Both of those blocks had major issues which i wanted to fix for a long time.
A short summary:
Green (jump) block:
The issue with the green block was that the jump multiplier (a value which increases your jumping power by a certain amount) was active (after you jumped off a green block) as long as you didn't touch the ground.
This made it possible to basically touch a green block once and then jump from block to block while having this effect active.
The main issue with that is that a single green block allowed (in a lot of cases) to take significant shortcuts in a lot of maps (which in addition to that were mostly rather easy to pull of.)
This of course had also an impact on the mapdesign. As a mapdesigner you were forced to design the maps in a way so that players weren't able to abuse them for easy shortcuts. (This meant that you often had to place them in wide open spaces without nearby blocks.)
The (experimental) fix for that is to make this block only active for the first jump. If you jump again (as an example of a wall) you loose the jumping multiplier. (You can still get the jump boost back if the jump off a green block again.)
This video illustrates both cases (the current version and the experimental changes)
Yellow (speed) block:
The yellow block had a similar issue. Once you started running on this block you were able to maintain (and even recover) your speed gain as long as you were able to hold your speed above 86.4 km/h.
This also had implications on level design because you always had to assume that players could potentially use a single yellow block to get this speed boost and run through the map in one go.
The experimental fix for that is that the player now slowly looses speed (if he is above 86.4 km/h) as long as he isn't running on a yellow block.
This video illustrates the changes:
Both changes have (in my opinion) positive feedback on the game:
- As a mapdesigner you have far more control over how those blocks are used and can restrict areas more easily (Map balancing is way easier)
- Those changes open up potential new routes and alternative pathways which players have to take into account. (Example: Do i jump from a green block to a white block and do a walljump or do i need to jump from a green block to a green block in order to make it?)
- Green and yellow block placement now has a more significant impact on the routes of the map than before. (Example: Previously a single yellow block was enough in order to gain and maintain the speed boost. Now you need to use predefined pathways made out of yellow blocks in order to maintain that speed. > More decision to the player. Do i need to take the yellow path? Or is there an alternative route which can be faster even though i loose the speed boost?)
However, the final version will still be compatible with the old maps. (But it will display a warning that those maps may not be playable due to those changes.)
You can also load your old .ecmap files into the map-editor and export it as a new .cmap file. This will get rid of the warning message.