Loads custom maps made with the Slip & Skid Map Kit, including the game's own road pieces. Maps run on a stock level's camera, lighting, scenery, start/finish gates and podium; surface cards and no-trap zones work.
The game's own road pieces in maps (KitStockPiece): a map can place any stock piece (R###B###: straights,
slopes, 20-70 m curves, banked turns, Y-forks, half-pipes, tubes...) by name, from its host level or from any other
stock level (loaded once per session behind the loading screen). Nothing of the game ships in the map: the real
piece is cloned at load time, with its borders, collisions and surfaces. With it the Map Kit rebuilds every official
track exactly.
Seasons: the season under the car now comes from the road piece's own tag, so it switches exactly where the map
says (mid-tunnel) even if a surface card repainted the road; spectators see the season of the car they watch.
Scenery around long road pieces (a whole bend in one piece, like the stock tracks) is only cleared along the road,
not across the inside of the bend; a map that lies where its host's own track was keeps the host's scenery as is.
1.1.0
Seasons: maps can turn on KitMap.seasonalBiomes; during the race each player's look (sky, fog, lighting,
scenery, weather, ambiance) follows the season surface under their car (Dirt, Sand, Mud, Ice, Magma). Local and
visual only; off for existing maps, in rush mode and in split screen.
Paint: map decoration can use the game's own toon materials with a colour (KitRoad.paint / tint), so maps
can have coloured props (trees, rocks, snowmen...).
Level select: maps show their real surfaces like the stock levels – every surface's share (it used to show one
surface, and leftover percentages from the level shown before), the colour theme of the map's look, and a 3D
preview coloured per surface with the game's own preview materials (and the host's road no longer counted as
concrete). A map with seasons shows one band per season in the screen's and the card's background pattern, and
its difficulty dots in the seasons' colours.
Scenery around big maps: a host scenery piece is hidden only where its real shape reaches the track (it used to be
its whole bounding box, which hid entire hill ranges), and whatever stood on a hidden piece is hidden with it – no
more animals or trees floating in the air.
1.0.2
Per-road surfaces: each map road piece can use its own game surface (Asphalt, Mud, Ice...), so maps
can mix surfaces. Pieces without one keep the host road surface.
The plugin reports its real version.
1.0.1
Map roads use the host level's own road surface, so the game applies its biome: correct fog, sky,
lighting and scenery (fixes far parts of maps drawing flat green).
Host scenery is scaled to the map's size and pieces that would stand on the track are hidden.
The tyre-trail camera covers the whole map.
Prop pieces (concrete or dark asphalt decoration) that are not road tiles.
1.0.0
First release: loads Map Kit maps on a stock host level (start/finish gates, no-trap zones, podium,
lighting, scenery, surface cards).
Roadside scenery from the host's environment, switching with the surface biome.
Level-select picture, outline, 3D model and surface count for each map.
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