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.
THIS IS THE LAST TIME I'M UPDATING BOWLER'S PACK
Anything else that happens to this pack from hence forth shall be done by the community as they please!

Please do not contact me on any details. This is not required and not encourage. I'm done here.
Please respect my decision.

A small pack containing six race tracks, a hell map, and three battle maps! More are planned to be added later, but when they get added is not predetermined.

If you wish to only play maps related to just Race/Battle mode, then please choose the corresponding file type based on the prefix:

- KRBL: The Full "Bowler's Pack" experience!
- KRL: Just the Race maps are included. Uses some Lua.
- KB: Just the Battle maps are included.

Map slots in use (NOTICE! There's Lua files, so custom game data is included to allow Record Attack play.)

Race:
- A5 MKSC CHEESE LAND
- AO MKDS AIRSHIP FORTRESS
- SJ VANILLA ZIG ZAG
- SU MUSHROOM KINGDOM
- SV WINTER GARDEN
- SY INCHWORM FOREST
- SX RICCO HARBOR
- SZ BOWLING ALLEY
Battle:
- ZV THE FOOS ROOM
- ZW HEXAGON HEAT
- ZY MKDD NINTENDO GAMECUBE

Featured Race Tracks:


CHEESE LAND
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- This strange desert is made entirely out of processed cheese. Even if you can't stand the dairy air you have to admit it is a wonder how it even exists! This version is partially inspired by the MK8 re imagining, but is mostly sculpted with original revisions.


AIRSHIP FORTRESS
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- One of Bowser's airships has docked at one of his fortresses. Little did he know he would face an opponent even more terrifying than Mario... PARALLEL PARKING! With the great airship stuck on one of the fortress walls, it has been converted to a race track for the time being. Just don't write about this in the monthly accident reports please!


MUSHROOM KINGDOM
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- A track inspired by the NES game "Super Mario Bros."! It is divided into four sections based on the first four levels of the game. It's also my first map, so be gentle.


WINTER GARDEN
kart0012.png


- Fresh pollen and freezing winds fill the air of this 4 lap course. A wide ice curve follows into a cave just outside a nice Greenhouse, but be cautious of the plants!


INCWORM FOREST
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- A silly little forest where some colorful worms reside. They're small and fuzzy, and they are pleased to greet anyone with a nice and harming "Hi". In this 3 lap course, you're drive around a giant tree and spot multiple worms hanging around as you try to claim first! The turns here might be tighter than you think!


RICCO HARBOR
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- A docking harbor for the residents of Delfino Isle. Most shipments here are fish, although the occasional blooper may be found from time to time. Some people try to ride these bloopers for surfing races, however, for just today the harbor was reconstructed into a race course! Watch for moving fences!



VANILLA ZIG ZAG
kart0014.png


- A seemingly friendly ice lake with sharp back-n-forth turns. But what lie on the edges of some turns may stop the spring in your step.


Featured Battle Tracks:


THE FOOS ROOM
kart0015.png


- Why are we small? Who's room is this? Why is there a shower curtain back there?


HEXAGON HEAT
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- Unlike the Mario Party 2 minigame this is based on, only one platform will lower into the lava when its color is displayed. When you hear the PING sound, you better stay sharp!


MKDD NINTENDO GAMECUBE
kart0016.png


- The Nintendo Gamecube for SRB2K... somehow that seems backwards...


