• Changed the order of tracks in the Tension Cup.
  • Added a MODINFO lump.
CHILL GARDENS
  • Visually widened the position beam.
  • Added an ARK Arrow to the shortcut over the first tunnel.
  • Added ringboxes in the first tunnel. (This change is not present in Time Attack.)
  • Fixed a potential issue where players might not hit the checkpoint when taking the shortcut past it.
  • Moved the ARK Arrow at the final turn.
  • Added a charger panel to the final shortcut.
GRAND METROPOLIS
  • Complete aesthetic revamp.
  • Many minor changes in the shape and position of track geometry.
  • The layout of background buildings has been completely changed.
  • Changed some ring placements.
  • Changed some ARK Arrow placements.
  • Redid waypoints.
  • Widened the finish line on the minimap (in addition to changes to reflect the new layout).
  • Added ring capsules in the air after the jump at the end of the lap.
  • Added invisible walls in the areas around the first spiral to prevent skipping sections of the track.
  • Widened the area on the right before the first spiral.
  • Increased the steepness of the first spiral turn.
  • The first underpass is now walled on both sides.
  • Replaced the first set of item boxes with Orbinaut capsules in multiplayer races and ring capsules in Time Attack.
  • Added a set of item boxes before the jump into the vertical energy road.
  • Increased the distance of the jump into the vertical energy road.
  • Raised the downward dash rings above the vertical energy road.
  • Replaced both grate roads connected to the second large hexagonal platform with energy roads.
  • Lowered the second large hexagonal platform.
  • Decreased the size of the building in the center of the second large hexagonal platform.
  • Moved the second set of item boxes forward.
  • Added additional springs to the pole shortcut.
  • Lowered the ground inside the pole shortcut to make it impossible to be bounced back out.
  • Added an additional upward slope in the interior section.
  • Decreased the number of item boxes in the set at the end of the interior section.
  • Turned the downward slope after the interior section into an energy road.
  • Sloped the dual-colored energy road upward.
  • Reduced the number of item boxes on the dual-colored energy road.
  • Lengthened the energy road before the second checkpoint.
  • Lessened the steepness of the slope before the second checkpoint.
  • Removed the sneaker panel on the slope before the second checkpoint.
  • Removed the shortcut near the second checkpoint.
  • Completely reprofiled the high U-turn. It is now flat, more angular, extends out further, and has an open inside with a tripwire.
  • The road after the high U-turn is narrower, and now slopes upward.
  • Moved the item set after the second checkpoint back a bit and reduced the number of item boxes in it.
  • Added a shortcut after the high U-turn.
  • Added fencing to the turn after the high U-turn.
  • Completely reworked the third section of the track, including the area where racers start.
  • CPUs will now fastfall when approaching the finish line.
  • Moved the spray can.
  • Changed all staff ghosts to account for the changes to the map.
ANCIENT ECLIPSE
  • Added a boost panel leading to the dash rings that take you to the starting line. The boost panel is only enabled during Position, and is never enabled in Time Attack or Free Play.
AQUATIC BASE
  • Made grates able to be passed through from below.
  • Added a high dash ring after the second set of trick panels.
  • When falling off after the second set of trick panels, racers will respawn on the right path instead of the left platform.
  • Raised the ceiling and added a high dash ring above the red trick panel.
  • Added dash rings near the corner of the flooded corridor.
WEATHER CHANNEL
  • Added an additional visual effect during the sun weather.
  • Cool!
Reactions: BlakDragon
  • The courses are now grouped into their own cup, the Tension Cup, with a full total of five racetracks, two battle maps, and one special stage.
  • Fixed issues where the lightsnake would put respawning racers behind tripwires.
CHILL GARDENS
  • Changed the slope of the offroad leading into the spiral turn.
  • Added staff ghosts.
ANCIENT ECLIPSE
  • Raised the roof of the white building, as well as the dash rings and ring box of the associated shortcut.
  • Added staff ghosts.
UNDERGROUND
  • Added.
GRAND METROPOLIS
  • Increased lapcount.
  • The position number is now black.
  • Repositioned the ARK Arrow at the turn under one of the energy tanks to make it more visible.
  • Fixed a clipping issue with the springs on the first black rooftop.
  • Added staff ghosts.
AQUATIC BASE
  • Added.
WEATHER CHANNEL
  • Added.
TERMINAL VELOCITY
  • Added staff ghosts.
  • Cool!
Reactions: antmaximus
CHILL GARDENS
  • Changed skybox.
  • Added ring capsules after the checkpoint.
  • Added rings on the high U-turn.
  • Added rings before the loops.
TERMINAL VELOCITY
  • At some point, the Motobugs became improperly scaled. This has been fixed.
GRAND METROPOLIS
  • Changed tripwire in the interior section back to finite height so players only cross it once.
  • Added a tripwire shortcut at the eastern U-turn.
  • Added wall springs for a smoother experience if you trick directly forward at the first trick panel.
  • CPUs will now trick sideways.
  • Raised the height of the third set of trick panels, with the building adjusted to match.
  • Extended the building racers start on backward.
ANCIENT ECLIPSE
  • Added.
  • Cool!
Reactions: antmaximus
Updated the map pack to work in 2.4, and made a handful of changes besides.

