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Welcome to...

SPINDASHPAK
My somewhat personal level pack!

The Tracks included with this Pk3 file:
Flying Battery Zone:
race through this airborne machine, Pick up Rings to earn a temp speed boost.
kart0184.png


Launch Base Zone: Another Sonic 3 Level that recently gotten a remake, I hope you enjoy this one too!
kart0185.png


Aquatic Ruin Zone: race through this jungle and try to fall in the water!
kart0187.png


Studiopolis Mall Zone: A Mall map with very banger music who would thought?
(NOTICE: this map causes servers to crash if played with around over 8 players)
kart0186.png


BONUS: Palladium Paradise Zone: based off a sonic cd level that you will most likely recognize
kart0183.png

CookieCrumb Island Zone: I aint got paid for this, so its never getting updated :sadthumbsup:
kart0182.png

credits:
Achii for providing me with shi-springs and boost stacking. (Go play their Kanazkipak, and bug them about how wide they are :trollic:)
Diggle for mapping help
Mattioz for the textures on Aquatic ruin zone and the music
Haya and Lighto for the halfpipe Lua
Aquas karthouse for layout testing
and everyone who played these maps for supporting me!
Author
Mayo.
Downloads
1,804
Views
8,170
Extension type
pk3
File size
17.6 MB
MD5 Hash
9959657fd3552690b5437ba50693354f
First release
Last update
Rating
2.60 star(s) 5 ratings

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Latest updates

  1. fixed the playerspawns on launch base

    Stanky ass small playerspawns made me forget about them
  2. Launch base remake and some map slot changes

    new launch base map no more auto spring Jank
  3. more bugfixes as usual

    removed grapple gimmick from aquatic ruin and sent studiopolis mall to hell due to a performance...

Latest reviews

Love these layouts and the textures are great!
Upvote 0
I'd complain about the directioning if all the maps weren't straight lines.
Upvote 0
Palladium Paradise alone is amazing enough to give this pack a full 5 starts from me. This pack just keeps getting better.
Upvote 1
The maps are decent to race on. This update is a step in the right direction from your first map update. Here is my feedback for each map.

Launch Base:
- When you start up this map, you don't correctly spawn in front of the starting line. You spawn at the end of the map, forcing players to race back to the beginning of the map and then officially start Lap 1. Did you accidentally add a "Player Start" thing at the end of the map?

- Shortcuts are extremely hidden by the bushes and are very difficult to notice. Perhaps remove the tall bushes so players can see the shortcuts.


Flying Battery:
- There is a shortcut in the beginning before the first set of yellow springs. However, the first set of items are after the yellow springs, making the shortcut inaccessible to anyone. Perhaps either wall it off, or raise the height of that sector enough so players can't access it and add some decorations!

- 3 laps is too long for this map. 2 laps is perfect for this map

- The one shortcut before the blue spring jump is extremely blind and very difficult to notice. Reduce the steepness of the slope & also add a second shortcut somewhere in the map.


Untitled Sand Map:
- After the huge red spring jump, there are three pits that are not marked as a death plane. This means if players fall down these pits, they are stuck there until they type "respawn" in the console. But even then, players will respawn back to the beginning of the jump, which is extremely punishing. Add a checkpoint after landing and add death planes to the pits.

- 4 laps is too long for this map. 3 laps is perfect for this map.

- There are no cuts present in this map, making catch-up difficult. Add one or two cuts around the beginning/middle of the map.


The maps could use some improvements & additional testing. Definitely take some time to test out your maps. But one thing I will say is you have improved! Looking forward to seeing future updates!
Upvote 0
Immediately upon starting the map, I am blasted with loud, low quality music that doesn't have full musicdef credits (you got the title of the song but not the author/source of where it comes from) so that wasn't a good start.

Aesthetic-wise.... where's the mall? I'm not really reminded of a mall when I race through this. Feels like an empty space with these long straights and short turns. I'm also not really reminded of Studiopolis itself. Sure, you got the textures but other than that nothing about this is Studiopolis-like at all.
It's also pretty dark. Am I racing during after hours or something?

Layout-wise, it's pretty safe. Like I said before, long straights with the occasional turn. A track that'll favor speed characters to be sure. The first shortcut is right after an item box and comes up fast, leaving you no time to have an item ready or even register it when it comes up. You even come out of it pretty slowly after hitting the black springs. The horizontal springs are extremely slow and there's absolutely no purpose in hitting them at all save for the ones that have one-use papersprite items. Speaking of which, there's a GROW at the second to last turn that is extremely easy to get and is only hidden behind the fact that you'd never know it was there unless you know the map like the back of your hand. Someone who DOES know can immediately get a huge 1st place lead and likely keep it if they're playing a high speed character, too.

All-in-all, it definitely needs improvement.
Upvote 1
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