note to judges: please do not approve! we are waiting for the trailer to premiere and are working with Aqua to get this approved at the appropriate time View attachment 181655
Toppin Tumblers is Team Atelier's collaborative pack of race tracks and battle arenas, based on the various areas from Pizza Tower. Featuring gimmicks and stage elements adapted from the original game, made by a wide variety...
Super fun race and battle stages you all crafted in this pack! In general, A+ for game accuracy across the board, implementing the unique mechanics from several Pizza Tower levels that fit well with the racing formular. Every racetrack flows nicely and plays really well, it's all killer no filler! The amount of polish on display here is not to be underestimated - this map pack must've been cooking for a very long time, and firmly goes into my must-have addons for Ring Racers. My personal highlight is WAR.
The only gripe currently I have with this pack is the special stage Pepperman Boss fight. Here, again, A+ for game accuracy, but it came at the cost of seriously dampening my enjoyment with the boss. Even in the current normal form, Pepperman is way too difficult for me to wanting to attempt a fullblowm GP run with beating him at the end.
While Phase 1 can be practiced and be beaten with relative consistency, Phase 2 (especially the last 2 hitpoints for Pepperman) introduce way too many hazards to keep in check. The karts are just not made to slip past so much. The low vulnerability window of Pepperman, having only 3 hitpoints on Intense, and a boss that lasts 3 - 4 minutes each attempt, all add up to a cauldron of frustration where I just don't want to try to beat him. Pepperman is too overtuned for me.
I remember how I miss the crumbling tower of pizza track from srb2kart.
However, this is more then suitable a replacement
Like, the fact that all kinds of pizza tower mechanics are implemented in the courses here is really cool!
??? (See this post for details; this is in an offline setting so at least half the bots had to retire on lap 1 and I had to change the "eliminate last" setting mid-game to trigger this)
(The retired bots aren't even marked as "exiting" and this is NOT as a result of the player's War timer running out; it was 65)
Besides the "no contest" bug above, it does make for a race against time, and the "+ Time" box mechanic can sometimes make a difference in the final result:
Also, error with the 3P/4P HUD (timer for 3P/4P is raised too high which blocks the respective vanilla Item HUD):
War's time limit seems too strict in Gear 3. When doing so, I had noticed something regarding time overs in team War.
There is a bug when playing a team race in War, where if the remaining players getting a time over would otherwise result in everyone being retired, the highest player number survives instead (if a player gained extra time via Time Boxes, this will also happen if the only players that did so are on the same team, and the highest player number is also on that team). However, this does not guarantee that the player's team will win if there are CPU that are also eliminated, since distance-based scoring still applies to eliminated CPU players.
(Viewpoint is on player 16. The player whose player number is 16 is not eliminated. 15 is also not eliminated if they are in the same team as 16, and so on for 14, 13, etc. Also, this is only guaranteed to happen if eliminate last is turned OFF due to a base-game bug regarding eliminate last)
(Viewpoints are on players 1 and 16. Player 1 is in the same team as player 16 and since only player 1 has extra time, player 16 survives when time over normally occurs.)
In addition, finished players are scored as "eliminated" when determining if to end the game due to only one team being left anytime a player is eliminated, and early exits like these do not award the finish EXP.
HI IM EMMANUEL OK so i love pizza tower so thank you for making this pizza tower race tracks pack possible so next time i would like to see fun farm as race track or at least as a prison break and battle mode arena when western district cup is ready so thank you
Update on finished players being scored as "eliminated" during the check to determine if to end the game due to "one team left" when another player is time over'd during a team race at War:
(Players 1, 14 and 15 are on the blue team while players 13 and 16 are on the orange team with viewpoints on players 1, 13 and 16 and with player 13 the only player to have extra time)
There does seem to be something very weird with eliminating players in RR, specially when disconnects are involved - the support for it currently is very hacky to make WAR work. Even the vanilla game has issues with players disconnecting, causing the server to hang on the results screen for too long or infinitely.
I'll mention that the "Eliminate last will eliminate the last remaining player regardless of if there are other players that have the "no contest" flag set" thing, is more of a limitation on how the game works more than anything (this would require a MR to fix it in the game proper), eliminated players not getting EXP is intended as far as the game is concerned, and changing the "eliminate last" cvar midgame will cause issues with scripts that cache the value from the start of the race, since it will not expect you to do that, like WAR does.
A lot of the timer numbers were done when the game was still in 2.3, so there will be some number tweaks to it next time we get around to it, as well as fixing a handful of bugs reported here and elsewhere, so thanks for the reports.
I was actually meaning "exits like THIS not awarding finish EXP":
EDIT: More info.
Eliminate last will eliminate the last remaining player regardless of if there are other players that have the "no contest" flag set" thing, is more of a limitation on how the game works more than anything
A Lua script can actually prevent this via a ShouldDamage hook, but this will initiate the tally even if the player has neither finished nor is NO CONTEST. Finishing after that happens does award finish EXP and this is reflected in Grand Prix scoring, but the Mobiums system will treat that player as DNF and the finish EXP will NOT be reflected in the tally nor affect the grade received.
changing the "eliminate last" cvar midgame will cause issues with scripts that cache the value from the start of the race, since it will not expect you to do that
That, along with someone disconnecting during the race, also causes the game to check if the 30-second DNF timer should start or not; it does not actually matter what this value was at before the start of a round.
Thanks for the headsup with regards to EXP, I initially misunderstood what you meant by it, and I can look into fixing that. Because this level isn't in a cup (yet), getting EXP scoring working properly wasn't a huge priority and was overlooked as long as it worked fine in Match Race and online races, but I can look into fixing this and the "eliminate last" issue you're seeing for the next release, thank you.
Regarding the Mobiums system when retiring in an online race at War: It seems that if a player retires before completing lap one at War in an online race, they lose more rating when compared to finishing the race while placing last at each checkpoint, with the rating loss increasing the less progress made on the course before retiring. In addition, if multiple players retire simultaneously in an online race at War, it seems that players with a higher player number lose less rating than players with a lower player number.
A Lua script can actually prevent this via a ShouldDamage hook, but this will initiate the tally even if the player has neither finished nor is NO CONTEST.
I forgot to mention multiple things about this earlier but...
1. In an online race, if an "eliminate last" attempt on a human player is blocked via a ShouldDamage hook, there will be an incorrect (player) ran out of time on the log file despite said player still racing. It is even possible for that and (player) has finished the race to be logged in the same race. However, as said before, if that happens, the Mobiums system will still treat the player as DNF.
The Mobiums system also suffers from another bug where rating calculations may not be done correctly due to bugs with player positions, such as this:
2. If an "eliminate last" attempt on a local player (display player in replays) is blocked via a ShouldDamage hook, it will still stop level music and attempt to play a finish jingle followed by the results music (unless ranked out in Grand Prix except Relaxed). However, when attempting to determine the finish jingle to use, it relies on display players, even outside of replays. The reason for "attempt" is that if there is no display player that is in the exiting nor no contest state at the three second mark, no finish data will be available which results in silence (no music) for the next eight seconds. I do note an issue where if there is one display player that is neither exiting nor no contest, but there is another display player that is no contest, it will play the "retired" jingle instead of just silence.
Local player 1 has finished but display player 1 is retired, with local/display players 2 and 3 still racing when determining the finish jingle:
So, I'm not sure what's causing it, but my computer just lags to hell when I'm on Ancient Cheese for some reason. It happens a little on Bloodsauce Dungeon as well, but not nearly as bad as the 5 fps on AC. It's a shame, too: all of these tracks are awesome, including what I could see of AC.
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