Grass Gradation

Grass Gradation v1.0b

ArcadeStriker

map layout design is [was?] my passion
ArcadeStriker submitted a new resource:

Grass Gradation - My first new RR custom track since 2026

View attachment 187164

  • New Custom Track oriented towards beginner to medium skill players
  • Track theming and song based off Mega Man ZX
  • Features Encore effect [borrowed from Green Hills]
  • First Item Box set position is different if playing in Time Attack
  • Includes several staff ghosts of varying skills from other players
  • Featuring five high-skill ghosts from Dillon, Ace, BeekeeperNoah, Toddoesstuff and Yoshi
...

Read more about this resource...
 
ArcadeStriker updated Grass Gradation with a new update entry:

v1.0b - An update? Already?

Here's the funny thing - as today some hours ago I could get some testing in a real race with players thanks to Toddoesstuff and other players who tested, with shoutouts to those that gave their feedback [DanielDapple, Midbus, Freaky Mutant Man, Mighty War Anvil]...there's a few things I ended up finding from said feedback to iron out

So this post-launch update is basically to address some of them for a slightly more tuned race experience...and also a certain area not having a deathplane...

Read the rest of this update entry...
 
Really nice track. I have an extremely tiny bit of feedback:

ringracers0053.png


At high speeds and from a distance, it's a bit difficult to parse this turn. Since the blue fences have already been used as walls in earlier parts of the track, it looks a bit like you're hurdling into a wall rather than there being a turn. I think plopping down a left-turn Ark Arrow between the rock wall would make the depth of the turn clear and alleviate the issue.

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Again, really tiny, probably not worth an entire map update for on its own, the track's great! Just a small nitpick that I think would help.
Post automatically merged:

Wanted to offer another extra bit of feedback after playing it on a server tonight. The track was very well-received overall but an observation we had was that there were a LOT of rings - to the point that players were basically just holding down the ring button the entire time. It's definitely better than being ring-starved, but I do think it'd be good to cut back on the ring count a bit in future iterations.
 
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