FrostMaps (Techno Base, Lava Shelter and Asteroid Coaster added!)

FrostMaps (Techno Base, Lava Shelter and Asteroid Coaster added!) 6.0

Quite good maps, very similar to the official ones. I didn't really like Ice Paradise 2 because of the many potholes and narrow roads.

Rings with different heights.

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Curved textures

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Bug in Hot Crater causes lap to not count, which prevents a player from finishing the race:
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Is it possible that the game thought the player was briefly at this portion of the course as far as waypoints are concerned?
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Apparently, the "big waypoint jump" state (when triggered) must last for at least 3 seconds and during that time, crossing the finish line will not count a lap.

EDIT: I think this should be considered a "death pit":
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EDIT 2: For the waypoint thing that I was saying about earlier that can prevent a lap count, turns out that affects the Self-Propelled Bomb's pathfinding as well if it's not in "chase" and imposing ring lock on any player...
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Expanding on the previous post to include more issues with Hot Crater.

There are occasional issues with "distance to finish" for all players freezing which may cause player positions to freeze, the anti-grief handler to set off randomly in online games, CPU players to try to use Ring Shooter when actually making proper progress, and a player to be listed as 1st for a moment if they explode and respawn.
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Furthermore, if a player's "distance to finish" is zero for long enough so that it remains at that value when they touch the ground from respawning after exploding, it triggers a "big waypoint jump" and a "Press (button) to respawn" message.
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(Due to issues with this course, the message may appear but auto-respawn does not happen and/or pressing the respawn button when prompted does not actually trigger a respawn)

In addition, this should also be considered a death pit:
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Finally, using Ring Shooter at the starting line may result in the start-line cross not registering, resulting in unable to finish the race:
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v2.4 also introduces two more issues...
  • You cannot listen to Hot Crater's level music in Stereo Mode if the base-game Hot Crater level is not unlocked yet.
  • The Hot Crater music used in this level pack will be played in the base-game Hot Crater level when this level pack is loaded.
This is because the music lump name in this Hot Crater is the same as the music lump name in the base-game Hot Crater, meaning the former map's music overwrites the latter map's music if this add-on is loaded.
 
FrostBrush updated FrostMaps (Death Ruins added!) with a new update entry:

Sky Canyon added + 2.4 compatibility

Heya, it's update time again!

This update brings over the Sky Canyon map i made originally for srb2kart, now updated for Ring Racers!
Out all of the maps based on Advance 2, Sky Canyon has seen the most changes from it's original version and is overall more tougher to race on.

Besides that because v2.4 is finally released, this update adds checkpoints for every other map in this pack and some additional changes (full details on change log).

Leaf Forest:

- Added...

Read the rest of this update entry...
 
It seems this was already pointed out but not fixed in the recent update, so just a reminder that the music for this mod's Hot Crater Zone overwrites the music for base game Hot Crater Zone. You should rename the relevant lump in your mod.
 
Death Ruins feels great in 2.4 and Sky Canyon is yet another banger. The layout's great, but I have a few points of critique for its signage / direction:

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I would strongly recommend putting a small ledge to block off the exit from the tripwire shortcut; the steep dropoff of the ramp along the main path really leads to it looking like the intended path is to go left up to the back end of the tripwire.


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This trick indicator sign is clipping into the wall and it is also obfuscated by the clouds - pulling it forward and raising it up juuuust a little bit would make it easier to see the sign.
 
In Hot Crater 2, there are still problems with distance to finish for all players freezing causing issues with anything that relies on anti-grief detection (e.g. CPU to use Ring Shooter, the "Get moving!" message, human players to be put to a spectator).

There are two extra finish lines placed on the minimap on the second and fourth checkpoints, despite no longer counting as a "lap".
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There is still the issue of using the Ring Shooter at the start area preventing the start-line cross from registering, resulting in the race being unfinishable. (CPU players no longer move or try to do Ring Shooter if they cross the finish line and it does not count as finishing the race.)
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not sure if this was discovered or not, but there's a skip on Ice Paradise 2 that, though a bit precise, can be done consistently and skips a huge turn on the map, it ain't major, but something to look into.
 

Attachments

  • ringracers0028.webm
    9.5 MB
About the Hot Crater 2 "distance to finish" freeze bug...

It seems that this bug occurs while the right ramps in this area of the course are raised (and are yellow instead of red):
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Via the player positions bug that affects team scores (watch the value that indicates the orange team's score at the top-right):
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While it reads 2, the "distance to finish" freeze bug is in effect. Once it changes to 26 or 28, the bug is no longer in effect.
 
Played Hot Crater 2 tonight online and ran into an odd issue with the waypoints; I must have somehow missed a critical checkpoint somewhere on the track because I got the idle/backwards driving warning despite following the path. I've played HC2 plenty and never bumped into this until now. I do have a replay that I can pop open later to check out, but I wanted to make a note of it in the meantime. It looks like the above posts mention this a bit, but I wanted to chime in myself.

Another player was complaining about getting "stuck on the loop" at Death Ruins but I didn't catch it nor did I fully understand; I told them to save their own replay so maybe they'll come through later.

As much as I adore this map pack overall, the janky current design of Sky Canyon and some of these bugs are making me think I may pull these tracks from my server until an update drops.
 
Played Hot Crater 2 tonight online and ran into an odd issue with the waypoints; I must have somehow missed a critical checkpoint somewhere on the track because I got the idle/backwards driving warning despite following the path.
It is actually caused by distance to finish freezing due to the ramps rising up and down. v2.4 allows distancetofinish to be changed directly, so I tried that in addition to PF_TRUSTWAYPOINTS to avoid a "big waypoint gap" state and uh...
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(This bug is in effect anytime all players are either 1st or 2nd.)

I do have a replay that I can pop open later to check out, but I wanted to make a note of it in the meantime.
I do not think that replay playback displays the "Get moving!" warning.

EDIT: It seems that this "distance to finish" freeze bug stops occurring for that player once they pass through the first ramp.
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FrostBrush updated FrostMaps (Sky Canyon added + 2.4 combatility!) with a new update entry:

Techno Base, Lava Shelter and Asteroid Coaster added!

Heya, it's been a while since last update?

This time, in the map packs biggest update so far, which includes 3 new Race maps:

Techno Base
View attachment 187908
Returning map from advance 2 map pack i made for SRB2Kart, which features similar layout and bridge gimmick, but with more visual flare and added obstacles to make it more challenging.

Lava Shelter

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Map based on level from Shadow the Hedgehog,. A tricky map that...

Read the rest of this update entry...
 
There is still the issue at Hot Crater 2 with distance to finish for all players freezing every 3 seconds for 3 seconds due to the section with the rising up and down ramps.
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(If a player passes a checkpoint during this time, EXP gain depends on the position they were in before the "freeze bug". Once again, when a player passes the problematic section, this issue stops occurring.)

There is a bug with player positions at Lava Shelter when the leader enters the final lap, as distance to finish increases by a moderate amount at once when a player enters the final lap.
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(The leader gets the full EXP gain, but the EXP gain for second place or lower may be less than what it should be and multiple players may only receive last-place EXP gain).
 
The "respawn at starting area" bug at Hot Crater 2 still persists...
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(Basically, that is if a player uses Ring Shooter at the start area and the light-snake crosses the start line but the cross is not recognised due to the start-line cross time thing not popping up and the position number staying white)
 
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