ArcadePak v1.7.0 (BACKROOM VELOCITY ZONE) 1.7.0

I give permission for this addon to be reused, modified, or ported by anyone
  1. No
I understand my submission will be rejected if it does not follow forum rules, Submissions guidelines, and/or file name conventions
  1. Yes


...yeah, I was absent for a few months for reasons I sort of explained at a big vent on the Discussion tab, but hey, here's a new track! There's really not much for this update outside of that and fixing the bots in VRBF, but it does talk to me about how from now on, updates might likely be now focused on adding new tracks since I either don't have ideas for improving the tracks as they are right now, or ideas about visual or layout overhauls making me feel that I would have better luck doing that if I did those from scratch instead of modifying the current tracks.

On the other hand, it does also speak about how the tracks have stood since the last update, and had it not been for the words of encouragement from many at the Kart community, I might not have kept working on this as much as I have done for the past few years. And on the topic of stuff I would like to do with this, I'm planning on making a sort of "devlog/retrospective" writing about each one of my tracks, detailing my current thoughts about each one of them, observations I've seen from others, and the part that definitely intrigues the most to write down somewhere, my experience from developing them, how they changed, and the way some of the oldest tracks have changed from update to update (or in some few cases, from being standalone tracks to being integrated in ArcadePak).

Thank you so much everybody for joining me on this ride, I'd really love to see people sharing with me some clips of these maps being played at netgames, not only because of the idea of others enjoying my tracks...but also because it would pretty much be my only insight in how the playstyle (and chaos) of these tracks have been developed by others in multiplayer, since I can very rarely get to netplay Kart at all, let alone on a server with my tracks...but what I want to say in particular from all of this, is thank you so much everybody that has assisted me with ArcadePak in any way, and everybody that has played this track pack.

Oh, and right now some stuff from the description below is probably going to need some updating, but that is likely to come when I start getting on my next plans. See you all next time!!

ArcadePak v1.6a original description
4 piece track banner.png


...Or so I thought, but I ended up using by accident the v1.5a version of the maps instead of v1.5b maps for the first v1.6 release. It was supposed to be a day one fix but I had internet issues over the past two days; I failed to fix the internet connection stability for an entire day (December 12)...and during that time, I ended up restoring an unreleased track I had made but not finished back in yeah, NEW BONUS TRACK! Depending of the feedback, this map will be either left in normal rotation or demoted to map hell, and it replaces the original MAPE0 slot that was taken up by Dinosaur Canyon Classic (which was in Map Hell since its introduction in ArcadePak).

While the map visuals are mostly untouched (it will pale in comparison to the other maps avaliable), I finished what wasn't done in the last time I modified that map (where it didn't even have checkpoints nor waypoints), increasing the scale of it a bit and adding more items as well as making it completable AND adding PlayerBot Support (which DinoCanyon Classic, the map that used to be in its slot, didn't get), and it was quite a blast to challenge the bots as racing against them in Hard speed is...pretty hard. Now how does it look or what was the name? I'll leave it to you to check it out, but if you DID see me show this track on SRB2Kart's Discord in 2019 and recognize it, please let me know in the comments; I want to see how many do remember that :)

So you could say that this is the true v1.6, with that rectified and more additions than the original release thanks to the extra time. And now, the original description!

Hey there, long time no see! First of all, I want to thank everybody that has played and reviewed ArcadePak up to this point; it makes me feel happy that people are enjoying the stuff I made out of fun ideas for this awesome game (Happy 3rd Anniversary SRB2Kart!!)

It has been months since the last new track I had made for this pack (I also took several months for having fixed some stuff on the original v1.5), and while this might end up being the last "major" update of the year for this, I'm happy that I have got this far and that I can at least provide one new jam of a track for y'all to play with today. I might have hinted at another track in progress somewhere else, but for now I hope that this new track will be enough :)

Also made a poll here to gauge interest on adding reverse tracks to the pack; the idea has been around my head ever since I released v1.5, but wanted to know if people were keen on that or not (or if they would only favor it if there was a way to do so without using extra map slots):

From v1.6b:
  • Renamed "Nagoshi Cup" to "Arcade Cup"
  • Renamed Tricolored Space Zone to Trichromatic Space Zone
  • Patched some unintended oddities using impassable linedefs (FL_GUI, Triblue)
  • Due to changes in Big Forest and Jungle Fort Long, both tracks have new ghosts
Big Forest:
  • Fixed misplaced seat on the ferris wheel (Saturn)
  • Relocated and reduced item box sets to 2 (RetroStation)
  • Reverted to no booster on pit lane (RetroStation)
Jungle Fort Long:

