GTKart: one of the map packs of all time

GTKart: one of the map packs of all time 1.3

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Welcome to a map pack so mid, you will forget that you have downloaded it within two seconds! Such an enticing prospect could only be...
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Self-deprecating humor aside, here are the maps contained within:
Suburban Slam (MAPMS)
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A relatively technical romp around a desert town. Make the most of the shortcuts to blast through the desert!

Tropical Raceway (MAPMT)
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This windy and ripply circuit has it all: long sweeping turns, tight hairpins, and chicanes all in one compact beach-side package.

New Grasslands (MAPMV)
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Enjoy this small tribute to New Super Mario Bros. under a tranquil blue sky. No "bah!" sounds included.

Green Grove (MAPMW)
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Here on Flickies' Island, you will find tight turns, oddly boxy formations, and elevation galore. Have the brakes at the ready!​
Palm Rock Valley (MAPOJ)
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Inspired by the Beginner course from Sega Racing Classic 2 Daytona USA 2, this short course is perfect for those learning the basics of Kart.

Dusty Junction (MAPOO)
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This trip off the beaten path weaves through a desert canyon, over bridges,and through questionably placed construction sites. Jump across the lake for a big shortcut!

Red Rock Road (MAPOQ)
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Fans of Gran Turismo 2 should recognize the shape of this course. With plenty of crossovers, springs, and tight corners, this track is sure to be a good time.

Green Hill Cliffs (MAPOR)
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Don't let the familiar Green Hill fool you: this track is not easy. With tight turns, steep drops, and a paraglider, falling into the ocean has never been easier!​
Dual Waffle Houses (MAPNX)
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That's right, there's not just one Waffle House in this map, but TWO! Battle your friends for the privilege of dining at the most resilient restaurant chain this world has ever seen!

*NEW!* Castle Wolfenstein (MAPOW)
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Kick it back to 1992 with this tribute to Wolfenstein 3D, this time under management of Dr. Eggman! And yes, the push-walls are still there...​
(WARNING: these maps are really bad :oh:)

Knothole Base (MAPP7)
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Kick it back to 1998 with this crudely made racetrack! Go around this tiny loop for 10 laps. Sound fun? It sure isn't. :knuxsmug:

Resort Island (MAPP8)
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Wait, don't we already have a Resort Island for Kart? We sure do, but it didn't stop me back in the dismal year of 2020 from throwing together this sad attempt at a port. Needless to say, there's a reason it's in hell.

Chaos Speedway (MAPP9)
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No. Seriously, don't play this map. Exposure to Chaos Speedway can cause death.*
*claims not verified by a physician

Also included is a WAD file that puts the hell maps into the normal map rotation if you truly hate yourself (or your players, if you're a server owner) - just load after the main file.

Get disappointed by downloading GTKart today!
Textures:
The VGResource
Classic64 Asset Pack
Sonic Team Jr
Community Resources
Poly Haven
Dolphman
Screaming Brain Studios
Nobiax
Punch! Ultimate Deck & Landscape (ripped by smoke_th)
...and probably a few others i forgot lmao

Music:
smashcustommusic.net
doom2_hq_music.wad (unknown creator)

Other:
Kart Krew Discord (for being cool ass mfs)
Mayo (for fixing a critical error in Dusty Junction)
TrailBlazer (for being the only one to leave a review on the MB)

Uses Paraglider Lua by JugadorXEI, minenice, Fayt, Tiniest Turtles, and Mr.Logan
Uses 2.2 Spring Backport SOC by Chaobrother

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GTKart: a mod by SGNRyan
steal this and you die :threat:
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Author
SGNRyan
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Latest updates

  1. GTKart 1.3: the FINAL final update?

    Suburban Slam: - Finally removed the former balloon cut - Fixed the bridge softlock - Adjusted...
  2. GTKart 1.2: The last update (hopefully)

    Changelog: - NEW MAP! Castle Wolfenstein (MAPOW) - Compressed several music tracks, cutting 1/3...
  3. GTKart 1.1: boneless walls fix

    Changelog: - Fixed non-solid barriers in New Grasslands and Green Grove - Added a little cameo...

