Features 29 Maps ported directly (or a bit modified) from Kart Z (Along with the few Kart Z Ports that used to be in Nightmare pack).

Changelog
V6 - CURRENT
- Adjustments made to Cheep Cheep Coast (Changed Teleporters with help from Fayt)
- Changed Cheep Cheep Coast back to 3 Laps
- Added a few checkpoints in Thunder Piston
- Added 2 checkpoints in Bleeding Green (Optional safe route now has a checkpoint)
- Removed Springs from Bleeding Green.
- Changed Sub-Zero Peak's music back to Sword Man's Theme (MegaMan 8)
- Changed missed spring panel sectors into offroad from Casino Resort Classic

- Replaced Canyon Rush Classic with the old original Non-Sprint version (From the Kart Circuit Construction Contest)

V5
- Added 5 new Ports (Skyrise Metropolis, Silver Circuit, Frosty Lake, Cloud Cradle Classic and Regal Raceway Classic)

- Rearranged Map order to be nearly the same as Kart Z's.

- Fixed Musicdef issue for two maps (v5.1)

- Fixed Canyon Rush Lap Machine (v5.2)

V4.1
- Fixed Goal Posts not being Intangible in the 4 previously ported Maps (Also in MegaBlock Classic and Bleeding Green).

- Blocked of an Area in Pipe Speedway '^'

V4
- Added 4 new Ports (Sunbeam Paradise Classic, Turbo Speedway, Paradise Hill Classic and Shyguy Circuit)
- Normalized Tumbnails

============
Map Changes|
============
- Grand Metropolis Classic: Added Billboards that existed in Kart Z after figuring out how Patches work + Updated Thumbnail (Ty Nin)
- Changed Two sets of blue springs to Spring Panels to avoid flying into the death plane
in GMC
- Casino Resort Classic: Changed missed Spring Panel near the end of a lap to offroad (Ty Claudia for pointing it out)

V3.1
- Added two new Ports (Sub-Zero Peak Classic and Bleeding Green)

============
Map Changes|
============
- Fixed cut in Mario Circuit

v3
=============
Main Updates|
=============
- Added 6 New Ports! (Mario Circuit, Pipe Speedway, Darkvile Castle, Megablock Castle Classic - All 4 ported by Super Chris, Darkvile Garden Classic, Casino Resort Classic - Both ported by me)

============
Map Changes|
============
- Changed Thunder Piston's weather to include Thunder and Lightning
- Slowed down huge current in Waterway Circuit even more to help non-accel chars
- Cheep Cheep Coast's lapcount has been changed from 3 to 2
- Secret found in Grand Metropolis Classic (Added a Yellow Spring in order to reach it)


v2.5
=================
Waterway Circuit|
=================
- Adjusted Currents
- Replaced Snailers at the finish line with Gargoyles.

==================
Cheep Cheep Coast|
==================
- Replaced Weak Offroad with Postive Floor Friction in the Sand sections of the map to make SPB avoidable

=========================
Grand Metropolis Classic|
=========================
- Added Sneaker Panels after the 1st elevator to make SPB Avoidable
- Changed Blue Springs leading to the cut with Black Springs

===========================
Eggman's Nightclub Classic|
===========================
- Fixed Mini-Map
- Added secret that went unused in Kart Z

v2.1
- Added Five new Ports! (Waterway Circuit, Cheep Cheep Coast, Grand Metropolis Classic, Eggman's Nightclub Classic, and Canyon Rush Classic)
- Applied TP, GM, ENC, and CR's encore palette's to TP Classic, GM Classic, ENC Classic and CR Classic
- Fixed Waypoints for Toxic Palace Classic. (Azure City still has waypoint issues that need to be sorted out a 2nd time that I will try to fix in the future)
- Thunder Piston moved out of Map Hell! (Original source of Thunder Piston's Music in Kart Z has been found and changed back.)
- Looped Azure Island's Music


V1.5
- Changed MapID's to not conflict with Kart Mania

]V1
- First Release

Maps:

MAPPZ - Mario Circuit - Ported By Super Chris
MAPQ0 - Pipe Speedway - Ported By Super Chris
- Totally not Daytona :HellaTails:
MAPQ1 - Shyguy Circuit - Ported by Me
MAPQ2 - Megablock Castle Classic - Ported By Super Chris
MAPQ3 - Darkvile Castle - Ported By Super Chris
MAPQ4 - Darkvile Garden Classic - Ported By Me
MAPQ5 - Forgotten Ruins - Ported by Ninferno
MAPQ6 - Paradise Hill Classic - Ported by Me
MAPQ7 - Casino Resort Classic - Ported By Me
MAPQ8 - Turbo Speedway - Ported by Me
MAPQ9 - Azure Island - Ported by Ninferno
MAPQA - Azure City - Ported by Me
MAPQB - Skyrise Metropolis - Ported by Me
MAPQC - Cheep Cheep Coast - Ported by Me
MAPQD - Silver Circuit - Ported by Me
MAPQE - Onyx Forest - Ported by Ninferno
MAPQF - Frosty Lake - Ported by Me
MAPQG - Perfect Circle Curcuit - Ported by Ninferno
MAPQH - Sub-Zero Peak Classic - Ported by Me
MAPQI - Waterway Ciruit - Ported By Me
MAPQJ - Sunbeam Paradise Classic - Ported by Me
MAPQK - Grand Metropolis Classic - Ported by Me
MAPQL - Canyon Rush Circuit - NEW - Ported by Me
MAPQM - Cloud Cradle K Classic - Ported by Me
MAPQN - Toxic Palace Classic - Ported with help from Fayt
MAPQO - Eggman's Nightclub Classic - Ported by Me
MAPQP - Thunder Piston - Ported by Ninferno
MAPQQ - Bleeding Green - Ported and Modified by Me
MAPQR - Regal Raceway Classic - Ported by Me

Let me know if there's any problems found within the maps that would need fixing.
(More Ports may come in the future!)