  • Added fences in some areas to avoid going into unintended areas (and fixed some non-solid fences)
  • Fixed an oddity regarding respawning on certain areas
  • Lowered slopes to ground at the end of the river slide
  • Changed laps to two laps
From v1.6 and v1.6a
  • A new track, Dynamite Wilderness Zone, has been added, complete with PlayerBots support! (MAPE7)​
  • Ridge Turnpike Zone had some few visual tweaks (mainly replacing some textures and removing fences in the starting areas)​
  • A small detail regarding cup names was changed (TCZ used to have an erroneous "Villa Cup FINAL"; now its renamed to "Stratos Cup 1"). I might end up rearranging and renaming cups in a future version, though I don't know when.​
  • Small tweaks to RTZ lightning in some few places.​
  • Mount Acres Circuit Short and Tricolored Space Zone have been optimized to reduce unused map space and make the minimap bigger.​
  • The ferris wheel bug in VR Big Forest in OpenGL (which made the white circle appear glitchy) has FINALLY been fixed!!
  • Dynamite Wilderness Zone has been changed to 4 laps (ColdMoon)
  • Floor sign added near the end of PPZ plus some adjustment to signal easier the turn at surface level (ColdMoon)
  • Fixed a typo with DWZ's song name (It's "Roaring Sound", not "Roaring Around" lol)
  • Added unreleased track I had made in 2019. Replaces Dinosaur Canyon Classic (MAPE0) but isn't in Map Hell, and while it might look rough, it is perfectly playable with the tweaks I did over the original (+PlayerBot Support)
  • I made new ghosts for all tracks! The Gold Sonic ghosts are somewhat optimized, though some of them have some dumb mistakes (I recorded them on the first go). Black Sonic ghosts are currently the fastest times I have done for these tracks; some of those have potential to be better but these definitely should be a challenge to beat.
Can't remember any more has been a while and at least I was aware that v1.5b had solved the previous complaints, so from this point on, I think that the future of ArcadePak for v1 might be a bit uncertain. There are some more unfinished tracks I have here as well as the potential of reworking/revamping some of the already existing maps, but I'm likely not going to finish any currently unfinished maps this month (which is why this might be the last major update of the year), and revamped tracks might end up being worked on but for a future version for Kart v2, but in any case I haven't started working on that idea yet.

So...yeah, even if I might have lost some steam over time, it is still pretty awesome that I have made a trackpack like this (with this one, its 8 tracks now!), and that since both the first time I made a track for Kart (November 2018, with the legacy Dinosaur Canyon) and the first ArcadePak release (December 2019), many people have enjoyed the stuff I've made, as well as getting to improve some of the maps and adding new ones.

Well, Happy 2nd Anniversary for ArcadePak! (8 days late...but the month isn't over so at least not too late :knuxsmug:) Who knows when I'm going to make a new track update, but I really hope that you enjoy this new track; don't forget to let me know on the reviews or comments or anything about any feedback or tweaks you'd like to see for the existing tracks :threat:

ArcadePak v1.5 original description
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 (as of v1.6):

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:
new rtz.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 - 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!

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!

A map hiding on my vault since 2019/2020, finally unveiled and finished (complete with PlayerbotSupport). What's this track? Dunno, why don't you find out yourself?

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:
  • Right now...none I know of! :)

  • 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 :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:
  • Kart Community Server: Actually testing Dynamite Wilderness Zone in multiplayer because I couldn't do it myself :oh: (v1.6)
  • 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 :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.
Extension type
File size
9.7 MB
MD5 Hash
First release
Last update
4.80 star(s) 5 ratings

More resources from ACStriker

Share this resource

Latest updates

  1. v1.7.0 - Backroom Velocity Zone is here

    New track: Backroom Velocity Zone, complete with bots and ghosts Bots in VR Big Forest got...
  2. ArcadePak v1.6b (yah, yet another hotfix)

    Changelog: General: Renamed "Nagoshi Cup" to "Arcade Cup" Renamed Tricolored Space Zone to...
  3. ArcadePak v1.6a (Another day-one patch...with a gift)

    So uhhh the reason why I call this a "day one patch" despite having taken some few days is...

