Golf With Your Friends

Golf With Your Friends

Village Adventure
Showing 1-6 of 6 entries
Update: 24 Feb, 2021 @ 2:06pm

Update: 23 May, 2020 @ 1:28pm

Update: 27 Apr, 2020 @ 4:55pm

FIXES
Hole 2 - Rebounding border before smooth corner.
Hole 4 - Added out of bounds block between target and boxes where ball could get stuck.
Hole 13 - Added missing wall after second quarterpipe.
Hole 14 - Added Out of Bounds areas around hole to reduce reset time.
Hole 15 - Adjusted wall to hopefully prevent resetting after taking pipe.
Hole 16 - Added Out of Bounds areas around hole to reduce reset time.

BALANCING
Hole 7 - Replaced steep ramp for smooth curve up. Larger range of power can be used to cross river, including YEET. Will not put you in a good spot though.
Hole 11 - Reduced height of landing zone before hole. Intended jump before required too specific a power, much more friendly now and can be rolled on from out of bounds terrain.
Hole 12 - Removed and Replaced.
Hole 13 - Removed gap between second and third quarterpipe. Still dangerous to YEET.
Hole 15 - Added additional platform extending from Mines entrance for lower power shots. Can allow for setup into shortcut (but you can still one shot into the shortcut). Adjusted rocks above to allow for YEETing. Will put you in a default position.
Hole 18 - Removed chunk from launch platform. Doesn't really make the hole any easier, but removes false hope of having a working trajectory from that position.


PAR CHANGES
Hole 3 - 3 -> 4
Hole 6 - 3 -> 4
Hole 7 - 3 -> 4
Hole 16 - 3 -> 4
Hole 18 - Still 4.

NEW HOLE 12
Removed most hated hole, the jump through the forest hut. Was receiving, and seeing, plenty of negative feedback regarding this hole. Attempts to improve accessibility of this hole were unsuccessful, so it was wholesale replaced. New hole is a Watchtower jump (Not YEETable, but does not reset if YEETed). If the jump is unsuccessful, a slanted weave leads to the hole instead! Should continue to fit the forest theme nicely!
Par 3

DIRECTIONAL ARROWS (pointing direction)
Hole 5 - Under bridge towards hole.
Hole 9 - Down ramp, across to jump setup, jump direction.
Hole 10 - First corner of wall maze, Third corner of wall maze.
Hole 11 - Large Tree 1 to second podium, Large Tree 2 across broken track jump.
Hole 13 - Down to second Quarterpipe. Pointing down to log leap.
Hole 16 - Down to bounce pad. Too many keep trying to bound of neighbouring rocks.
Hole 17 - Over house. No arrows in the heart of the maze.

OUT OF BOUNDS
Hole 4 - below bouncepad in case of getting stuck.
Hole 14 - Along all sides.
Hole 15 - Left and Below mines jump. Too low power shots no longer take years to reset.
Hole 16 - Admittedly experimental around most of rocks. Hole in One route still open. There may be some strange behaviour with this, please let me know if there is so it can be resolved. Jump to Hole 15, no cheating.
Hole 17 - Hidden early pits and left of House Jump. Jump to Hole 16, no cheating.
Hole 18 - Rocks below removed panel. Jump to Hole 17, no cheating. If you get into other holes from here, fair play to you.

SCENERY
Hole 7 - Bridge now crosses and links river. Bridge is partially broken, so no resting. Bouncing on it is available.
Hole 13 - Increased padding around log jump. Added lantern inside to highlight area a little more.
Hole 15 - Added crystal to block gap.
Hole 17 - Adjusted boxes around House Jump.

KNOWN ISSUES
Hole 7 - Missing walls after jump.
Hole 13 - Directional Arrow is easy to miss.
Preview images on Workshop are using old images.

Update: 20 Apr, 2020 @ 11:30am

FIXES
Resetting ball on Hole 5 when hitting certain walls
Removed clipping trees on Hole 11. Were a feature, but felt out of place.
Removed large portion of surrounding trees to help with missing textures. Is not a solid fix, though.

BALANCING
Hole 3 - Added extra vertical layer to first corners
Hole 7 - Raised Arch small amount to allow for harder power shot, still cannot yeet ;)
Hole 11 - Removed trees, as mentioned in Fixes
Hole 12 - Raised roof of house slightly, increased incline of ramps for easier shots. Added triple layered corner after first ramp. Corner to first ramp has been made smaller to prevent rollbacks.
Hole 13 - Removed Halfpipe, replaced with Quarterpipe. Increased vertical position of Quarterpipe to make route more obvious. Added small gap between Quarterpipe and Hollow Log jump.
Hole 14 - Added proper scenery around hole, a wall surrounding the entire route. Removed scenery touching underside of route to prevent strange physics. Made gaps between drops uniform.
Hole 15 - Added barrier up to ramp fully, less cheesable.
Hole 16 - Added scenery around first bounce to make mechanics more apparent.
Hole 17 - Increased vertical position of the House Quarterpipe jump. Added scenery to make direction more apparent. Added barriers around this jump to prevent unfair rolls.

KNOWN ISSUES
There is a misplaced target somewhere. Somewhere.
Strange physics with upper route of Hole 10.
Resetting ball can still occur with Hole 5, but is significantly rarer.
Balls can get stuck indefinitely when attempting to enter Hole 15's Mine Jump if Collision is on. Only occurs if both balls get stuck in the same position.
Still large areas of missing tree textures. Will attempt to address by replacing bordering trees with another prop.
Hole 12 direction is unclear.

Update: 19 Apr, 2020 @ 4:56am

FIXES
Removed clipping water on Hole 7
Hopefully resolved incorrect camera direction on spawns

BALANCING
Removed unreliable downwards helix from hole 11 in place of short broken track jump.

SCENERY
Added castle windows and rampart doors
Removed some random flowers to prevent looking over manufactured
Shrunk pieces of water in River area to prevent overlapping

KNOWN ISSUES
Distinct water lines in River between hole 5 and 6.
Strange maximum power shenanigans with Hole 7. May leave in if proves popular, however.

Update: 18 Apr, 2020 @ 5:55pm

Initial implementation of course

Contains:
18 holes of slight varied themes
Gardens (holes 1, 2, 3, 4)
River (Holes 5, 6, 7)
Castle (Holes 8, 9, 10, 14)
Forest (Holes 11, 12, 13)
Mines (Holes 15, 16)
Compact Village (17)
Lake (18)

Known issues:
Camera spawn position faces wrong direction