WTFULCRUM Standard Maps

WTFULCRUM Standard Maps v1.3.1

Stapy

from BFB
Stapy submitted a new resource:

WTFULCRUM Batters: Maps - Remixes and Remakes of certain maps as Battle Maps!

Here's a little something I decided to make after moving on from my WT Cup map pack!

Featuring: WTFULCRUM Battlers Maps!
This map pack contains remixes or remakes of certain maps as playable battle maps! Only three are available as of now

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A battle version of the core game's Kodachrome Void Zone. Design is heavily based off of SRB2Kart v1.6's version of the original map.

Features grey...

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Will say this is definitely a neat idea. Expanding upon it by turning some battle arenas into race tracks could be cool as well but not sure if you'd be into doing that.
 
Stapy updated WTFULCRUM Battlers: Maps with a new update entry:

A little update for the maps

v1.1 Patch Notes!

Kodachrome Arena Zone:
Chaos Emeralds and Items will now pop out of the center of the arena, Also patched up a sidedef that wasn't doing the horizon effect since it was bothering me

Skyscraper Arena Zone: Made it easier to go onto the taller buildings, Added boost pads that allow you to easily jump from one to another. Aligned the metal platforms.

Nintendo DS: Nothing much but slightly change one prison egg's position and decreased the out of bounds...

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Stapy updated WTFULCRUM Battlers: Maps with a new update entry:

Angel Arrow Classic as a Battle Map!

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This update adds in a brand new map, Angel Arrow Island! It's a battle remix of the core game's Angel Arrow Classic!

And for the rest of the changes:
- Kodachrome Arena no longer have the "STOP!" barriers, this is because of there is a possibility that someone might be playing locally with their family or real life friends.
- Skyscraper Arena now has custom position music! Also added some upward springs in the interior of some of the buildings since I...

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Stapy updated WTFULCRUM Standard Maps with a new update entry:

A hotfix about the Slider map

This extremely minor update fixes up some of the problems in Speed Slider Zone such as:

- One of the beam walls weren't lower unpegged
- Some slope walls didn't block the player from falling out.
- Added more invisible springs for the players who fail to use the dash pads to get up the super steep ramps.
- Added some tripwires that lead into Dash Rings as a bonus!

Have fun!

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Maybe turn some tracks into entire battle maps (Robotnik Coaster Act 2 is a suggestion of mine)
 
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