Seaside Hill:
  • Fixed an issue where taking the first cut with grow causes you to hit the waterfall and fall into a death pit
  • Removed the respawn effect on some of the water FOFs in the beach section. Must have accidentally tagged them as respawn by mistake while I was editing the map

Paradise Hill:
  • Updated the lighting in some of the indoor sections
  • Added a light midtexture to the ceiling holes
  • Fixed an error where some of the sectors in the first underwater section were missing colormap
Hey! It's been a year since I last updated my pack. I would have updated sooner, but I've been busy with other things. But nevertheless, my map pack is now updated to be compatible with 2.4! As usual, if you find any issues in any of my maps, let me know! Looking forward to releasing more maps soon!

General:
Updated to 2.4! All maps now have checkpoints
Adjusted item box and ring placements for all maps

New Map:
Municipal Meadow 2 (From the cerv.id Act 1 - Act 2 jam!)

Seaside Hill:
- Updated the first cut
- Doubled the width of the finish line (64 -> 128 fracunits)
- Removed the death sector effect from some of the railings right before the gray spring jump
- Increased size of springs
- Minor scenery updates
- Updated encore palette

Mirage Road 1:
- Replaced the yellow springs + dash rings combo in the beginning with just one set of dash rings
- Minor scenery updates
- Added additional Ark arrows
- Removed the sad corner at the turn by the last shortcut
- Increased size of springs
- Updated encore palette

Paradise Hill:
- Removed the down ark arrow before the second underwater portion


NOTE: Sunset Beach, which I showcased during the 2026 Ringiversary Marathon, will be released in a future update. I need to fix some stuff and do additional testing before I release it.
Accidentally deleted two textures which I used for the castle in Seaside Hill. Those textures have been placed back in the map. No more naps.
Okay so I forgot to add the B in the prefix since I have a battle map, that's fixed. Also, I am providing a SOC file for server owners.

Server Owners: Download the SOC if you have both the cerv.id and my personal pack in your server. It will remove Mirage Road from my pack - preventing duplicates because the map names are slightly different in my pack. If you don't have both packs in your server, do not download the SOC.
  • Cool!
Reactions: Saturn's Ring
New:
  • Mirage Road, the Sonic Rush map I made for the cerv.id collab back in January, has been added to my personal pack. I separated the race and battle maps as Mirage Road 1 (Race) and Mirage Road 2 (Battle)
General:
  • Seaside Hill and Paradise Hill finally have encore palettes!!!
Seaside Hill:
  • Textures have been cleaned up
  • Removed one of the platforms in the beginning of the map because I didn't think it fit well.
  • One of the waypoints before the second spiral was in the air. Brought it back down to the floor, which helped reduce the bot modifier to the minimum (Thank you Yellow/GlowingTail for reporting this)
  • Adjusted the first cut
Paradise Hill:
  • Lowered the floor on the water FOF in the second underwater section so it didn't look like water over water in the pit
  • Minor geometry update - added a few walls to the pit in the second underwater section
  • Updated the sloping after the dash panel. Hopefully players with Garden Top and/or Grow should be able to take that setpiece with no issue
For a while, I wanted to port over a map from SRB2Kart to Ring Racers. I went and chose Paradise Hill (originally created by Ryuspark) because I really enjoyed that map.

This update marks the return of Paradise Hill from SRB2Kart! I tried to keep it as faithful as possible; with some slight changes such as the layout being more sloped and an additional underwater section.

Special thanks to KKD for giving me permission to move forward in porting Paradise Hill to Ring Racers!
  • Cool!
Reactions: Saturn's Ring
Back
Top