Credits to Contributors:

Fayt_XIII - Mushroom Kingdom Mini Map, supplied a rock and wood texture

Chengi - Texture index re-coloring and Airship Skybox rip

Supestarxalien - Refurbishing all textures and flats for Airship Fortress

RoyKirbs - Helping me fix a broken wad

Eldog - General advice and guidance in map making

Chaobrother - General advice and guidance in map making

Darkbenji - Ripping Mario Kart 8 textures for Cheese Land

Starman91 - Rainbow boost flats used in Airship Fortress

Callmore - Fireworks lua in Mushroom Kingdom, Made Lua used by Flame Throwers in Airship Fortress

Marsh - Pianta sprites and Ferris-wheel texture in Ricco Harbor

Barki - Created Randomized control sector set up for Hexagon Heat along with other assistance


Change log:


LATEST: V 1.9.9

AIRSHIP FORTRESS
- Adjusted the side slopes on the mini-ship to be gentler

WINTER GARDEN
- Removed some ice on the inside big ice U turn
- Changed some of the road edge flats for alignment purposes

RICCO HARBOR
- Actually put the new encore music I meant to put in the last update into the files (whoops)


V 1.9.8


GENERAL
- Battle Maps are now available! Please check the download section for which version of the pack you want, as some include only the Race or Battle maps. Read the top of the post for further deatails.

AIRSHIP FORTRESS
- Added the devpath

MUSHROOM KINGDOM
- Excuse me for poor documentation but I forget if anything actually changed in this version... No this isn't a joke, I legit can't remember.

WINTER GARDEN
- Added ice on the last U turn inside the Greenhouse
- Lowered the ice friction, it is now more slippery

INCHWORM FOREST
- Some texture changes
- Added ramps

RICCO HARBOR
- Adjusted the thok barriers for sake of performance (if you play this map on software, let me know if anything runs better or somehow worse)
- Added a single ramp

NEW MAP THE FOOS ROOM
- New Battle mode

NEW MAP HEXAGON HEAT
- New Battle mode

RECYCLED MAP THAT USED TO BE STANDALONE BUT IS NOW IN THIS PACK SO ITS TECHNICALLY NEW MKDD NINTENDO GAMECUBE
- *cough*


V 1.0

MUSHROOM KINGDOM
- Based on v1.7.1 from it's individual release

WINTER GARDEN
- Added to the pack!

V 1.1

MUSHROOM KINGDOM
- THIS COURSE IS NOW 2 LAPS
- Changed boost ramp leading to tree section, now has a speed-capped spring at the end
- Added more floor flats to the tree tops to make them more interesting visually
- Adjusted the item and boost pad placement on the trees
- (Hopefully) fixed waypoints in tree section
- Move forward the length of the first lava pit in the castle, and the arrows for it are moved to the ceiling above
- Blue springs on right of third staircase replaced with lava pit

WINTER GARDEN
- THIS COURSE IS NOW 4 LAPS
- Added blue boarders to the snow roads
- Extended the Greenhouse dirt shortcut, trying to lawn mower this could be your demise
- Adjusted some texture offsets in the cave
- Arrow sign in the cave now points to safe road only, the split paths themselves are unchanged
- Added extra grass and thing decoration in the cave
- Adjusted the skybox decorations
- Darkened the map (Greenhouse now darker than outside)
- Adjusted the positions of the boost pads in the final stretch to make them slightly easier to hit
- Extended a water puddle on the final turn

V 1.1.1
MUSHROOM KINGDOM
- Fixed the level thumbnail so it doesn't have the fps counter again

WINTER GARDEN
- Moved the skull thing object to beneath the ice sheet, as it is a push-able object that could disrupt the race
- Shrunk the sizes of the last two water puddles on the final turn

V 1.2

MUSHROOM KINGDOM
- Re-arranged some checkpoints. Some on off-road have been removed.
- Removed checkpoint in shortcut on tree section. This may have been the cause for ranking errors while racing, so HOPEFULLY they work this time.
- Touched up tree detail on that same shortcut

WINTER GARDEN
- Adjusted the ice sheet shape, moved booster more left requiring use of a thinner path to hit reliably
- Made thin gaps between glass and tables impassible to avoid endless bumping traps

VANILLA ZIG ZAG
- New Hell Map! Attempt if you dare!