Supporters / Co-Authors:

 

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Welcome to releases! And to everyone, yes, the Kart Krew allows others to port their old works.
 
Kart Z Pack has been updated to v2.5 with small/minor Q-O-L changes made to 4 of the maps added in v2 (v3 will contain more maps and will most likely come way later and with possibly more minor changes).

(Changelog in first post)
 
Kart Z Pack has been updated to v3.1 with two new ports along with fixing a cut in Mario Circuit!
 
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Kart Z Pack has been updated to v5 with a few new ports along with a few fixes to already-ported maps (Like those missing things in Casino Resort Classic).

(read changelog in first post for more info)

Updated to v5.1: Fixed Musicdef error (Forgot "Usage =" for two maps :oh:)
 
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Some of the tracks that have their checkpoints marked by checkerboard lines, Thunder Piston and Bleeding Green in particular, could have their checkpointing improved.

For Thunder Piston, the track could use extra checkpoints on larger gaps in-between "marked" checkpoints to make falling off the course not as punishing (considering the track's difficulty).

I posted some snaps of possible places to insert extra checkpoints, marked in chronological order:
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Bleeding Green on the other hand could use one checkpoint added to the part immediately before the twin large trees, as shown below since it's quite the drive back if you somehow fall here.
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And speaking of checkpoints, there is no checkpoint on the optional "back route" behind the main path through the mechanical rising/falling slime section partway through the track. You can still finish a lap, but you get buzzed on the final checkpoint if you take this route.
attachment.php


The only other comments I have regarding the pack are that a number of them don't have the signpost land in the center of the start/finish line and Turbo Speedway and Cheep Cheep Beach's music tracks are both louder than most other themes in the pack (though CCB has... other problems, especially with the exits from the pipes locking you into one spot when you drop). And while very minor and more for flavor than anything, Sub Zero Peak Classic could also have its audio changed back to Sword Man's theme as it had that as its theme before the change to Frost Man's theme happened in a later version of Kart Z.

Anyways that's all I really have to say- I love this pack and everything it stands for, but there's some things that I feel could be looked into to improving some of the dated track designs while keeping them looking like they did back in the early 2010's for the sake of authenticity.
 

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Kart Z Pack has been updated to v6 with a few slight changes to Cheep Cheep, Bleeding Green, Thunder Piston and a major change for Canyon Rush.

(Check Changelog on main post)
 
Played the new update and I thought I'd bring up a few hindrances I found:
Frosty Lake has a big drought of checkpoints in several points of the track.
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These long droughts should have two checkpoints on the lower left and one, maybe two on the upper right to accommodate for how pit-heavy they each are.

Cheep Cheep Coast meanwhile has some pretty punishing drops:
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Continuing on from Cheep Cheep Coast, I love the new tunnels but I still think it's a bit too easy to place traps right on the end as you exit from the pipe- Perhaps if the single teleporter was changed to 3 (optimally 5) teleporters lined up in a row for each of the two pipes on the track, it would make avoiding hazards a bit easier.

Canyon Rush Circuit is too long to make into a 4-lapper, the number of laps should be cut down to 2 so it hits close to that "3 minutes per race" rule that most maps adapt. Cheep Cheep Coast, while not as bad a case, also may be a bit too long as a 3-lapper.
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And then there's Thunder Piston. I hugely appreciate the new checkpoints/spawn points, but after racing it, there's still two areas that may need them:
At the start of the race halfway before Checkpoint 1:
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Right before the final spring jump and final checkpoint, but with enough room to Drop Dash through the spring jump when respawning:
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Lastly, there's the bridge in Paradise Hills Classic. Either place a pit to kill the player (which could also be used on Thunder Piston to prevent driving onto earlier parts of the track) or gate off the bridge entirely, since not every player will use the Respawn command to return to where they were and just continue driving along the earlier portion of track.
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I was pretty surprised by how many classic versions of maps there were here.
But I did want to point out a few things about Cloud Cradle K Classic.

I did these tests on Hard Speed since Normal Speed is considered non-existent to others in my opinion.

The boss waypoints in Cloud Cradle K Classic seem to bug out from time to time.

In this section, you could fall of here and had to redo it again if you didn't have enough speed.
kart0013.gif

Near the end, you could intentionally reduce your speed to reach the goal faster.
kart0015.gif

At the very least, shrink can still make it across at full speed.

Another map I wanted to talk about was Canyon Rush Circuit.

There seem to be no boss waypoints through out the whole stage. Also, I'm not quite sure if you forgot to change the number of laps when transitioning from Canyon Rush Classic to Canyon Rush Circuit. Feel free to correct me on the lap count concern.
 
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There's a floor at MegaBlock Castle where it's possible to fall through

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