More new features for the CTGP-R v1.03 update! From hereon out, CT creators will be able to specify a different maximum speed for their track (as a multiple of the game's original speed) when making tracks for CTGP Revolution. That means, in the update, there will be lots of tracks with different speeds to normal!
Most of us already know that speed modifiers are quite fun things to mess with. They're fast, highly unpredictable, and make for some rather cool-looking races on WiFi. But, let's be honest, no tracks are designed to be handled at that speed, races turn into bumpfests, and Quackers dominate the world.
So, I decided in my infinite wisdom to balance the speed mods, and then give people the ability to create tracks of different speed to normal Mario Kart Wii. The result is what you see here. Combined with the lap count modifier shown a while back, this makes for some fun, fast paced races, without the need to quack and hump walls. Various old racetracks and new racetracks alike will be outfitted with the mod. Very long old tracks in particular will be sped up so they become more interesting! It will also be available in CTWW, so you can expect some rather interesting and fun times ahead.
To try to minimise daft questions, I have prepared a list of what I think will be asked frequently. In other words, Frequently Asked Questions! Please read!
Q: What the heck?! Are you modifying every track's speed????
A: No. Just certain tracks that would benefit from it, and tracks designed for it.
Q: Will all tracks with modified speeds be the same?
A: No. Tracks can have different max speeds, as shown in the video.
Q: Does 100cc/150cc make a difference?
A: Yes. 100cc will be slower than 150cc, even with speed mods applied. The tracks will still be fast, though, just not AS fast.
Q: Can I turn it off?
A: Well, I don't really see the point. You'd lose, and some tracks would become in-completable.
Q: I remember your speed hack races. Boost panels do nothing!! Are we sure this is a good idea?
A: The speed mods are different here. Vehicles, boosts, miniturbos, etc all have an effect on the overall speed. Accel is also altered, so Quackers don't dominate the world.
Q: I think this looks terrible. Can you not do this?
A: I would ask any people who are dubious about this to actually try it first. It's remarkably fun.
Q: Will I get banned for this?
A: No. Aside from the fact Nintendo only seems to look for VR hacks, any speed mod races will be happening on custom tracks, so there'll be no complaints from regular players.
Q: But but you said that taking speed hacks on regional is a terrible idea! Hypocrite!
A: That's not a question, but you're right. However, this system is designed such that even if a regional fusion occurred, no regular player would see any speed hacks. That was my main problem before.
Q: Did you steal Sword's speedometer?!
A: No... after all, I was one of the people who made it in the first place.
Q: This is Cam/Tom/Troy's pack you noob! You're just taking credit and claiming its CTGP!!
A: Yes, it is the CTT pack. However, the speed mod codes are designed for CTGP and I was the one who made them. But, I gave them to Cam/Tom/Troy so they could try them out and we could make some rooms. In exchange, I recorded the mod so I could show off the codes!
Q: Can I try it?
A: Yes. It's now part of CTGP, so you can just download that, and it exists on this track and a few others! See http://www.chadsoft.co.uk for more info.
With that, thanks for watching! CT authors who want to know more about how to apply the speed mods should get ahold of me on Skype/YT. Keep looking forwards to the update!
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