V 1.2.1
- Fixed the finish line for Vanilla Zig Zag so laps count when going off-road

V 1.3

WINTER GARDEN
- Added more checkpoints; one on the icy U-turn, and another in the Greenhouse past the shortcut
- Changed the ice sheet shape again as well as the booster location
- Added a new banner for the Greenhouse entrance
- Added road boarders in the Greenhouse for better guidance
- Changed a GFZVINE texture to ICEWALL3 before the icy U-turn to make it appear seemless

VANILLA ZIG ZAG
- Moved a checkpoint sector that was ontop of trap springs, preventing a respawn softlock
- Moved the SMK advert back a little to not block racers' view at the start

V 1.4

MUSHROOM KINGDOM
- Added a second sector color to the underground section. Underground is also brighter.
- Added glue to both shortcuts to prevent cheesing
- Raised springs in second shortcut so people are guaranteed to make it from a shoe boost
- Minor texture realignments

WINTER GARDEN
- Ice sheet has been overhauled. It now covers almost all of the water, while having more holes to fall into.
- The right path in the cave is still present, but it now is a bridge over a flowing water fall. Don't worry about the holes in the planks, as they are invisible, yet tangible, fofs.

VANILLA ZIG ZAG
- Added wooden planks to make turns easier from a miniturbo.
- Pushed back some springs on turns
- Extended the size of the blue spring pads leading to the bridge in the small pond, just so grow users don't miss it
- Adjusted the hidden red springs

V 1.5

MUSHROOM KINGDOM
- Added light blocks for the pits
- Minor adjustments to boost pad placements
- The castle has new textures and flats
- Added pillars to the treetops shortcut to prevent mini-turbo cheese
- Added light blocks to the lava pits

WINTER GARDEN
- Fixed minimap to show current ice sheet in the caves
- Removed dirt cut into greenhouse (you will/won't be missed)

AIRSHIP FORTRESS
-First release!

V 1.5.1

WINTER GARDEN
- Added more star posts just before the icy u-turn so even if you drive off-road you will re-spawn there
- Pushed back the far wall in the icy u-turn section whilst also added a mid-texture for better clarity of the turn
- Made all major water sources ripple besides the ones in the green house
- Water puddles in the green house are now a dark blue
- Pushed back the first water puddle while shrinking the last water puddle under the table

AIRSHIP FORTRESS
- Removed exploitable meme cut from top of the fortress

V 1.6

General
- All tracks now have proper encore support
+ Minor adjustments to palettes
+ New music tracks for each
+ Some get new weather and or lighting effects

MUSHROOM KINGDOM
- Changed the castle floor flat to a checkerboard pattern
- Changed the outside castle texture to a new brick texture similar to the inside
- Removed a patch of rough grass on the second tree
- Added another checkpoint in the treetop section

WINTER GARDEN
- Removed a boost pad in the green house
- Replaced the boost pad on the ice sheet with red spring pads, also adjusted the shape towards the end again
- Lowered the road humps at the start so you can see where the following turns better
- Made sure checkpoints extend to the left off-road before the icy U-turn

AIRSHIP FORTRESS
- Re-positioned the leftmost blue spring on the small ship so it doesn't fire people into a pit like before

V 1.6.1

MUSHROOM KINGDOM
- Removed some unneeded sectors, merged plenty of others
- Adjusted the speed capped spring ramp to be easier to clear in wipezones (hopefully)
- Added a tiny set of stairs on the side of the final main stairs in the castle, along with making the base sectors double step-up

WINTER GARDEN
- Made the off-road boost pad more obvious to where it is
- Adjusted the ice hole before the spring pad

VANILLA ZIG ZAG
- Added a wood-plank sector outside one of the shortcut paths
- Moved the red springs forward as well as adjusting their angles

V 1.6.3 (P.S. Don't ask where 1.6.2 went, I never released it. I am pushing this patch instead due to Map ID conflicts with other creators.)

