bento
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bento#6969
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@bentokage
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@bentokage
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osu!
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bentokage
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Hi! My name is bento; you may formerly know me as Carp. I'm one of the guys who used to help test tracks for CTGP, and I'm currently returning from my hiatus. I also frequently play osu!, Splatoon 3, and Super Smash Bros. Melee.
Custom Track Hotfixes
Here's a list of tracks that I've helped hotfix.
Name
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Notes
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Aquania
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I redid the checkpoints, respawns, item routes, and the item box set placements to make gameplay on the track a bit better.
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Beagle Plains
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The track was way too small to be playable on most vehicles, so the author and I tried to scale it up, but it didn't work very well, since it caused a couple of other bugs. We also tried editing the ramp coming out of the 270° turn to not shoot people as high upwards, but that caused some issues as well. SpyKid appeared a few months later and fixed all of the problems within about a day.
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Fungal Jungle
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I literally just changed where a KCP was to make a shortcut not give you a NLC half the time. I completely forgot I even did this until I saw I was credited for making the update.
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Heart of China
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I jumped in to fix some minor checkpoint quirks. The number of split paths, coupled with the easter egg, made the checkpoints a little janky, and it was causing a few PTBs and one bad respawn. I fixed those and released the version, but I didn't notice that one of the image files had become non-transparent because SZS Explorer doesn't export with transparency... oopsies!
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Jiyuu Village
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The item routes weren't working very well with all of the branch paths, so I did my best to help Jiyuu to fix them. We got it done eventually, thankfully!
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Koopa Shell Pipeland
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We had to make the half-pipes non-mandatory because they were sending people in obscene directions, so _tZ and I added a ramp and some item routes for it.
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Mushroom Island
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Someone in the CTGP Track Council randomly mentioned to me that he wanted to test out a version of Mushroom Island with no required mushroom turns. After I made the test file, I ended up playtesting it with some SOP clan members, who unanimously said it played surprisingly well. I figured we might as well test it for CTGP if that was the case, so after I got Cotni to finish up the harder parts of the fix we released it.
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Slot Circuit
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The starting position in Version 1.2 was really far behind the actual finish line, so I decided to move it forward. Unfortunately, I couldn't move it all the way forward to the line, as some karts wouldn't have been able to do the first turn.
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SNES Koopa Beach 2 (Luca)
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Everyone was complaining that the ending SC was gone, and someone also managed to trigger a no lap count with it, so I helped Luca with fixing those to play better.
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Sundown Streets
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I helped fix the checkpoints on this, since SpyKid was having trouble getting position tracking to work properly.
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