- What permissions do you give others to modify and/or maintain your submission?
- Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
ArcadePak is now officially marked as reusable. This is because there likely there won't be any further updates unless any issues are reported to fix with a hotfix or any community made updates are requested to be integrated officially.
All in all though, it was great run that wouldn't have been possible to see without y'all.
All in all though, it was great run that wouldn't have been possible to see without y'all.
Thank you so much everybody for playing my maps even today, it has been a few years ever since the first release and honestly glad that these silly maps have been entertaining while playing Kart online :)
As of October 23, 2022, there's FINALLY a new trailer available for ArcadePak: Featuring the new tracks and major changes in it!
Current maplist:
MAPE1 - Virtua Circuit Zone:
A 5-lap circuit inspired by the Model 1 and 32X games, with flat colors used for the style of this short but speedy track. Watch out for the colored glowing pads, as green ones are boosters, yellows and reds are springs, and blacks are hazards!
MAPE2 - Snowdust Valley Zone:
Jump over the valley, drift near the drop, and fly over a fan-filled pit in this snowy mountain; now filled with trees overwatching your race!
MAPE3 - Mount Acres Circuit Short:
This track returns from the past in ArcadePak, bringing some new few additions, but the same fun layout as before!
MAPE4 - Ridge Turnpike Zone:
Ready for some 360s? This track is filled with half-pipe ramps which will have you speeding through close corners and hairpins; the slipstream technique is your best friend at the last bigturn! So, what are you waiting for? Go make old Tony Hawk proud!
MAPE5 - Polychrome Polygon Zone:
Flat colors are back, and this time with a vengeance: This unique track, filled with floating cubes and crystals has an alluring artstyle and many speed-heated turns; and with items it gets much more hectic! Are you ready to snipe some karts with spikeballs?
MAPE6 - Trichromatic Space Zone:
Looks like space, but more polygons and 5-lap goodness! Make sure to stay on track, take the closest turns and make the best of all the jumps you can find!
MAPE7 - Dynamite Wilderness Zone
It doesn't matter where you are, but what are you going to do: If you were a fan of Ridge Turnpike Zone's ramps, then you're going to have a great day here! With another 5-lapper action track of speed, make sure to use your drifitng skills to the maximum on this track, specially on the huge spiral turn!
MAPE8 - Meteor Desert Zone
MAPEA - Backroom Velocity Zone
MAPEB - VR Big Forest
The beginner course from Virtua Racing once again shines with its polygonal trees, mountains, and a nice view over the lake from the bridge. After you are done racing around, check out the ferris wheel!
MAPEC - RR Seaside Route 765
Hidden maps:
MA E0 - Jungle Fort Long
MAP ED - Dinosaur Canyon Classic
No staff ghosts available at the moment.
v1.3/v1.4 Staff Ghosts Contribution Credits:
Virtua Circuit Zone: MrNin, Yoshi, Star
Snowdust Valley: MrNin, Yoshi, Pilzkopf, Star
Mount Acres Circuit Short: MrNin, Yoshi, Pilzkopf
Polychrome Polygon Zone: MrNin, Yoshi
Big Forest: MrNin, Yoshi, Pilzkopf, Star
Snowdust Valley: MrNin, Yoshi, Pilzkopf, Star
Mount Acres Circuit Short: MrNin, Yoshi, Pilzkopf
Polychrome Polygon Zone: MrNin, Yoshi
Big Forest: MrNin, Yoshi, Pilzkopf, Star
Credits:
- jelly, SeasideDoe, Diggle, mari, Mr. Logan: Feedback and testing on the beta version of Dynamite Wilderness Zone
- FaytStayx: Assistance with converting into a PK3, new skybox for Snowdust Valley, a lot of reported issues to fix in v1.5
- LJSTAR: Sky texture for Big Forest
- CoatRack & RoyKirbs: Additional assistance for Big Forest
- Eldog: Tipped me over like a cow to make me do the ferris wheel rounder...and it worked out well
- Bluegen: Dinosaur Canyon Classic visual update in v1.3
- Yoshi: Helped me test several checkpoint issues in Mount Acres Circuit Short and v1.5 tester; might see his ghosts in the next hotfix
- MrNin: Pointed me out several unintentional skips to patch in v1.3
- Triblue: v1.5 tester, quite talented at Record Attack so you might spot some real dangerous ghosts later on
- Ashnal: Had suggested the SVZ/PPZ changes and turns out they were the right choice so thank you dude
Special thanks to:
- Kart Community Server: Actually testing the new stuff in multiplayer because I couldn't do it myself (v1.6-v1.8)
- Chao Gaming Bros: Playing v1.7 online and providing feedback to be used for v1.8
- AquaMonkey, Axeciles and all the Aqua's Karthouse players for testing and reporting issues
- Bartman3010 and all the Sonic Retro players for playtesting v1.5 with me in one of their Kart Saturdays
- Goldencreme, FaytStayx, Professor Rendered, Diggle and Soupbowler for reporting several of the now patched issues/gbjs (v1.5)
- Eldog, Faytstayx, Cactus Fantastico, Onion Knight, Mr. Logan, Halatnikov, and everyone else in the KartKrew Discord for their great feedback. (v1.4-v1.5)
- Shoutouts to IRL buddies (CottonMaggy, Cirno, Nino20G, all the buddies I met in LC and university), you guys are awesome and glad to have y'all here
- Absoultely everybody that has both playtested v1.6 and played ArcadePak because I'm so happy to see people enjoying these tracks
BONUS: Video with a Making of Polychrome Polygon Zone, having almost everything of the track being made from scratch to what it is now.
However, I'm grateful that you made a detailed review out of all them; IDK if I should keep 3 laps or 4 laps for VRBF (since that was an accidental change but you didn't mention it), but I can set DWZ to 4 laps (I often tested it with Hard speed so that might be why I used 5), and as I had extra time to work on small tweaks through the hotfix due to internet issues, I can address the PPZ angle issue that you mentioned. The SVZ clip into the statue should be fixed after hotfix since that was a thing that happened in 1.5a but addressed in 1.5b (...but I reverted the map to 1.5a by accident, which is why the hotfix is needed).
Oh, and as I've been recently brainstorming for ideas to revamp my tracks for a future version, I could definitely try something with adding more depth/height variations to MACS; sounds like it would make the map much more appealing with inclines and such instead of being mostly flat. Once again, thank you so much for leaving this review, you have no idea how much it helps me to get feedback from others to tweak my maps :)