WINTER GARDEN
- Fixed checkpoints, ranks should not shuffle at the end anymore
- Removed spring pad on ice sheet

AIRSHIP FORTRESS
- Map ID is now SX to avoid conflict with Snu's GBA Bowser Castle
- Added a prop airship in the skybox
- Removed Encore song

VANILLA ZIG ZAG
- Map ID is now SZ to avoid conflict with JoeyTheFox's Twisted Metal Pack
- Added another wood-plank sector outside one of the shortcut paths
- Encore music is now the base track's music, Encore music is also the same
-Fixed checkpoint spawn angles and added more of them for end section

V 1.7

General
- Improved some checkpoint angles as well as placements. Should be better directed towards the road.
- Improved waypoints to hopefully cause less rank shuffling

CHEESE LAND
- First release! May move this map and Airship Fortress out of this pack later on and bundle them as their own track pack due to them being ports.

MUSHROOM KINGDOM
- Made underground shortcut a one-way path, so drivers on the main road don't accidentally drive into it the wrong way
- Added a pipe overhang to the cave entrance
- Bustable bricks now have a new texture. They feature a crack and are distinguished from the main roads/walls to be easy to see
- Fix a star post that was missing it's activator special on the tree section
- Added a Mario sprite just before the castle entrance. Shuffled the outside boosters a bit to work alongside it
- Added translucent midtextures to show where the lava pits are
- Removed red spring panels on exist of castle, now it's a ramp
- Red springs added to tree section (at least I think this update did that, it's been a while)

WINTER GARDEN
- Removed ice cave section entirely! Now it's a bridge leading to a cliff view that turns into the greenhouse shortly after
+ Took new measures to prevent checkpoint abuse to accommodate this change
- Tables near the end have been rearranged. There is now a two way fork here with a boost on the right path
- Removed slope physics on the giant yellow flower just past the first item set
- Outer area of the map given an impassible fence, removed a toad

AIRSHIP FORTRESS
- Removed first red spring panel, now it's a ramp

VANILLA ZIG ZAG
- Fixed star posts from infinitely respawning players inside of springs on the ice edge, causing a death loop

V1.7.1
CHEESE LAND
- Fixed a glaring waypoint issue near the end of the map, causing rank shuffling

V1.7.2

GENERAL
- Brought back encore palettes since I accidentally left them out of the last update on mistake

CHEESE LAND
- More decorations added
+ NOTICE: Some assets used here belong to online content creator Lythero. If he or any of his affiliates approach me about not allowing his art to be used within my pack, I will remove it as soon as possible with a hotfix
- Changed ramp sneaker panel flats to closer match the ones that were present in the GBA original course
- Made first ramp jump passable for players who cannot achieve a drop dash from respawning, or simply lose all speed
-Encore version is darker with a different skybox texture

MUSHROOM KINGDOM
- Changed arrangement of some bustable brick blocks
- Altered main exit to underground to be less of a long straight away
- Added more 1-2 details to the underground, including inside the shortcut
- Touched up first shortcut to have speed-capped springs at the end
- Added scenery coins
- Encore:
+ Luigi appears in Mario's place as the 8-bit statue
+ Bowser protraits replaced with...
+ One of the 1-2 easter eggs gets a texture change

WINTER GARDEN
- Added impassible linedef in-case of cheese jumping towards the bridge
- Removed slope physics to flower beds
- Added a random carpet detail that most likely will be changed later

AIRSHIP FORTRESS
- Pulled in closer the half-pipe slope with the sneaker panel to the turn

VANILLA ZIG ZAG
- Added higher and more visible barriers to the red walls


V 1.8

CHEESE LAND
- Made the first spring use blue springs and not yellow
- Added some visual decoration

MUSHROOM KINGDOM
- New skybox!
- Animated blocks!
- Bustable bricks now respawn!
- An easter egg changed???

AIRSHIP FORTRESS
- Put death fof in transparent grate to prevent accidentally falling in and skipping part of the track

VANILLA ZIG ZAG
- New ice flats as well as more springs added
- Darker blue ice has super low friction, be careful driving on them!


