
SnowtimeStages
A mod which aims to add a pack of maps to the games standard loop
Date uploaded | a week ago |
Version | 0.8.2 |
Download link | winterwonderland-SnowtimeStages-0.8.2.zip |
Downloads | 1581 |
Dependency string | winterwonderland-SnowtimeStages-0.8.2 |
This mod requires the following mods to function

RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.0.3


bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2117
JaceDaDorito-LocationsOfPrecipitation
A utils mod that features editor and runtime tools I use for making stages!
Preferred version: 1.1.2
RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.2.1

README
Snowtime Stages
A work in progress mod intending to add a pack of stages for the standard loop. Currently adds a full loop of artstyle-clashing maps from Halo: Combat Evolved, Halo 2, Halo 3, and Garry's Mod.
Main Features
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Each map may have its own gimmick. It is up to you to figure them out.
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Note: Not all gimmicks are created equal, and may not be transparently noticeable in the heat of gameplay.
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Blood Gulch from Halo CE
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Death Island from Halo CE
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Ice Fields from Halo CE
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Gephyrophobia from Halo CE
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Sandtrap from Halo 3
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Halo from Halo CE (and its variant)
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Sidewinder from Halo CE
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New Mombasa (Bridge) from Halo 2
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gm_construct from Garry's Mod
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Delta Halo from Halo 2
To-do List
- More maps, whatever they may be
- Custom enemies
Credits
- Jace - Fogbound Lagoon; which I used as a basis for the mod, alongside LocationsofPrecipitation
- viliger - Steering me in the right direction with helpful tutorial(s) for custom music
Changelog is now featured in the Changelog category.
CHANGELOG
0.8.2
- Fixed the skydomes of most maps. They will NEVER inherit lighting ever AGAIN
- Moved one of the guaranteed legendary chests in sandtrap to remove a two-for-one deal for HUNK players; It is still in the same room
0.8.1
- Fixed an issue where the ghost of a map passed would call out to the player like the Green Goblin mask, begging to be selected and softlock their run. For whatever reason, forgot to remove a SceneDef from the assetbundle that I dropped like a year ago.
0.8.0
- Add Delta Halo
- Scaled up construct by 1.35x to allow access to the secret room
- Gave gm_construct tf2 music temporarily
- Fixed New Mombasa Bridge's Boss Music not ending properly
0.7.3
- And this is why you thoroughly test first before throwing out updates
- Fixed an issue where Halo's reflective water in the skybox was replaced with the wrong cubemap
- Changed how the volume_master interacts with music to reduce its double dipping nature
0.7.2
- Fixed a glaring issue where on New Mombasa Bridge you would be prevented from entering the tunnel, potentially pre-maturely ending runs.
0.7.1
- Added gm_construct
0.7.0
- Made it where you can toggle every individual stage on or off. Experimental, and only removes them from the LOOP at the moment
- Updated the music to have it inherit from Master Volume on top of the Music Volume
- Added Sidewinder for Stage 1
- Added New Mombasa Bridge for Post Loop Stage 3
- Nerfed the director starting credits for most stages to reasonable values
- Probably a few hundred other things I forgot about
0.6.2
- Updated lighting on all maps to hopefully reduce eye strain.
- Fixed issue on the alternate Halo (level) Stage 5 where the level boundary was not working, as it was still using Halo (level) Stage 5's standard position
- Updated forerunner materials (should fix gephyrophobia having a sort of gray filter)
0.6.1
- Fixed missing collision for the rocks on the alternate Halo (level) Stage 5
- Fixed an edge-case with Railgunner where on certain maps, the skybox would render over everything while zoomed in
0.6.0
- Fixed the Halo Sub-Content expansion not working with certain profiles
- Added Ice Fields for Stage 2
- Added Alternate Halo (Level) Stage 5 Variant
- Improved visuals AGAIN (Beam emitter light!)
0.5.3
- Fixed flashbangs in regards to Starstorm 2's storms and the void seeds.
- Added an expansion for the Halo content (will be relevant in the future)
0.5.2
- Attempt to make the volume of the music match that of vanilla
0.5.1
- Fixed issue where players can get stuck under one of Death Island's Geysers, which tries to propel them indefinitely and never let them go.
- Fixed language tokens
0.5.0
- Added Sandtrap for Stage 4
- Added ambience for all levels
- Improved visuals further
- Added random locations for newt altars
0.4.0
- Added full support for Seekers of the Storm and Survivors of the Void
- Rebalanced interactables for all Stages
- Added Halo (Stage) for Stage 5
- Improved visuals across the board
0.3.1
- Fixed missing R2API Sound Dependency
- Rebuilt AssetBundle
- Improved Water color of Death Island
0.3.0
- Added Gephyrophobia
- Added ending(s) for the custom bossfight music(s)
- Collision upgraded with surface definitions (footstep sounds make sense now)
- Upgraded interior lighting of Death Island to be similar in fashion to Gephyrophobia
- If you have any lag issues due to the lighting, please let me know on the Risk of Rain Modding Discord
0.2.1
- Added custom music
0.2.0
- Added Blood Gulch
- Massively improved director starting credits for Death Island
- Improved some materials
0.1.2
- Fix missing material on Death Island's red team interior
0.1.1
- Added props and geysers to Death Island
- Added Language (English)
- Changed stage order of Death Island from Stage 1 to Stage 2
0.1.0
- Initial Release