The Chaotic Chaotix Pack

The Chaotic Chaotix Pack 7.15

NoName999 updated The Chaotic Chaotix Pack with a new update entry:

3.5 update

New:
Added Saturn Rainbow Road
Added Burning Frost Reverse

Used Daytona Speedway and 4 of them battle maps from the base game to round out both cups

Vancouver Velocity 1 and Knothole Village:
Adjusted the fence sprites to be pegged and solid midtextures and disabled their linedefs to be impassible

Burning Frost:
Moved the track from the Frenzy Cup to the Boost Cup
Disabled directional lighting

Removed unused songs and textures

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NoName999 updated The Chaotic Chaotix Pack with a new update entry:

4.5 update

First of all, 2000+ downloads. Yay!

Added SNES Mario Super Circuit

Knothole Village:
Increase lap count to 4

SD2 Hill Top:
Raised the ledge on the right of the finish line higher to avoid the game not counting a lap
Placed dash rings near the end of the map so the AI can get up the mountain after using the rockets

Vancouver Velocity 1:
Removed the set of ring boxes and added boost panels where they were

Wonder Museum:
Added Tails and Eggman commentary. To activate them, simply bump into...

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NoName999 updated The Chaotic Chaotix Pack with a new update entry:

2.4 Compatablity Update

Added checkpoints to all tracks minus Speed Skating and For True Story. Because of this, maps that apart of map jams (Burning Frost and Black Comet Act 2) will needs updates on the map jams' end. (or you can transfer the recent wads yourself on Slade lol)
Also aligned vertices for the older tracks

Wonder Museum:
Added more commentary between Tails & Eggman

Speed Skating:
Increased the lap count to 12

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Hi, just wanna inform, that Speed Skating shows up twice in the GP. Once in the beginning, and once at the end.
Is this intended?
Intended (check the overview page) because qualifying for the Special Stage results in going back to Speed Skating to face off against a rival instead of going to a Sealed Star.

This seems to be further supported by the fact that in the Match Race and Time Attack course selection menus, Speed Skating shows up twice (not sure if that is actually a bug).
ringracers1079.png


However, when selecting a cup for Grand Prix, Speed Skating only shows up once.
ringracers1078.png
 
This seems to be further supported by the fact that in the Match Race and Time Attack course selection menus, Speed Skating shows up twice (not sure if that is actually a bug).
In that case, the Special Stage version of the track should have the Hidden = true tag for it's Level Header, to not interfere with the track showing up on Random or Vote map progression in netgames.
 
Turns out that SNES Mario Super Circuit has the "3 laps in one loop" thing, and it is ill-advised to have checkpoints and have one loop of the course consist of multiple "laps", as it results in issues with grading in v2.4. (You can still complete a race on v2.4 as crossing checkpoints is not actually required to complete a lap.)
ringracers2475.png

There is one checkpoint placed on the map and due to how the course is designed, you are meant to hit it only during the first "lap" of a loop (as in "start > checkpoint > lap 1 > lap 2 > lap 3"; it usually goes as "start > checkpoint > lap"):
ringracers2474.png

The actual problem is that the grading expects to hit the checkpoint before passing a "lap" and if the checkpoint is unregistered upon completion of a lap, it results in no credit for this checkpoint. This normally results in a maximum of:
  • 12 / 12 Lap Bonus in v2.3
  • 75 / 150 EXP in v2.4
By using the teleport cheat so that teleporting backwards does not subtract a lap, it is possible to cross the only checkpoint on each "lap".
ringracers0085.gif

(The game awarded a C rank for this despite it being a "perfect round"; the player did pass every checkpoint in first place, and the game lies on the player's EXP due to not basing on the order in which players actually pass a checkpoint, instead going by the place the player appears to be in when they do so)
v2.4 uses EXP to determine final results of a Grand Prix cup, resulting in lower score gains for all players in this course and potentially having less effect in final standings than in all other races of a Grand Prix.
 
Expanding for more issues found in SNES Mario Super Circuit.

1. Passing the first "lap" line may sometimes not count a "lap" if you come too close to the fence that blocks the path to the player spawn area and then cross the "lap" line within 3 seconds of doing so. It seems to be caused by the "big waypoint gap" state and the minimum 3 seconds that must pass when this state is triggered. This results in being unable to finish the race.
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2. CPU players struggle on certain parts in the third "lap" of the course.
ringracers0107.gif
ringracers0110.gif
ringracers0112.gif


3. Races in Gear 1 are 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. (Exception: A player may light-snake past a "lap" line. If this happens without the "lap" registering, it is possible to finish a race in Gear 1.)
ringracers0115.gif
 
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