V 1.9

CHEESE LAND
- Added an Inch Worm
- Added more item boxes on the inside of the U turn after the first ramp jump


MUSHROOM KINGDOM
- Fireworks lua made by Callmore, with sprites by Marsh. They launch by the castle entrance!

AIRSHIP FORTRESS
- Removed invisible fof that carried items over the road (yeah I uh... no context)
- Changed the map ID from SX to AO



NEW MAP INCHWORM FOREST
- Map ID is SX, replacing the old ID for Airship Fortress


NEW MAP RICCO HARBOR
- Map ID is SY


V1.9.1


GENERAL
- Changed the file name to remove the apostrophe.





V 1.9.2

MUSHROOM KINGDOM
- The track now adds new elements dynamically as you race each lap! Some are visual details only, while other points of the map will add in shatter blocks in your path!
- New and updated textures and flats in some areas
- New coin sprites
- New boost panels! Some turn blue at night.


RICCO HARBOR
- Added a fence around the 7th and 8th checkpoints
- Turned the 7th checkpoint into a fof'd checkpoint to prevent respawning underwater
- Minor performance adjustments for people playing on software. I recommend playing this map on Open GL instead as it runs much better (assuming you have a GPU).


V 1.9.3

RICCO HARBOR
- Changed the fence floor texture to be a different shade of blue to better see against the water
- Made the water texture in the map bigger so it is easier to look at
- Minor performance adjustments for people playing on software


V 1.9.4

CHEESE LAND
- Huge visual improvements
- Added two pits to the second half of the map
- Added Mr. Stilton Gouda, a happy hill you see blinking in the skybox
- Encore palette plus encore music added


AIRSHIP FORTRESS
- Huge visual improvements
- Removed monitor conveyor belts, replaced with shatter block crates
- Removed swinging mace, replaced with flame throwers (this is funny out of context)
- Added shatter block crates to mini airship
- Encore music from Super Mario Maker 2 added


INCHWORM FOREST
- InchMeat


RICCO HARBOR
- Placed Eldog's road cones on town section to make it easier to tell you have to U turn


V 1.9.5

INCHWORM FOREST
- Unintentional death sector caused main road to be unplayable, is now fixed


V 1.9.6

CHEESE LAND
- Fixed waypoints to avoid rank shuffling and bad item tracking
- Made minor visual updates


WINTER GARDEN
- Added skybox detail
- Added an Inchworm


RICCO HARBOR
- Placed an instant kill sector to prevent using an easter egg location for a shortcut


V 1.9.7


GENERAL
- Added track pack banner to a few maps


CHEESE LAND
- Fixed players hitting death sector off of second ramp jump
- Made small hill textures/flats bigger


AIRSHIP FORTRESS
- Raised the mini airship to make visibility on tower entrance slightly better


MUSHROOM KINGDOM
- Changed two random wall textures in underground because it only bothered me for some reason


WINTER GARDEN
- Hopefully made a change that prevents sigsev's on Encore Load
- Changed snow flats for roads


INCHWORM FOREST
- Backported 2.2 dark leaf texture/flat

Feedback is welcome. Hope you enjoy it!
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Author
SoupBowler
Downloads
7,010
Views
15,706
First release
Last update
Rating
4.33 star(s) 6 ratings

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Latest updates

  1. Bowler's Pack - Open Source, Cease of Development

    Hi. This is SoupBowler. I've been gone for almost a full year from the Kart scene. This is due...
  2. BATTLE UPDATE (Ft. Hexagon Heat from Mario Party 2!) - Quick Fix

    V 1.9.9 AIRSHIP FORTRESS - Adjusted the side slopes on the mini-ship to be gentler WINTER...
  3. Version 1.9.8: The Battle Update

    PLEASE NOTE This post now has three separate files of varying contents. - KRBL: The Full...

