- In-Game Name
- Swag6969
- Discord Name
- Swag#6969
Current Rush Version: 0.7.2.0
*You can see the current version in game by using /pl or /plugins.
just a lil guide/documentation (and some other stuff too) im making because most people may not fully know how some things in rush work, so imma dump most of the things i know here. this gets a lot more technical than the guide(s) in the server, but displays a lot of useful information. also join the discord.
as rush gets updated, ill update this post too. keep in mind, this post is never finished, as anything could get added, anytime. keep in mind, rush is in alpha, and will be for a while. you should expect to see a lot of bugs here and there.
if anythings too confusing, or you want to know more about something, i can tell you as much as i know on discord @Swag#6969.
if you choose to add and talk to me, please do not ask: if i want to do a j4j, for collaborations, for release dates of content, how to become staff, or to forward something to someone.
also dm me if you notice any potential errors or typos cause i know i aint perfect.
Gamemodes
Versus Race
As of right now, Versus Race is the only mode. The objective is simple: race for first place. Around the track, there are item boxes that you can take advantage of to help you reach 1st. Some items can be used for offence, while others for defense. The more strategy and thinking you put into usage of the items, the better the result of them will become. At the end of each race, you'll see the top 3 players on their podiums.
Tracks
Florian Circuit ("FC")
2 laps - about 1:45 per lap
Florian Circuit is a long 2-lap track featuring many twists and turns. There's a lot of spots for audience members too, as well as a few "shortcuts". Built by Florian1109, this was the first ever Rush track to be implemented and went through many changes over time.
Sky's Theme Park ("STP")
3 laps - about 0:40 per lap
Sky's Theme Park is a 3-lap course filled to the brim with boost panels and fun drift spots. Unlike Florian Circuit, STP has actual hazards included that you must watch out for while playing. While not having as many shortcuts as FC, it's definitely easy to recover from getting hit by landing on a boost pad to immediately get back to full speed. Built by xprimephoenix, this is the second and latest Rush track to be released.
Items
Fake Item Box ("FIB")
Type: Trap
Can be held: Yes
Can hit yourself: Yes
Causes fire: No
Mechanic: An Item Box that you can place anywhere to fool other players into picking it up. Instead, it spins them out.
Counter: It spins in a different direction than normal item boxes, and can't block items.
Fireballs
Type: Offence
Can be held: No
Can hit yourself: No
Causes fire: No
Mechanic: A bunch of fireballs that you can throw either forwards or backwards. They bounce off walls and spin out any player they collide with.
Counter: Super Armor or Ghost can be used to dodge the fireballs. You can also hit the player to prevent them from shooting until they finish spinning out.
Shockwave
Type: Offence / Defense
Can be held: No
Can hit yourself: No
Causes fire: No
Mechanic: Shockwave can be used to destroy any nearby items and spin out any nearby players.
Counter: It's range isn't the best, so keeping your distance is a good move. A player also can't use it while spinning out.
Eye of Ender ("Eye")
Type: Offence
Can be held: No
Can hit yourself: Yes
Causes fire: Yes
Mechanic: A one-time-use item that targets first place and spins them up into the sky, more punishing than most items.
Counter: Shockwave can be used to block this item right before it hits you.
Nether Star ("Star")
Type: Offence
Can be held: No
Can hit yourself: No
Causes fire: No
Mechanic: An item that hits every player in front of you. The further ahead, the more they get spun out.
Counter: Players who are behind the player with the Star will not be affected by this item. Players with Ghost and Armor are also invulnerable.
TNT
Type: Offence / Trap
Can be held: Yes
Can hit yourself: Yes
Causes fire: Yes
Mechanic: TNT can be used to explode other players, spinning them out a lot. It explodes on contact, or of a player gets in range of it. It can also explode part of the race track.
Counter: If a player is holding the item behind them, you can hit the TNT with a different item to avoid being exploded by it.
Ghost
Type: Offence / Defense
Can be held: No
Can hit yourself: No
Causes fire: No
Mechanic: Can be used to steal another player's item, while also making you invisible and invulnerable to items for a short time.
Counter: Players can see when a player has this item on the sidebar, and it can be reacted to accordingly.
Freezer
Type: Trap
Can be held: No
Can hit yourself: No
Causes fire: No
Mechanic: Spits out ice behind your kart that causes other players to move slower and slip as well. Can also be used to block boost pads for a short time.
Counter: You can easily avoid this by being off to the side of the player.
Super Armor ("Armor")
Type: Offence / Defense
Can be held: No
Can hit yourself: No
Causes fire: No
Mechanic: An item that makes you invulnerable to every item, as well as increases your kart's max speed until it runs out. Colliding with other players will also spin them out.
Counter: Colliding with players and getting hit by items will shorten the time left on the Armor.
Oil Can ("Oil")
Type: Trap / Defense
Can be held: Yes
Can hit yourself: Yes
Causes fire: No
Mechanic: A can of oil that can be thrown onto the road or be used to block shells. Upon colliding with a player or item, it'll spin out any player as well as spill oil on the ground. Any players who drive through oil will receive a speed and handling debuff.
Counter: Oil isn't very effective after it's already been spilt, and players can easily avoid placed cans as they're quite small.
Green Shell
Type: Offence / Defense
Can be held: Yes
Can hit yourself: No
Causes fire: No
Mechanic: A shell that can be thrown anywhere. Upon colliding with a wall, it'll bounce off until it eventually breaks. Any players it hits will be spun out.
Counter: Green Shells are generally hard to aim with, especially if the target is far away.
Red Shell
Type: Offence / Defense
Can be held: Yes
Can hit yourself: No
Causes fire: No
Mechanic: A shell that targets the player in front of you and follows them, eventually hitting them.
Counter: Red Shells are quite slow and can be blocked by various items in time.
Boost
Mechanic: Essentially a portable boost pad that can be activated any time. Can also come in triple stacks.
Counter: Cannot be combined with boost panels or other boosts.
Item Probability Chart
Place / Item | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th |
---|---|---|---|---|---|---|---|---|
Boost | 5.0% | 12.5% | 15.0% | 15.0% | 5.0% | |||
3x Boost | 2.5% | 20.0% | 25.0% | 37.5% | 45.0% | 45.0% | ||
Green Shell | 10.0% | 10.0% | 7.5% | 2.5% | ||||
3x Green Shell | 10.0% | 5.0% | ||||||
Red Shell | 27.5% | 20.0% | 10.0% | 5.0% | 2.5% | |||
3x Red Shell | 2.5% | 10.0% | 20.0% | 12.5% | 5.0% | |||
Freezer | 5.0% | 5.0% | 2.5% | 2.5% | 2.5% | |||
Nether Star | 2.5% | 7.5% | 10.0% | |||||
TNT | 2.5% | 5.0% | 10.0% | 5.0% | 5.0% | |||
Eye of Ender | 2.5% | 7.5% | 7.5% | 5.0% | 2.5% | 2.5% | ||
Fireballs | 2.5% | 2.5% | 5.0% | 15.0% | 7.5% | 2.5% | ||
Super Armor | 2.5% | 5.0% | 15.0% | 35.0% | 40.0% | |||
Oil Can | 25.0% | 20.0% | 7.5% | |||||
3x Oil Can | 2.5% | 7.5% | 12.5% | 2.5% | ||||
Ghost | 5.0% | 7.5% | 12.5% | 5.0% | ||||
Shockwave | 7.5% | 5.0% | 2.5% | 2.5% | 2.5% | |||
Fake Item Box | 45.0% | 7.5% | 7.5% |