezone of what's okay to drop down from is a bit vague as well. There are two SE Ark Arrows, but one of them is pointing to what's actually a bottomless pit:


It's just too blind for what I think might be the intention. The right path feels more like a track knowledge check that borders a bit too close to being a gotcha because rather than missing out on a sneaker or something you're faulting them on a map that doesn't have terribly strong catchup as-is.

I think you should likely make the forwards path more forgiving, and a bit more apparent with physical walls instead of relying on the midtexture fences, or just move to making the right path the one you're point towards initially and the upper path an option for if you want to be a bit cheeky and try to snipe first blood from up top. I love involved, nontraditional position layouts - I'm responsible for some of the more notorious ones in the base game - but I think this one's just a little too obtuse and could benefit from some adjustments.
 
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