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- Use this image as a reference point please and thanks: https://imgur.com/a/oAiNBKI
- General Changes:
- - Toned down glare from boost panels
- - Fixed various bugs found in all prior tests
- - Added more arrows throughout the track
- - Adjusted bill route to go beside the shortcut by default (will still go throughout shortcut if players jump in then use it)
- - Adjusted brightness
- - Altered/re-located some item sets
- - Changed road and wall textures
- - Track is now fully baggable
- Point 1:
- - Added some walls around the circle to resemble a decayed arena
- - Extended road, added a wall, and an invisible wall after big ramp so people didn't fall off after taking it down the center
- Point 2:
- - Added a fallen tower to enhance scenery and better direct players to the next platform
- Point 3:
- - Extended the landing point on both sides
- - Added walls and invisible walls to prevent people from overshooting the landing platform
- Point 4:
- - Added two additional boost panels and one additional item box to the left and right paths to make them more viable online
- Point 5:
- - Added boxes to item set
- - Added a gap at the end of the current rail strat to prevent people from taking the full rail*
- * Full rail is not possible in current CTGP version due to shoddy collision at the end and there were concerns that a full rail would make the mega box comically easy to get.
- IMPORTANT NOTE
- There are two goals of this update:
- 1. Make the track significantly easier for newcomers/non-competitive players to drive via QOL changes to the layout
- 2. Avoid changing any of the tech, strats, and driving lines that competitive players and TTers use while playing the current CTGP version.
- A lot of obvious changes that could aid the first goal harm the achievement of the second goal. As such, workarounds had to be made. These workarounds may not feel very intuitive (i.e; changes in Point 1 and 3), but they still achieve both goals.
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