Latest reviews

This is a really good pack for new and intermediate skill players, who are simply looking for solidly-designed tracks to play and test their skills on. In addition, all of the levels have solid skill tech for veterans, like ways to skip ramps, tightly-placed sneaker and spring panels, and more. It's also no slouch on visuals either - some of them look like actual places that the racers are driving around, instead of race tracks, which helps sell their settings.

Here I'll touch on individual levels and give some criticism:

● MKSC Cheese Land:
○ It has very solid visuals, I was impressed on how well everything was decorated when I stopped and simply looked around.
○ I appreciate that, on newer versions, you've cut on offroad, specially at the last section, since power speed items were rather strong at the end.
○ The optional springs on the jumps are also rather nice, in cases players are too slow to help themselves get back on the race.
○ I feel the first shortcut is, in particular, a bit unreadable, as you're supposed to take a sharp turn, but looking straight ahead, the wall has a very similar texture as the ground and I feel it could be misinterpreted as an upwards slope. Considering throwing a signal there to guide players better on where to go after the shortcut. https://files.catbox.moe/2uqy3b.png
● MKDS Airship Fortress
○ I really appreciate the red spring panels at the start of the lap, it gives the level an extra edge of skill that I feel is appreciated.
○ Having a spiral at the end that's big enough for heavyweights to drift around is much appreciated, specially in cases where they're being chased around by an SPB and bumpsparks are not on.
○ The lack of shortcuts harms being able to keep up in this level in particular. Maybe breaking some walls and fences, and make them offroad could help with this.
○ Compared to, say, Peach's Garden, the Monty Moles feel superfluous. I think I've might raced close to 10-15 times on this level and I've never been touched by one. They also cover sneaker panels which I feel shouldn't be a thing, at least for the sake of encouraging different lines. Try to place Moles in such a way that it challenges players' lines.
● Mushroom Kingdom
○ This is honestly a really good level, I really like the little details like the 1-1 coins subarea being referenced, the fireworks and being able to break blocks.
○ I feel you should introduce breaking blocks at the start of the race, and not in lap 2. This is because breaking blocks in the underground section allows players to take sneaker panels and shortcuts that they would've not known otherwise, so I feel you should introduce this gimmick as early as possible.
○ The second shortcut honestly feels invisible at a glance. I've actually never known about it until I played this level on my own. Maybe a bit of extra signaling or visuals, to clue in that that section is a shortcut, is in order.
○ Part of the first shortcut can actually be jumped into from the main jump on the level. It kinda feels unintentional but honestly, I'd say keep it because it's kind of a fun tech.
● Winter Garden
○ Feels the least visually striking for me, but I appreciate that you were going for something different here.
○ I like that sneaker panel of that one icy turn, it's an instant hit of serotonin to hit it every single time.
○ This is also the only level where you can drive backwards after hitting enough checkpoints and get a lap counted, which I believe you should address.
○ In general, it does feel like the most dry layout, but I like the dynamic of ice physics being introduced in turns every once in a while, if you ever feel like doubling down on that.
● Inchworm Forest
○ I honestly think this is my favourite level, personality-wise. I like the little drawings, the flat/sector art and generally the vibes are good too. I like that it also looks like a place as well, where the little worms wriggle about as a race is going on. It is also the most solid layout of them all.
○ The change of lighting in the Encore ver. of this level makes turns a lot less readable, which I don't feel is a massive dealbreaker but I definitely think it should not be that way.
● Ricco Harbor
○ I know this level is a performance destroyer, but I really do like how it looks and how faithful it is to the actual level in Sunshine.
○ I like that you played with cycle hazards this time around, I feel that you get enough time to read them and always make an appropriate decision.
○ I feel you can fall for too long in certain areas, specially after the second cycle hazard. Consider cutting these falling times with FoF death pits.
○ The idea of having two finish lines, with one being a little bit more difficult to take, is actually pretty creative and I've got to give you props for that one.
● Vanilla Zig Zag
○ I understand why this is a hell map, but honestly, I feel that if you added a few recovery sneaker or speed panels around, it could be a really playable and popular level on its own, although I respect if you want to keep it this way if you want to maintain its difficulty.

