All Course references: [1] Mute City (F-Zero SNES Mute City 1) [2] Big Blue (F-Zero SNES Big Blue 1) [3] Mute City (F-Zero X Mute City 1) [4] Port Town (F-Zero SNES/X Port Town 2) [5] Green Plant (Silence Connection (Created by chmcl))
It took a minute for me to realize these were based off of previous tracks from older games. The one that stuck out to me was that the map for Serial Gaps here was modeled after the first Mute City in F-Zero X.
You're right. I probably should have put that in the description. Track 1 is Mute City I from SNES. Track 2 is Big Blue from SNES Track 3 is Figure Eight from X Track 4 is Port Town 2 From SNES/X Track 5 is an original course (I think)
Will do. But there's not many custom tracks available at the moment. Learning how to use the stage editor is on my to do list, as are many other things. The days need more hours man xd
Thanks, I just play this game a whole lot. The code increases their overall performance by slightly increasing their top speed, making them go for all boost plates instead of ignoring a few, making them use more of their energy to boost so they're usually low on energy when reaching the next refiller (like a player would). It also increases their turn performance to make sure they don't hit too many walls with their increased speed, and it disables rubber banding. They no longer slow down when you're behind them. I created this code for the vanilla tracks where it is a crazy challenge, but since the AI do so poorly on custom tracks, it was necessary just to keep them somewhat close to me
@GrayFoxGX I was gonna say yea, vanilla game is hard as is, so I was just thinking how much more cruel could they possibly get? That's awesome though, going extra masochist and coding them to be even tougher for the thrill lol, definitely respect that.
All Course references:
[1] Mute City (F-Zero SNES Mute City 1)
[2] Big Blue (F-Zero SNES Big Blue 1)
[3] Mute City (F-Zero X Mute City 1)
[4] Port Town (F-Zero SNES/X Port Town 2)
[5] Green Plant (Silence Connection (Created by chmcl))
There's something uncanny about perfectly flat stages in 3d f zero games.
It took a minute for me to realize these were based off of previous tracks from older games. The one that stuck out to me was that the map for Serial Gaps here was modeled after the first Mute City in F-Zero X.
You're right. I probably should have put that in the description.
Track 1 is Mute City I from SNES.
Track 2 is Big Blue from SNES
Track 3 is Figure Eight from X
Track 4 is Port Town 2 From SNES/X
Track 5 is an original course (I think)
@@GrayFoxGX Track 5 is a modded track based off another modded track for F-Zero X
Can't wait to see more of these!
I'll try to find enough good tracks to put another cup together!
Captain Falcon: These seem…..familiar
I love this idea, you should definitely do more of these with enhanced ai. Custom Tracks really breathed new life into this game. Long Live F-Zero.
Will do. But there's not many custom tracks available at the moment.
Learning how to use the stage editor is on my to do list, as are many other things. The days need more hours man xd
@@GrayFoxGX the editor is honestly not that hard once you get accustomed to everything
hello nostalgia, nice to see you here.
This is why bumpers are necessary in 99 because boosting ahead would be op
Pretty decent tracks, looking forward to seeing more.
Nintendo should've make a new F-Zero with all the maps they made with new graphics or probably like GX
Looks so fun!!!! I wanna try
The computers are kinda dumb but it seems they have more speed and more power when boosting
they cannot handle custom tracks very well... yet. The editor is still supposed to get updates some day.
You're crazy good at this game. What does that code specifically do for the AI? Do they follow paths more strictly?
Thanks, I just play this game a whole lot.
The code increases their overall performance by slightly increasing their top speed, making them go for all boost plates instead of ignoring a few, making them use more of their energy to boost so they're usually low on energy when reaching the next refiller (like a player would).
It also increases their turn performance to make sure they don't hit too many walls with their increased speed, and it disables rubber banding. They no longer slow down when you're behind them.
I created this code for the vanilla tracks where it is a crazy challenge, but since the AI do so poorly on custom tracks, it was necessary just to keep them somewhat close to me
@GrayFoxGX I was gonna say yea, vanilla game is hard as is, so I was just thinking how much more cruel could they possibly get? That's awesome though, going extra masochist and coding them to be even tougher for the thrill lol, definitely respect that.
The first half was absolutely great but the second half was meh
Let's hope for more custom tracks, to increase the chances of good ones