ArcadePak v1.5b (The Promised Hotfix Update)

ArcadePak v1.5b (The Promised Hotfix Update) 1.5b

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Haven't got enough from SRB2Kart? Doesn't feel like you have played enough tracks? Were looking for more PlayerBot compatible maps? Well, here's something for you, dear kart racer:

At long last, after many months of inactivity and GBJ/cheap skip reports, today I finally officially deliver ArcadePak v1.5! If the humongous sized picture above makes you want to know more (or can't read), then here's a rundown of all the new additions:

  • PlayerBot support: You might have heard of the very nice guide on how to use Player Bots on SRB2Kart (which is very nice indeed) or the PlayerBot mod itself. It allows you to kart (and get karted) with basic but functional bots but maps must be built to support the mod...which is what I did (duh). Some might be a bit more basic than what you'd expect, but don't get fooled into expecting that they won't give you a run for your money (I'm looking at you Tricolored Space Zone :welcometoreleases:) If you had not heard about the mod by the way...then go check it out :shitsfree:
  • No More PPZ Tunnel: Okay so check this out...if you are thinking about that meme, it ain't funny (:oh:), but you know what is fun though? Probably not the orange, claustrophobic underground tunnel that used to be here; had heard that it was quite inconvenient and also caused the map to not be left in map rotations from certain servers...and looking back at that today, I can definitely tell why. It was pretty much completely tested solo back when I made it (only record attack stuff) and never accounted for having more than 1 player in there. So now it's G O N E and in its place there's two side booster pads with a flurry of items at the middle. No more existential tunnel crisis!
  • Snowdust Valley Update: While the track layout itself wasn't absolutely altered, there was some valid concerns about the map needing some extra sauce sprucing up (that and object pop-in from tree excess :wow:) I did some visual tweaks, replacing some textures, making tree location more strategic instead of cluttering a single space (causing lag), and thanks to the wonderful FaytStayx, there's now a new blue blueeee skyyyyyy
  • No more Skips and GBJs: I heard about some few unintended skips here and there, as well as some certain GBJs (dead end, accidental trap, you got jailed, gnomed, etc); this update happened to begin as an bugfix-oriented update (before I went the extra mile) and now there are no more cheapskate skips:threat:
  • New Track: Ridge Turnpike Zone: :knuxsmug:
  • Filesize reduced and PK3 ready:

Oh, and you might have noticed that the title says "v1.5a" instead of "v1.5"; read the Updates section at the end for the small changelog about that :p

Here's two videos of VCZ and TCZ in action with PlayerBots (recorded before official release!
Also note that the TCZ video does not have an offroad patch added right in the middle of the very last turn after recording. GIFs of the tracks in action, as well as some well decorated map introductions in the maplist below should be coming soon.

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:
RTZ new 2.png

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 - Tricolored 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!

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!

Dinosaur Canyon Classic - MAPE0
A blast from the past? Maybe. Is it new from this update? Actually yes. Does it look good today? Not exactly. Hell map? Well yes :p
Thanks to Bluegen for the assistance with this one.

