PSA for anyone if you plan on having alternative paths for your Ring Racer map

CrayFray

Member
Hi, I've been recently working on a custom cup and its coming along very good so far. I would like to share a personal note for alternative pathways within custom made tracks, as barely any vanilla map from Ring Racer is utilizing them except for Mega Scrap Brain.

I've been rangling with a custom made map that looks like this.
2024-05-29 10_24_27-PZZ_NoiseTVStudio.wad (WADNAME) - Ultimate Doom Builder v3.0 (64-bit).png


In short, my intention for this map was for Lap 2 to make the racers take a completely new, quite lengthy section that you speed through. You can see it at the very top, and it also looking comedically larger than the rest of this map.
The problem is whenever I switched around waypoints to introduce this new path, the pathfinding would break completely and stop at the finish line waypoint. It wouldn't recongize the waypoint ahead as valid.

2024-05-29 09_51_12-PZZ_NoiseTVStudio.wad (WADNAME) - Ultimate Doom Builder v3.0 (64-bit).png


In contrast, here is a half section also getting introduced in Lap 2. This one here works completely fine, but as you can see it is much shorter and only has 7 waypoints attached to its name.

Through extensive troubleshooting with these 2 sections yesterday, I was able to pinpoint down why the pathfinding broke. The game simply was unable to process so many waypoints at once. This means sadly I have to cut out the entire upper section. It is not all bad news though, as the alternative path has ideas I can also apply inside the Lap 1 section. A possible workaround for this problem is to introduce the waypoints through individual sectors gradually, but I am too tired to test it out.

TLDR: Alternative paths are possible, but make sure they are not too long, otherwise pathfinding will peace out.
 
You could try disabling the waypoints on the alternative laps with ACS similar to what's done in some vanilla maps like in chrome gadget and see if it still causes issues.
 
I have tried it, sadly still no luck. I don't think the game can handle this much. for now I have found a workaround by splitting the path in the middle, and it seems to consistently work now. Not the best, but it's the best I could come up with.
 
This is the main thing holding me off from wanting to really dig into map creation for RR right now; there's undeniably a lot more we can do with the new tools provided to us but it will undeniably be an uphill battle for the first few months as we wait for proper documentation on everything.

Map looks sick though, crazy what UDMF has been able to do for SRB2 and RR maps
 
Yeah, I fully expected this to happen so I don't have much beef with having to fix and throw myself against this map this much. Also good news, after some more testing the alternative path in Lap 2 can stay with the aforementioned restriction of barricading off one side at the start.
 
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