All in all, this is a solid pack and is a must-have for every server. Props to Bowler for the good stuff!
Upvote 0
Straight-forward fun.
Everything here feels good to race on. You'd think Mushroom Kingdom would be a bit of a pain considering how flat it is, but I can't say i've ever had any issues with it.
Visuals mostly nail it, especially the recent revamp of airship fortress. As you've made improvements I think Winter Garden and Inchworm Forest have lagged behind visually (but still look good), I just wish they had as strong an identity as the other maps.
One thing I don't think Bowler's Pack has is anything super experimental or unconventional, but at the same time i'm not sure that's something every map pack needs to strive for.
Upvote 0
This track pack consists of mainly Mario-themed maps, including some Mario Kart ports and original ideas. Despite the presence of ports, these tracks work really well in SRB2K thanks to the new additions and they are really fun to play.

The original tracks are also really creative as well and make good use of custom textures, overall giving it a really creative vibe despite being based on Mario games. My favorite, though, is Inchworm Forest because it's really creative, generally cute, and yet still challenging enough. Generally a map that makes you feel well and cozy, like the entire pack. And it contains probably my favorite Easter Egg in the whole game.

And Vanilla Hell is also somehow more driveable and fair than Vanilla Lake 2...

Overall a quality pack that you should try out!
Upvote 0
A really fun and unique track pack!! Overall it adds a fun little variety of picks with some Mario Kart favorites and some really cool originals!

- Cheese Land is very wide and gives you quite the breathing room, especially so with boost shortcuts- you can get pretty far ahead if you know what you're doing. It's an easier pick but can be fun with more players!
- Airship Fortress is an MKDS fave for a lot of people and here? It's still a jam! It's really hard to use the springs at times however, and under Shrink you can only barely make some jumps at top speed IIRC. It's alright and I have fun with it!
- Mushroom Kingdom may be your first map, but it doesn't feel that way entirely. It's faithful to the classic game in looks and playstyle! It's flat, sure- but that's alright considering how the first game is! The bustable blocks are a good touch and I like how the off-road bits are elevated just ever so slightly to distinguish it as such. I'm just confused how touching the side of the floating platform can just outright kill you though?
- Winter Garden is honestly my weakest pick. The opening hairpin can be stupidly punishing, and towards the ending it's very easy to get bumped into the corner tables. It still plays nice and I like the look of it though so no worries!
- InchWorm Forest is a highlight- I mean, look at that cute mini-map, it shaped like a snail~ It's another fun level to blast through, and it didn't take long to get used to the twists in the course. It's pretty comfy.
- Ricco Harbor looks like you modded Kart into Sunshine, not the other way around, it's *that* accurate to the source! Sadly, that loving detail does hit the framerate at times- a shame, as it's another fun course to play, it's short and sweet! It's a little hard to see certain bits of road sadly.
- Odd you don't mention Vanilla Zig Zag as a hell map, and... it's place as a hell map is well deserved. It may be fun sending someone else flying across the ice into a watery grave, but it's real easy to screw up yourself. It gets a laugh outta me though!
Upvote 0
A good mix of fresh ideas and new takes on existing tracks, Bowler's Cup is an obvious pick for any server host IMO. Many players will be excited to see old favorites returning from Mario Kart, and the original layouts like Inchworm Forest and Winter Garden are rife with creativity.

It was better when it was called Bowling Cup, though. 4/5 Change the name back.
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One of the major kart packs, And for good reason.

All the maps are fun to play, but the star of the show has to be Airship Fortress. Mushroom Kingdom feels the weakest due to it feeling too flat.
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