Talk:Pipe Underworld (ChaosShadow23)

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V 2.2

Why the players fall through to the grid after boost jump on Lap 2 on the left way near the finish line ? --Snake (talk) 11:40, 22 August 2015 (UTC)

It was a mistake, the ramp falls after lap 1, but when I modeled the bridge as a custom object, I forgot to remove it from the course model, and when I updated from 2.1 to 2.2, it was still there. Will be fixed soon. --User:ChaosShadow23 (talk) 12:10, 22 August 2015 (UTC)

Ok. Thank you. By the way. it is a fantastic remake. And much better to drive.--Snake (talk) 12:15, 22 August 2015 (UTC)

Good Job!

Just played this track today because it got into CTGP-R. You did a really good job. Some Sections plays really smooth and well with sticky Road and the pipes are really fun, good that you added the KCL type that will push you back. The only problem I see is the lava animation which looks a bit wierd. The animation likes stops and restarts and that looks wierd.
Wexos (talk) 19:38, 2 September 2015 (UTC)

Second KTPT to fix finish line position at minimap

The starting position of this track is far away from the finish line. So the finish line at the minimap is drawn at the wrong position. LE-CODE can fix it: If a second KTPT point is defined, it is used as draw position. So I plan to edit the track to only add an additional KTPT to fix this bug soon for Cuberluigi CT Pack.

Is this ok? Which version number shall I use? -- Octanevinny (talk) 1:16, 4 October 2020 (UTC)