SPINDASHPAK: RE-PAK

SPINDASHPAK: RE-PAK 1.5

Mayo.

Anime in my kart racer? Why not!!
2024 Collaborator
Mayo. submitted a new resource:

SPINDASHPAK: RE-PAK Demo - Just a demo...

Just a demo of an upcoming story mode addon im making currently, this only has one map (due to it being a demo)

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[Also, this includes a extra WAD file that has a soc that makes the map 4 laps.]

Read more about this resource...
 
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These orange-yellow mesh bits seem to have a habit of just sinking certain characters, due to the slight dip caused after losing the boost effect while hydroplaning. Consistently got knocked underneath this one in particular as a 6-speed on Gear 2 despite lining it up as straight as possible between the platforms. Might want to extend the platforms a bit under the water in a future update to help prevent this, great maps otherwise.
 
Incredible pack all around, but I have one real complaint; Vermillion Rig is an incredible looking map, but it's so long.. ~6 minutes is a bit much for a 3 lapper, maybe 2 laps would be better fitted for it?
 
I had a few particular bits of feedback I wanted to give regarding High Top Incursion:

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This turn could use some Ark Arrows pointing to diagonally up-left or something. The transparent fire effect masks the turn a bit and I found myself careening off the edge even on runs where I knew the turn was there.

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Couldn't recreate this but it is possible to use speed boosts from the ledge before this area to get over this fence and be trapped out of bounds; you can get out with manual respawning obviously, but it should be easy to fix this up permanently.

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Wasn't able to get a better screenshot, but I found this area with the conveyor belts to be a bit confusing and punishing. In particular, I feel the pit is way too deep before you get respawned - falling down here REALLY sets players back.

I also agree with the feedback about Vermilion Rig being better suited for 2 laps. Awesome tracks overall, I have no other feedback to really offer up.
 
Don't know if it was an issue with another addon I was running, but High Top Incursion seems to have some issues as of the new update. There was a missing death barrier somewhere on the map (didn't see it myself), and the crushers were completely nonfunctional. Wouldn't think it'd be an issue with another addon as CAS Tracks or Gack Pack are the only other things I've updated in the past week and I've been running spindashpak with them for a while.
 
Don't suppose we could get some invisible walls added here could we? That's not an insignificant amount time to lose through no fault of your own, especially on the last lap;

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Multiple issues found in Megapolis.

1. Gear 1 in v2.4 is generally unfinishable, since it reduces the "lap" count to 5 and passing a "lap" line that leads to the start of the 3rd "lap" or the end of the loop results in a "Press (buttons) to respawn" message. There are two exceptions, however.
  • A player may light-snake past a "lap" line and sometimes it does not register, meaning the player's "lap" count does not increment. (In Gear 2 or Gear 3, this instead prevents the player from finishing the race.)
  • If the player happens to explode at a certain spot past the finish line during the "Press (buttons) to respawn" message with their "lap" count reading 4/5 before the player explodes, the player's "lap" counter will reset to 3, but the player may respawn past the finish line instead of behind it.
If either of these exceptions happen and the player can continue racing normally, the player will appear to be at or near last place for the rest of the race until the finish line, even though they are actually at or near first place. This can happen to multiple players, and the blue split for the actual lead player upon the actual 2nd place entering the 5th "lap" will display a number in the top-left of the minimap icon that tells what place the actual 2nd place player appears to be in.
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2. There are certain areas that are missing the "death pit" flag and require Ring Shooter to escape.

3. In the first set of springs during Sector 3, CPU players (and autopilot human players after finishing) might turn around before actually hitting the springs. This tends to happen often on slow speeds.
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Issue at Vermillion Rig where a CPU player may attempt a spin dash, possibly followed by attempting a Ring Shooter, for a long period of time (on DRRR v2.4):
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There are some issues with waypoints at the finish line in Megapolis.

1. The player may be scored as being behind an opponent for a brief moment when past the finish line, even if the opponent has not crossed the line yet. This bug may result in a lower EXP gain if this happens when the player finishes the first lap.
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(Usually this happens if the opponent takes the east ramp to the finish line instead of the west one and the player crosses the line just before the opponent.)

2. CPU players may sometimes run into trouble while trying to cross the finish line (usually happens on the final lap).
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Hi, i'd like to bring up some issues/criticism I have for Conduit Garden specifically, the first being the offroad readability, I've noticed you've used either the same or extremely similar colors for 2 different types of terrain one of which has offroad properties and the other is perfectly driveable, while I see the terrain that isn't offroad has flowers to distinguish it unfotunatly in my experience and many users I often play with most are paying attention to the main color or the ground and not the pattern on it. I would suggest changing the terrain intended to be driveable (flower patterned ground) to have the to have the same shade of green as the rest of the driveable grass. The second issue/criticism is the alternate route, once it opens there is no reason for any player who seeks to gain an advantage to take this route as in a vast majority of cases it is far slower unless you're in catchup and want to skip the trick voltage in favor of a boost stack along with the alt path suffering from slight ring drought despite it starting an uphill tight turn. Lastly the final shortcut being open on the last lap is a bit of an issue. Appart from that the map is ambitious and I respect the experimentation with the set piece.
 
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