blahpy wrote on 06/06/12 at 23:42:54:Also, Nosey, all the glitches work as expected (just checked), would you like me to edit the maps showing important checkpoints/start as areas rather than checkpoints? (since that's what they are)
I'm happy to explain if anyone doesn't see how a glitch could work
You mean that little 'link checkpoints' button in the szs modifier which links them together and shows them as areas?
It's easy just to explain it, and I've already shown a picture of it for N64BC, but if you feel like it, then go ahead, but I don't see that much point. However if you're meaning just to do it for the already glitched maps to demonstrate it, then I could just get the images for those courses if someone doesn't understand how they work. But if you really want to, then of course go ahead

Although it probably won't have any significance, I'll just point out that the checkpoints are all linked to one another if there is only one 'section' of checkpoints. Most courses only have one section, but courses such as Grumble Volcano, or Coconut Mall (shroomspot), have more than one section.
Gv has four sections, one up to the split path (near the end), then one for each path, then one more just for the last bit. When you link the checkpoints, the sections don't connect, meaning that a largish area before the split path isn't a checkpoint 'area'. Dunno if that means anything, just pointing it out.
Also I'll mention that I haven't a clue why the Yoshi Falls checkpoints fucked up, I tried closing the modifier and opening again, but they just appear like that. I guessed that it doesn't matter that much as you can see where they roughly are anyway. I don't whether it's because I have an old version of the modifier, or some other problem caused it, but if David or someone else could just have a quick check themselves to see whether the same thing happens. It'd be funny if the checkpoints really are like that in the game..