Rocket League

Rocket League

Rocket Labs: Escape Game!
Showing 1-10 of 11 entries
< 1  2 >
Update: 12 Nov, 2020 @ 12:46pm

v10
Fixed a bug where the lab 1 machine would no work anymore in case of reset
Cardboard storage link to the button is now giving a hint to the player about where they are suppose to go
Wood planks between lab 2 and lab 3 have changed a bit, to let players see the trapdoor opening after pushing the button in lab 3
Lab 2 cable from trapdoor to the opening button is grey and turns white when the trapdoor gets opened, in the hope that if players didn't get yet what the button is supposed to to, they do after pushing it.
Office computers have been moved closer to the center of the table, to make the navigation easier around them.
Ball Parkour wheel has wider openings making it a bit easier to move the ball out of it.

Update: 5 Nov, 2020 @ 3:27am

v9

Fixed bug having the bakkes mod issue message displayed to the player when it shouldn't during the ball control.
Changed a bit the color of the link between the trapdoor and its button.

Update: 29 Oct, 2020 @ 4:27pm

v8
Lab2 trapdoor is now linked to a button in Lab3.
In lab 1 no more trick with the beachball number (give some rest to the player here).
Lab 2 exit should look less like a bug, expecting players to get stuck less time here.
Fixed a snake bug where if players quit the game (jumping for example) while the score is high enough, the game would then get stuck on its menu, preventing the players to get the code unless they restart the whole mod.
Modified the ball control level design. It's less demanding as the ball control seems quite random for such a gameplay sample. Also the last part of the path is now 2 pipes instead of a weird force thingy that wasn't enjoyable at all.
The trigger to push the ball to the exit at the end of it's path is bigger, so if players make the ball jump it will work smoothly from now on.
1st note on the office desk is bigger, in the hope that players will find it more easily as it's technically not supposed to be a puzzle :p
Added the map version on the speedrun timer, to keep track of the timers with the evolution of the level design.
Elevator is back to being sticky for cars.
Move a palet in the storage to make a smooth slide.
Updated the Known issues post to seperate the bakkes mod test from the rest (more readable I think)
Added a check for Bakkes mod use in the ball control area as it appears that players still go there without knowing they have bakkes mod on. If the ball gets teleported away from it's start, instructions appear to unbind the chat inputs from bakkes mod.

Update: 20 Oct, 2020 @ 10:15am

v7
Removed 1 spike in the BallParkour
Airroll / Airroll Left / Airroll Right are considered as the same input
Corrected a typo in an hint for the snake
Rephrased a hint for the safe note
Reskin of the safe note

Update: 10 Oct, 2020 @ 7:28pm

v6
Reduced snake score required to 150. It's supposed to be a funny short moment rather than a frustrating challenge. Players can still try their best!
Snake Arcade machine no longer has the long collision in front of it against which players use to hit their "head" when trying to restart the mini game.
Once the cardboard storage is at 5/5, the text displayed is "(You will need boost!)" to avoid players' idea of trying to stack boxes or other frustrating techniques to try to climb up to the button.
Ball parkour: Ball can't be stuck between 2 areas anymore, if this happens, a force will push the ball in a direction.
Poster: added crosses so that all the numbers location are displayed on the poster. My guess is that it will help players find the ABCD number more easily.
Improved storage path, mostly by scaling up a few ramps.
Lab 1: Beachball rotation makes it more obvious that it can either be a 6 or a 9.
Added a hint to reveal what the beachball number is NOT.
Lab 2: if the piggy box falls into the trapdoor, it will be teleported next to it, like the player.
Fixed buttons. They no more rely on physics, it's a trigger starting an animation.
Safe front light has been relocated to be a bit lower.
Storage parkour: removed all the stuff at the top. There is only the poster now. The goal is to make players understand they are done with the parkour.
Storage coin: added better hints to find the coin.
The elevator walls are not sticky anymore. The initial design is to have the player getting elevated with the ball. Sticky walls did not fit wells with that idea.
The cardboard storage is now lower. It will be easier to throw stuff in it (less frustrating)
Once the trapdoor is open, the message "something happened in lab 2" stays active until the player enters the lab 2 underground.
The Ability Machine throws the player in the right way.
Added a BakkesMod test to check if the chat inputs are okay.
Added a hint suggestion if the player hasn't reached some objective before a certain amount of time.
Added speedrun support: a timer will be displayed (milliseconds) if the players want to do a speedrun.
Lab 3 experience: ball will explode more quickly.
Intro: Advice on input: added scoreboard on "X" (xbox) for gamepad.

Update: 2 Oct, 2020 @ 7:30pm

v5
Fixed missing texture on cardboard storage
Fixed bug preventing player from using Lift/Light ability after resetting (hopefully it's won't come back)
When Wall Machine puzzle ends, the screen now displays "Wall Path Is Open" instead of "Door Is Open", it's less confusing
Wall Machine hints updates to make sure players understand what's on the office's poster
Updated locker puzzle hints
Added ramps for the storage parkour to make it more accessible to the lowest ranks. No jump is required anymore.
Added advice about input mapping (chat inputs and reset input)
Lowered the ball parkour "hill" from where players control the ball. The ball should not get hidden by the big brain anymore.
Fixed 2 collisions missing in the ball storage
Fixed one bad collision on the ball parkour (button missplaced)
Battery in Lab 2 is easier to get (bigger trigger)
If players go through the trapdoor in lab 2, they will get teleported next to the trapdoor instead of getting trapped in a dark room for the eternity. (couldn't fix the collision)
Made the gravity volume a bit wider next to the stomps in the ball parkour to avoid the ball from going down too much too fast.
Intro: 4 posts --> Read me, known issues, how to get hints, key mapping advice.
Added a "Support me" post that appears after players collected their reward.

Update: 30 Sep, 2020 @ 2:08am

v4
Fixed FPS issue caused by dynamic lights in Lab2.
Lowered scored required to win at Snake by 30 points.
Changed message in the beginning asking for empty boost --> "Use all your boost" instead.
Updated Cardboard storage shape so that boxes don't get stuck on it anymore.
Added a message on cardboard storage when it's full to help players understand it may not be the right moment to push the button yet.
Changed light note to "SAFE NOTE" in the top right UI so that players will know what its use is once they picked it up.
The carboard storage count should work fine no matter what players try from now on.
Added "Use Ballcam" on the UI when controlling the ball.

Update: 25 Sep, 2020 @ 6:35am

v3 Code Interface now also indicates to use chat inputs to enter a code

Update: 24 Sep, 2020 @ 5:13pm

v2 - (SOLO)
Added a HINTS system to help players who feel really stuck.
Updated the READ ME info with Hints.
Fixed: Accidentally pressing the reset input won't remove the 1st player's abilities anymore.
Fixed: Storage Wall mesh with no collision.
Added a warning about using bakkes mod with this mod.
Added a warning about how breakable the buttons can get when colliding with the side of the car.
Added a warning about an issue that can cause the script to crash (not the game). No idea so far about what causes it.
Reduced delay before displaying the games name on the office's computers. (from 3s to 1s)
Intro Messages are in better quality

Update: 22 Sep, 2020 @ 11:01am

v2 - a description of what you did, for posterity's sake