Latest reviews

Very fun map pack with support for the bot addon! Since it's the last update of the year, I think it's fitting that I write my thoughts on it!

Note: I have only played these maps offline with the bot addon and haven't encountered them online, so I have no idea how the balance is with real players. (Only seen Polychrome online in the map roulette, but the selection randomizer didn't pick it)

Anyhow, here's a quick thought overview on the maps themselves:

Virtua Circuit Zone (5/5): one of my favorite maps from the pack. The music choice is very catchy and really fits the fast-pace this map has. I have no real complaints about this one. Mine trapping is fun here.

Snowdust Valley Zone (4.5/5): also a fun track. Nice music and doesn't have annoying slippery sections like some certain other ice-themed maps. The floating section is hard to drift off of if you don't know the angle to keep a straight line. Not sure if its the fastest route save the right side, but it feels good nonetheless.
Somehow its possible to fly into the part where the green Sonic statue is too and get stuck. I forgot how it happened, but I encountered it in a play session only once. Perhaps its fixed in 1.6 though.

Mount Acres Circuit Short (4/5): I won't lie. It's my least favorite map of all the maps in this pack. I don't hate it by any means, but it feels the most underwhelming when compared to the others.

Ridge Turnpike (5/5): also one of my favorites like many others it seems. Short, 5 lap track that's chaotic and fast with good music. Mine trapping feels pretty deadly here as there are a lot of blind spots when turning tight since you can't see them sometimes ahead of time (doesn't bother me, but I can see why it would others).

Polychrome Polygon Zone (4.5/5): It took me a while to get warmed up to this track. Initially, I didn't like it too much since it kinda suffers from depth perception at the ramp segment towards the end. Can't count how many times I fell off because of the weird angle when you finally can see the surface before the speed ramp at first. I like it now though. The visuals are something else.

Tricolored Space Zone (5/5): visually reminded me of MK64's Block Fort map, which really made me like it even more, coupled with abstract scenery and Sonic CD music? Amazing. Tricky side ramps at the beginning (which 1.6 seems to have improved on and made it more visually accessible) and now the blue drop off section has springs and a gap. Still getting used to the 1.6 remake of this section, but this is still one of my favorite tracks to race on in this pack.

VR Big Forest (4.5/5): From my bot experiences, you'd think a track with a simplistic layout wouldn't be too chaotic, but boy, it's anything but that. It's even more chaotic than Ridge Turnpike and Tricolored Space Zone. I never fail to get karted hard here (it's fun tbh). Only problem I have with this track is that the left section where the finish line feels entirely useless since it has no boost pad and by the time you exit it, there's another set of item boxes ~1.5 sec away. My suggestion is to maybe axe the boost in the right path and add it to the left to where its a bit like MK8's Mario Circuit's right section so those coming off of a shoe+rocket boost/invinc can still take the cut that puts them on the right side of the track and those who aren't can take the left side and get a boost or boost+item. Just my opinion. Maybe others don't agree and there's something I'm missing.

Dynamite Wilderness Zone (?/5): I need some more time with this track, but my first impression (and the few races I've done on this track) is that it feels like a longer version of Turnpike Ridge and oddly enough, 5 laps. Perhaps 4 would be best? It feels very good to race on for a turn-base character. Since I get some type of skatepark vibe from it, having small ramps on the ground would be fun if using the acrobatics mod (could drift on them otherwise if no servers have the acrobats mod or offline with no gameplay mods). I like it.

I won't review the hell map since it didn't have bot support from last time I tried (and I never saw it online).

Sorry for the very long review. I had a lot of fun with this map pack, and will continue having a lot of fun on these maps!
First of all, thank you so much for an in-depth review of the maps because I always want to make good use of feedback as I rarely can test my own tracks with others, I'm really glad that you enjoyed it (and that you made good use of the Playerbot addon, it is a lifesaver for me when testing certain things). I haven't pushed a mandatory hotfix for 1.6 that I have pending because I have internet issues right now (I will be updating it when those are gone), which is actually having any unchanged tracks reverted to their 1.5b versions because I accidentally used the 1.5a tracks for all except RTZ (which is why Big Forest is 3 laps instead of 4 AND the reason why TCZ has spring gap again isntead of bridge).

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 :)
Upvote 0
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