v1.5 Changelog:
  • All maps (except Dinosaur Canyon Classic atm) have PlayerBots support.
  • All music tracks (except SVZ/PPZ since they use module music) use Quality 0 OGGs, which means a massive size reduction.
  • Speaking of size reduction, ArcadePak now comes as a proper PK3, now at a humble 6MB!
  • Due to being outdated, ghosts were removed from this version. While there was the plan to have new ones done for this update, it will probably happen as part of a future hotfix due to certain layout changes done during development.
Virtua Circuit Zone (MAPE1):
  • Raised wall near the end of the track, done to stop anti-cut from happening (Goldencreme)
  • Made a square wall be sloped (looks nicer and aligns with the rails)
  • Added transparent wall barriers; done to avoid a skip where if you somehow bounced off someone right above the bridge, you could skip the last hairpin. (Goldencreme)
  • Adjusted first checkpoint sectors so that it can't be accidentally skipped. (Professor Renderer)
  • Fixed the sloped side of the circuit finish not triggering...circuit finish (Diggle)
  • Changed one of the boost pads to a yellow spring pad to avoid a cheesy sneakerless cut.
Snowdust Valley Zone (MAPE2):
  • New Sky thanks to FaytStayx! :wonderful:
  • Several texture alignment tweaks, replacements and some extra decoration to make the map look better
  • Revised a bit the minimap
  • Added forward wind at the fan area to avoid potential GBJs (Fayt)
  • Added more item boxes at the first offroad shortcut.
  • Added some more item boxes in both sides of the fan pit area.
  • Invisible walls added so that you can't accidentally go off the sides in the first ramp jump.
  • Removed a lot of tree objects in a certain background area to mitigate object pop-in issues.
  • Moved the booster pad in a offroad shortcut a bit forward so that there's more offroad at the beginning of it (have a sneaker handy you cheapskate :ohsnap:)
  • Fan sector area now has some few ramps inside and outside to avoid issues if going through the sector using Grow
Mount Acres Circuit Short (MAPE3):
  • Weird messed up linedefs corrected, fixing a rare GBJ (Goldencreme)
  • Walls added at the bridge on the big circle turn so that you can't get knocked off to an earlier section. (SoupBowler64)
  • Reduced a bit the tree density
Ridge Turnpike Zone (MAPE4):
  • Publicly, it exists now :blink:
  • For those that had beta-tested this track before release, made a linedef wall impassable to avoid a spring-related GBJ, and removed slope physics from the stretch after the first hairpin. Sky number was also changed.
Polychrome Polygon Zone (MAPE5):
  • Added extra item boxes in some few places
  • Some out of bounds areas that didn't have Death Pit effect on for some reason have it now.
  • Added some bit of item density at the hairpin slope turn. It is also slightly bigger and now doesn't have slope physics.
  • Snapped out of existence the entire orange underground tunnel thing; replaced it with two side booster pads and extra dense items at center on that straight
Tricolored Space Zone (MAPE6):
  • Adding a outer wall at the last hairpin (makes the turn safer on high speeds but also avoids an anti-cut land at the blue track) (Goldencreme)
  • If someone somehow ends up going over the wall and potentially eating an anti-cut from yellow to blue area,, since an invisible wall was extended to reach there :shitsfree:
  • Extended an invisible wall to avoid a cut from the yellow section with the ramps (Fayt)
  • Fixing the accidental goal cheese by using a Circuit Finish Line FOF and extra checkpoints. (Fayt)
  • Due to the above, invisible killer FOFs above finish line are gone; hardsneakers + acrobatic players rejoice :wonderful: (Goldencreme)
  • Adjusted yellow last area with a wall so that you can't accidentally fly off.
  • Offroad area added inside that infamous turn after the last jump.
  • Patched some untextured linedefs.
VR Big Forest (MAPEB)
  • ...whoops, didn't know I had left the final turn tree area passable; now the invincible powers of the invisible tree guardians make you unable to go there (and also save you from GBJ by trees) (Goldencreme)
  • Made the linedefs at the side of the pit lane impassable.
  • Added boost pad at the right starting lane.
  • Some few untextured linedefs patched.
Dinosaur Canyon Classic (MAPE0):
It was there since v1.3 but there are some few things changed from that version. Originally I was going to take it out of Map Hell...but after revisiting and realizing how much I would have to rework to make it presentable, I decided to keep it there. The mapslot is MAPE0 if you wish to revisit this fossil (or want to subject your friends to what clearly was my first map :wow:). Oh, and some few slopes got slope physics removed.

v1.0-v1.4 Changelog:
Tricolored Space Zone:
-now exists

Snowdust Valley:
-Finished the starting lane details (lol)
-Lowered tree density to avoid clipping/framerate drops
-Altered one of the pits in a semi-hairpin turn

-Probably small details/fixes that I didn't write down before

v1.35: Mostly checkpoint hotfixes.
Virtua Circuit:
-Finished barriers (outside area)
-Finished first hairpin walls
-Added extra detail to road and finish line
-Removed green glow from section

v1.3 release trailer video

-VR Big Forest added and updated with more details, trees, ferris wheel from the original release.
-Dinosaur Canyon Classic added as a hell map
-Bugfixes and Record Attack ghosts added featuring Yoshi, Pilzkopf, Star, myself, and MrNin.
-Virtua Circuit Zone now has glowing panels, unintentional skip patch, and there's some extra details added.
-Snowdust Valley has extra decoration.
-Mount Acres Circuit Short had some checkpoint issues and a death sector on the bridge fixed.
-Polychrome Polygon Zone received some slight extra details, unintentional skips patched, and the lower area now has offroad in the rightside path, so you need to either go left there or bypass the offroad.
-Big Forest has several changes from its initial standalone version: Name conflicts fixed, checkpoint bugfixes, expanded decoration like flags, mountains, trees and the ferris wheel, visual accuracy changes, skybox slight adjust and minimap replaced, and the entire map has been scaled to an slightly bigger size overall.

