Low Voltage Maps

Low Voltage Maps 0.1.3

PencilVoid

Circuit Enthusiast
PencilVoid submitted a new resource:

Low Voltage Maps - Eclectic map(s)

Low Voltage Maps
is a collection of maps I have made for Ring Racers. Currently there is only one map; the map pack will be expanded as I create more.


Track list


Fume Cup

Cold Zone


Cold Zone is a race map adapted from its SRB2 counterpart. It features tricks, winding turns, and spike balls threatening to smash uncareful racers.

[ATTACH type="full" width="320px"...

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PencilVoid updated Low Voltage Maps with a new update entry:

Version 0.1.1

Cold Zone
  • New skybox feature
  • Tweaked placement of some item capsules
  • Buffed cave opening tripwire shortcut
  • Replaced sneaker item capsules on water cave tripwire shortcut with a ring box
  • Removed tripwire before the third dash ring on water cave tripwire shortcut
  • Prevent skips discovered by @UnBigO
  • Remove offroad on outdoor tripwire shortcut
  • Tweak appearance of finish line
  • Tweak waypoints to avoid awkward respawns and bots driving...

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PencilVoid updated Low Voltage Maps with a new update entry:

Version 0.1.2

Cold Zone
  • New area for position
    • Try a triangle dash for a headstart!
  • New skybox for cave area
  • Tweaks to the underwater and cave areas for smoother driving and easier lines
  • New staff ghosts
  • General aesthetic improvements + new textures
  • Replaced ring capsules on tripwire routes with ring roulette boxes
  • Removed a secret
  • Removed...

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i think the respawn points are way too far apart
 
i think the respawn points are way too far apart
I as the mapper have quite little control over where players respawn. All I can do is prevent you from respawning at waypoints that are in a shortcut or suspended over a pit. The rest is determined by the game's own logic.

There is a known issue where if you trigger a respawn around the entrance to the cave area you will be sent very far back, depending on how you traverse it. This is caused by an intentional aspect of respawn logic being a bit overzealous. In areas where you spend little time on the ground, the waypoints there pretty much don't count, and as such you won't respawn at them. I'm told this is to prevent cheese with the Bubble Shield. Cold Zone features quite a few jumps, so it's possible this issue is occuring all over the map. Unfortunately there's nothing I can do about it since it's caused by the game's own logic.
 
PencilVoid updated Low Voltage Maps with a new update entry:

Version 0.1.3

Cold Zone
  • Tweaked cave tripwire route; failing the second speed check is more forgiving
    • Let me know your thoughts on this!! I'm not entirely sure on how it affects the map's balance and it needs some field testing.
  • Fixed certain textures using incorrect colours in encore mode
  • Prevented outdoors skybarrel appearing inside the cave when skyboxes are disabled
  • Player start adjustments
    • Rather than filling in from north to south, players fill...

Read the rest of this update entry...
 
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