Latest reviews

The description and initial assumption from some maps not looking as over-the-top elaborated visually as other stuff I've seen had me expecting something a bit more simple or mid to play.

The layouts are quite solid, maps either do well with their theming decoration and some have a few memorable mentions on the billboards [SEGA Rally, S3K...the Injured? GOOD had me laughing when I noticed]- Red Rock Road might be the simplest looking out of the map roster but even that I can give a pass for now because of the little tweaks you made to make the originally a GT2 layout a more fun Kart track.

And I already liked that track a lot back when I played it.

In any case, I don't have much to add right now other that it is well rounded to be enjoyable as time attack maps and very likely as multiplayer maps too. Good job.
Upvote 0
The recent update is a massive improvement. The maps feel good to race on! One thing I will say is on Suburban Slam, you can get softlocked if you blow up on the wind current. Aside from that, very good update.
Upvote 0
It sure is one of the packs of all time. A decent collection of maps to play on, overall. Here's some complaints I got for the maps:

Suburban Slam
- The signage that exists is extremely poor overall. The signs are too small to see from a distance and not very noticeable on their own either. Some signs are set up near areas that are actually shortcuts, like the one after the 1st item set, which can have players head towards the wrong path.
- It's possible to get to the lower section at the 1st jump by braking as you boost and jump then squeeze through the openings. You skip too many checkpoints to make use of it, but there's a chance of it happening in a race.
- The lighting and directioning inside the 1st cut is pretty poor. I usually end up exiting by bonking the wall out.
- The 2nd item set existing (with an additional item box in front of the boost pad, no less!) feels redundant considering the 3rd item set is literally right around the corner. Probably should remove one of these sets.
- The balloon shortcut after the 3rd item set can be easily taken without shoes by mini-turboing into the springs. That cut saves a whopping 4 to 5 seconds, which is something 1st definitely shouldn't have access to.
- Right after the spiral, there's two cuts. The right cut saves a bit of time and spits you into the 5th item set but the cut on the left is faster but skips that set. Luckily, the next item set isn't all that far out so there's barely any risk for a lot more reward in comparison. The little blue spring jump doesn't do much.
- The cut at the 6th item set is right next to the items so only someone chaining items together can take it. The 7th item set is also too close to the 6th.
- The last item set is obscured by the turn but I'd say the real problem is that it's too close to the finish line.
Tropical Raceway
- The 3rd and 4th item sets are too close to each other.
- The 4th item set is too close to the finish line.
New Grasslands
- 2nd and 3rd item set are too close to each other.
- Last item sets are too close to the finish line.
Green Grove
- The beginning drop down is not clear on where you're supposed to be going because it's brown on brown until you're right up close and suddenly you need to turn right or bonk.
- 1st and 2nd item sets are too close to each other.
- 1st cut is obscured by the turn but thanks to the 2nd item set, it's easy to grab an item and take a 3-5 second saving cut with an item in tow despite it skipping the 3rd item set.
- The normal path coming around the 2nd item set is a little weird to read considering you got small, brown fences on a brown wall background. Sometimes I may think the road ahead is a drop down rather than a turn.
Palm Rock Valley
- I saw a cut before I saw an item set and I thought "uh oh..." and yep, there's an item set just before the finish line. I'm thinking the first item set should be moved back to the banked turn while the 2nd item set is moved back to the area after the 2nd banked turn, just before the u-turn.
Dusty Junction
- The 1st item set is too close to the 1st cut, people won't roll their items fast enough to cleanly take it.
- The normal path at the 1st item set is obscured by the hill with the shortcut being the first thing you see rather than the main path. Signage is also not visible until you're over the hill.
- The last item set is too close to the finish line.
Red Rock Road
- The 1st and 2nd item sets are too close together. Personally, I feel that only the 1st and 3rd sets are good enough.
Green Hill Cliffs
- Last item set is too close to the finish line.
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