V1.0-V1.0b: Initial release, as well as initial patches to fix some things broken out of the box

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

Known issues:
  • Big Forest ferris wheel still has visual glitches in OpenGL (doesn't happen in Software); tried looking at that issue but seems that it might need some more time to redo from scratch.
  • your call :blink:

  • 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 :knuxsmug:
  • 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 :wow:
  • Ashnal: Had suggested the SVZ/PPZ changes and turns out they were the right choice so thank you dude :shitsfree:

Special thanks to:
  • 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
  • Eldog, Faytstayx, Cactus Fantastico, Onion Knight, Mr. Logan, Halatnikov, and everyone else in the KartKrew Discord for their great feedback.
  • Fran for being best frien
  • Absoultely everybody that has both playtested v1.5 and played ArcadePak because I'm so happy to see people enjoying these tracks :wonderful:

BONUS: Video with a Making of Polychrome Polygon Zone, having almost everything of the track being made from scratch to what it is now.
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Latest updates

  1. ArcadePak v1.5b - The long due meme hotfix

    First of all, apologies for the many months that the reports "went unchecked"; I was aware of...
  2. ArcadePak v1.5a - Triblue hotfix moment

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  3. ArcadePak v1.5 - First 2021 update arrived!

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Latest reviews

I think the tracks are well designed. Ridge Turnpike Zone in particular is a part of my top 10 because of its short yet exciting design. I hope to see more updates and tracks in the future
Upvote 0
ArcadePak is a (relatively) underused pack that has gotten some love recently and rightfully so. This pack has a bit of everything in it, but the mapper's best results shine in the use of flat colors for the maps, giving them a "geometrical" aspect that no other pack really has.

The pack (as of 1.5b) has 7 maps and 1 hell map. My personal favorite is Polychrome Polygon Zone, a map that fully uses flat colors into an abstract setting, and while the layout is simple, it makes for really fun races. Another big one that I like is the Virtua Racing port of Big Forest. It's a map known for being extremely simple, yet it's full of item boxes (way more than the average) but the simplicity of the course makes it fun so you're more focused on item play rather than track difficulty.

What's generally agreed upon is that some of these maps tend to be tight and short, with counted exceptions. A few maps can feel claustrophobic (intentionally so) or simply take the colors a bit too much on the clashing side for some people. That said, there's enough variety and there's an active effort recently to fix all bugs and imperfections the pack has, even today!

All in all, this is a map pack with potential. I want to see more of what can be done with the unique map style and new layouts. (And also Mount Acres Long, which one day shall be revived >:]) I recommend it to anyone looking for tighter courses and fun with items!
First of all, I'm really glad to hear that you've liked it so much :D

I'd really appreciate if you can give some more detailed feedback regarding "some of these maps tend to be tight and short, with counted exceptions" and "A few maps can feel claustrophobic (intentionally so)"; I can tell that the clashing colors might be from Virtua Circuit lol (I want to rework that one day visually), in any case if there is a way that I can improve some things for 1.6 in advance (like maybe increasing a bit the scale of certain maps), as it would be a bummer to start working now on reverse tracks and then having to patch both the normal and reversed one with the same fixes separately instead of making a reverse off the fixed one.

I know that making short maps has been a bit of a staple of mine since a long while lol, I might have another 3 lapper soon depending of how things goes from reworking an unused/unfinished track I found, but in any case I'm always down to trying to give more polish to the map so that more people can enjoy it freely

also I can tell you're an mvp with the MAC Long mention >:]
In the case of the return of that map, it will very likely have a different extension from the original since in retrospective the OG MAC Long tunnel was cramped and not polished, so it would be fun to do another take on making a longer variation...and I could also do a revamped and polished version of that tunnel/long version (half-pipe anyone) as another variation. Who knows :)
Upvote 1
I simply love your maps, good job!
Upvote 0
I fucking love this. Excellent job on this pack.
Upvote 0