MapKitLoader
Loads custom maps made with the Slip & Skid Map Kit. Maps run on a stock level's camera, lighting, scenery, start/finish gates and podium; surface cards and no-trap zones work.
| Date uploaded | 4 days ago |
| Version | 1.0.0 |
| Download link | LesAmisDeIronWings-MapKitLoader-1.0.0.zip |
| Downloads | 14 |
| Dependency string | LesAmisDeIronWings-MapKitLoader-1.0.0 |
This mod requires the following mods to function
SlipSkid_Modding-BepInExPack_SlipSkid
BepInEx modloader, preconfigured and ready to use for Slip & Skid
Preferred version: 6.0.697README
Map Kit Loader
Loads custom maps for Slip & Skid made with the Slip & Skid Map Kit. On its own it adds nothing: install it together with a map that depends on it (for example MegaStunt).
How maps work
When a map is picked, the game loads one of its own levels as a host. The loader hides the host's road and puts the map's track in its place, keeping everything else the game built:
- camera, lighting, fog and scenery of the host level, with extra scenery placed along the map's track;
- the real start gate (countdown lights, starting grid) and finish gate;
- the no-trap zones around the start and the finish;
- the end-of-race podium;
- tyre marks, gravity and the death plane below the track.
The map's road uses the host level's own asphalt and concrete, so surface cards (ice, sand, mud...) repaint it like a stock level, and the scenery changes with the main surface.
Maps also get their own picture, outline and spinning 3D model in the level select.
For players
Install maps with a mod manager; they pull in this loader automatically. Everyone in a lobby needs the same maps at the same version.
For map makers
A map is a folder with a mapkit.json and an asset bundle, built with the Slip & Skid Map Kit (Unity
2022.3.62f3). Put it in BepInEx/CustomMaps/<Map> or ship it as a Thunderstore package depending on this one.
This loader reads only mapkit.json maps, so it works side by side with other map loaders.
CHANGELOG
1.2.0
- 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.