Distance

Distance

MrMii's Epic Boardwalk v1.5 (MNR)
Showing 1-2 of 2 entries
Update: 9 Dec, 2017 @ 9:01pm

v1.5a

- Removed the old teleporter shortcut object to make sure players cannot exploit it.

Update: 9 Dec, 2017 @ 7:59pm

v1.5

- Uploaded to Steam Workshop as a separate map.

- The map is now one lap only.

- The track now utilizes the new (and very helpful) Invisible Start Zone object, since using the teleporter method will no longer work well since the car is now frozen until GO.

- Instead of using invisible killgrids to keep you on track (a lesson learned from my DAC map), you now need to pass through all 13 checkpoints.

- All the invisible cop-out killgrids have been removed.

- Checkpoints are more easily seen using ModNation style checkpoint signs.

- One additional checkpoint was added underneath the archway after the first jump. It's externally marked with an arrow above it. This was to add one more step to the requirement as well as make crashing in that section a little bit more forgiving.

- The shortcut to get around the devestators has been completely changed. You no longer use a teleporter to get across, but instead use a ramp with a force box. It's 99.9% likely that you'll get up there every time. You'll drive on top of them.

- The pendulum at the start of the map now swings like a pendulum, instead of a sliding box. It's also easier to avoid it since it's movements are more predictable.

- Minor adjustments to the directional boost pad force boxes were made. The hitboxes are lower, but I hope you don't have to experience this.

- The wall on the jump after the devestators has been lowered, allowing for a small skip due to the lack of killgrids.

- It's slightly easier to avoid the obstacle on the first turn after the starting jump since I redesigned it with two different simples rather than one single rock simple. It also looks closer to the obstacle in ModNation.

- Because the map is only one lap, I added the missing Salt and Peppers to the last jump. They move in opposite directions and will be paused when you reach the event box near the end of the ramp.

- The ramp by the gear now has a force box on the end of it, since in ModNation it gave you a small boost as you jumped through the ferris wheel. It will push you very slightly, so use it to your advantage.

- The directional boost pads have a completely new visual on the ground, as while as airborne flashing arrows telling you one is there.

- There's a jump ability icon both by the directional boost pads and by the broken bridge, letting you know that you can jump to progress.

- The new ramp by the devestators and the ramp by the gear have completely new textures. It includes an animated GS texture and animated arrows.

- Both of these ramps have small rollers underneath them to add sound to them. You cannot hit the rollers.

- The gear and Salt And Peppers have support legs as well as platforms to add a bit more realism. They don't have collision.

- The gear also has a spinning cylinder in the middle, but you can still go through there, it has no collision.

- The entire boardwalk section of the track now has support beams underneath to add to the realism. None of them have collision.

- The starting section has a rocky (and/or solid, as required by ModNation for the starting line) slope underneath it.

- All edges of the boardwalk have end caps on the ends that match the track. You're welcome.

- Some of the outside walls were moved and/or removed to make the borders closer to that of the track in ModNation, as it's not a rectangle in that game, but an oval.

- WATERFALLLLLLLLLLLLLLLLS!!! (No collision)

- Virus Wall objects were added to the top of the rocky walls, because there more objects on top of them in ModNation. I like the look of this.

- It is no longer sunny (in Philadelphia). The overcast has returned.

- The water hazard and waterfalls now use the new reflective water GS preset. It works well for the hazard but not too much for the falls.