Saturation Pack

[Open Assets] Saturation Pack V2.2.1 / A fond farewell

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Triangularity submitted a new resource:

Saturation Pack - I did the Ridge Racer thing where there's 4 maps in one.

Hello! Thanks for checking out my mod!
This is Saturation Pack - a pack of 4 tracks in one big map! (Technically, it's still 4 individual maps, but I can dream.)
Also, it features some of my favorite music from Ridge Racer 7.

Here's a quick overview of the four tracks:


View attachment 125861
Aquarium Plaza - 5 laps
Aquarium Plaza is a short, winding track that has lots of slopes! The track is named after the plaza that you pass halfway through a...

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the other tracks should have had theme variety so it doesnt look like the 4 tracks are combined into one
edit: nvm i didnt read the desc correctly
 
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Triangularity updated Saturation Pack with a new update entry:

June 19 Patch / V1.19.06

Hello!
I'm still working on another set of maps to add to the pack, but there were some pretty clear issues with the first set, so here's a patch!

General changes
Ark Arrows were added throughout every route to hopefully make some turns easier to see coming (thanks Kris M, JackieJelly!)
Areas outside of the current route were marked as Deathpit (thanks JackieJelly!)

Tidal Loop, North Ocean Expressway
Blocked off the reverse end of the expressway bridge. (thanks...

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Triangularity updated Saturation Pack with a new update entry:

June 20 Update / V1.20.06

"CHARGE!!!"
Added a new Special Stage to the existing Waterfront cup.
It's a duel on Tidal Loop versus Tails!

Since this map isn't netgame-compatible, a version of this update without this map is included for server hosts. Please download "DR_SaturationPackNetplay_June20Update.pk3" if you're intending to host this map pack on a dedicated server!

View attachment 127170

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there's a flag named "Hidden" that i found that's attached to the Title Screen and Podium maps, try putting that onto the Boss stage?
maybe that'll make it be hidden and not selectable in online.
 
Triangularity updated Saturation Pack with a new update entry:

Anchorhead Update / V2

The new stuff!
ANCHORHEAD
- A new map set taking place at a snowy coastal town.


View attachment 128267
Pearl Coastline - 3 laps
A circuit that winds through the southern area of town, leading to a picturesque view of the sunset! Notably, it features some banked corners.

View attachment 128268
Sundown Marina - 3 laps
This track winds around the (usually empty) Sundown Marina. Some of the guardrail fencing is...

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Triangularity updated Saturation Pack with a new update entry:

thing broke, i fix: second edition / V2.2

Noteworthy changes
- Fixed typo relating to Anchorhead Special Stage rival name
- Multiple courses: added respawn sectors to prevent getting stuck behind walls
- Anchorhead Loop: (Hopefully) fixed a waypoint issue that resulted in a guaranteed SPB at the first item line on Lap 1 (I'm too busy to test this at the moment, but I'm including this anyway as a long shot that it's fixed)
- Fixed typo in MUSICDEF relating to O_SM3EC (There's still more work to be done in MUSICDEF after...

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Not sure if you fixed it yet, but earlier today in at least one of the Anchorhead maps I was able to drive right through one of the fences that block off portions of the overall map and drive through other parts of the city. Might not hurt to do a combover of those blockers for collision.
 
Triangularity updated Saturation Pack with a new update entry:

V2.2.1 changenotes, Saturation Pack's future

First, the changenote:
- Fixed orientation of signpost on Lakeside Switchback

Second, the future of Saturation Pack going forward:
While I initially intended for Saturation Pack to be my catch-all pack for all my Ring Racers maps, it's effectively now a pack of the Ridge Racer-style "multiple tracks in one big area" maps. While I'm okay with this, I don't think it would be a good idea to add maps that don't fit with that style to this pack going forward.
As a...

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If your concern is the Max Duel stages being chosen in the Multiplayer rotation, couldn't you simply add Hidden = Trueto the Max Duel maps' level headers? I added it to the Turbine Loop Duel and it doesn't appear in the level select, Offline or Online, so I assume it wont appear in the random vote rotation. You still go to the special stage, even when its hidden. And if all this fails, you could have a fallback in the ACS script, maybe? I don't know how ACS works, but there's probably a way to change the map to Turbine Loop proper when it loads in MP.
 
If your concern is the Max Duel stages being chosen in the Multiplayer rotation, couldn't you simply add Hidden = Trueto the Max Duel maps' level headers? I added it to the Turbine Loop Duel and it doesn't appear in the level select, Offline or Online, so I assume it wont appear in the random vote rotation. You still go to the special stage, even when its hidden. And if all this fails, you could have a fallback in the ACS script, maybe? I don't know how ACS works, but there's probably a way to change the map to Turbine Loop proper when it loads in MP.
that's literally what i suggested. and they ignored me
 
If your concern is the Max Duel stages being chosen in the Multiplayer rotation, couldn't you simply add Hidden = Trueto the Max Duel maps' level headers? I added it to the Turbine Loop Duel and it doesn't appear in the level select, Offline or Online, so I assume it wont appear in the random vote rotation. You still go to the special stage, even when its hidden. And if all this fails, you could have a fallback in the ACS script, maybe? I don't know how ACS works, but there's probably a way to change the map to Turbine Loop proper when it loads in MP.
When I was making the pack, I didn't make it hidden to let the duels be selectable from the menu in case someone wanted to replay them without re-doing the entire cup. I tried to do something with ACS to change maps to the stock Tidal Loop, but I couldn't figure out how to get it to work, so I decided to split it into two PK3s.
that's literally what i suggested. and they ignored me
I'm sorry for not replying sooner.
 
You need to fix the finish line on Anchorhead Loop. I managed to get tumbled past the finish line onto the offroad beside it, and ended up having to do an extra lap since the game thought I hadn't crossed the finish line yet. You can just draw another finish line linedef into the offroad. Also, there might be something wrong with the waypoints as at the very start of the race it gave me rocket sneakers despite being in third place and a CPU racer rolled an SPB.
 
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