CHILL GARDENS
  • Increased lapcount to 4 laps.
  • Added a checkpoint in the second tunnel.
  • Added a KKD Medal.
TERMINAL VELOCITY
  • Changed to 2.4's sprint track layout, with only a start and finish line and checkpoints dividing the segments. Checkpoints are placed at what was previously every second lap line.
  • Moved the springs on the rails backward to prevent bumping into the wall when going at high speed.
  • Added a KKD Medal.
GRAND METROPOLIS
  • Added checkpoints: one near the end of the interior section and one after the red and blue energy roads.
  • Increased the size of the grate platform after the vertical energy road.
  • Increased the radius of the pole shortcut and tweaked the angles of the nearby springs.
  • Added a ring item capsule next to the sneaker panel at the large upward road.
  • Added a KKD Medal.
It's been a bit, but this pack now has a third track in it — a port of Grand Metropolis from SRB2K. Additionally, this comes with a minor change to Terminal Velocity for smoother gameplay.

TERMINAL VELOCITY
  • Increased the number of rocket points to prevent racers slipping through the cracks between them.
GRAND METROPOLIS
  • Added to the pack.
Some quick changes to a few issues, and some things I noticed while fixing them.

CHILL GARDENS
  • Fixed some texture misalignments at the 360-degree turn.
  • Slightly changed the angles of the end of the upward slope and moved the walls forward to cover the outside offroad of the turn. This is to lessen the impact of the kart accidentally launching off the slope like a ramp, which isn't an uncommon enough experience for my liking.
  • Replaced the sneaker panels before the loop with dash panels (which are also closer to the loop), which can't be used to get the tripwire cut for free.
TERMINAL VELOCITY
  • Changed waypoints immediately after the end of each section to block the lightsnake. This is to prevent a bug wherein respawning near a rocket section could desync your lap count.
  • Fixed a misaligned tripwire anchor texture.
  • Cool!
Reactions: BlakDragon
Most of this update was brewing while Chill Gardens v1 was in approval, but I'm glad to be able to get this up on the boards now.

CHILL GARDENS
  • Aesthetic changes to the starting line area, now including a Ring Racers banner
  • Complete remodel of the track's eastern turn to play better with your high velocity going into laps 2 and 3.
  • Straightened the tunnel after the downward spiral for aesthetic reasons.
  • Added a raised section to the large valley to prevent racers from being shoved into a large patch of offroad.
  • Added springs on the eastern wall of the large valley for similar reasons.
  • Moved waypoints underneath each other on the second red bridge to prevent potential issues.
  • Big fix: added a missing deathplane on the high U-turn in the large valley. This was always intended, but it didn't function properly in 1.0.
  • Extended the fences in the large valley.
  • Changes to the geometry surrounding the loop — it is no longer possible to bypass the loop on the right side.
  • A tripwire was added on the left side of the loop, and the following ground is no longer offroad.
  • The endpoint of the loop (and the new tripwire cut) has been raised 16 units so racers can no longer kill themselves on the loop during position.
  • The minimap was redone. This doesn't just include the new changes to the track's shape, but also smoothens out even the roads that haven't been altered.
TERMINAL VELOCITY
  • Added to the pack.
  • In the preview of this track on Diggle's anniversary stream, dev textures were visible from certain angles at the starting line. This has been fixed.
  • In the preview of this track on Diggle's anniversary stream, the raised sides of the track could be driven on freely. In this finished version, they now have a stumble effect to prevent this.
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