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Shredster VII
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Track Editor with new modules! (Unity Edition)
Tool

Wednesday, 26th March 2025

I really need to do a proper write-up on how amazing this Track Editor update is, but for now, please just know that the -walltex command line has fulfilled one of my childhood self's pie-in-the-sky dreams — and for that, I am immensely grateful. :^)

Daytoyna
Pro Car

Tuesday, 17th December 2024

For what it's worth, there is an even more visually faithful Hornet on GameBanana, oddly enough ( https://gamebanana.com/mods/243181 ), but at least in my personal opinion, it's parameters left a lot to be desired.

Arcade Skins Redux
Modification

Thursday, 21st November 2024

I'd love to see more cars get arcade skins, so I'm more than happy to let you use mine for Workwagon, LWG — in fact, I've just sent you a batch of them via the Re-Volt Discord server. I made sure to use Workwagon's unique wheels for them, too. (Edit: whoops.) I sure wish it was this quick and easy to throw together arcade skins for the rest of the stock vehicle roster!

Arcade Skins Redux
Modification

Thursday, 21st November 2024

Version 2.0 has been uploaded — this update contains some pretty big changes, hence the major version increment. In addition to myriad fixes and improvements for 23 cars, the biggest additions to this update are a new set of skins for the three Frontend Clockworks and a new optional folder with edited EnvRGB values for the seven cars that possess non-gray reflections. I'm contemplating a hypothetical Version 3.0 which could add cyan, orange, and magenta skins — assuming, of course, that there wouldn't be too many of these skins that look nigh-indistinguishable from their stock counterparts (orange NY54, for example).

Dying Dream
Semi-Pro Car

Saturday, 13th April 2024

This is my favorite car from the LYE. I love how much it captures Paul Phippen's penchant for fenders, wings, and abstractions of aerodynamic shapes. Heck, even it's imperfect controls are reminiscent of some of the jankier stock cars. I reckon it'll stay in my installed cars collection permanently.

Forest Mansion 2 (Redux)
Standard Track

Sunday, 17th March 2024

The glow-up on display here is nothing short of mind-blowing. This track has gone from merely just "passable" to downright exemplary. Give yourself a pat on the back, you've more than earned it.

Evil Evil Weasel
Skin

Saturday, 16th March 2024

Updated with Burner's suggestion and an added nod towards the yellow ring on stock Weasel's wheels; replaced (most of) the preview pictures with screenshots of the updated skin; truncated the skin's description. Tune in next week for Rotating Rotor and Purple PurpXL (not really).

Arcade Skins Redux
Modification

Friday, 15th March 2024

Just pushed update 1.2, featuring aliasing fixes, oversight corrections, and general polish for eleven cars. I've included a changelog.txt in the download for those curious about the specifics. RC Bandit in particular got a big overhaul! The preview screenshots will be updated to reflect these changes within 12 hours of this comment being posted.

Car
Advanced Car

Thursday, 29th February 2024

I would have expected the joke with a car named Car to be that driving it would be the most generic experience ever. Imagine my surprise when I took Car for a test run and figured out that Car actually handles a bit like a real car. No, seriously. It normally has understeer, but if Car starts oversteering, it's not going to stop. And because of how top-heavy Car is, it's very easy to roll Car over while going over basically any sufficiently uneven terrain. It's actually a lot of fun trying to wrangle Car into winning races. Basically, imagine a version of RV Loco that's actually fun to drive, and you get Car.

Downtown 1
Standard Track

Monday, 26th February 2024

I like to think I'm a snob. I have unreasonably high standards and I'm needlessly hard to impress. I've seen the words "stock-like" thrown around for tracks that completely fail to capture the Re-Volt fantasy of taking mundane environments you'd see every day and making them extraordinary by re-imagining them from the perspective of a six-inch-tall toy car. This probably makes me a hypocrite. All of that being said, I hope my words carry more weight when I turn around and say that this track genuinely feels like it could have been a part of the original 1999 lineup. I don't just mean a racing line that's (mostly) intuitive where each turn makes sense as an extension of what direction you're already traveling in; I don't just mean the excellent texture work and world design that capture's Re-Volt's balance of realistic detail with surreal stylization; I don't just mean the lighting and shadows that give the environment a sense of actually existing in a physical space; I don't just mean the on-point sound design that seamlessly implies the existence of a world beyond the level's boundaries; and I don't just mean the full-sized cars driving down the street acting as a logical extension of Toy World's trains. I'm talking about the *vibes*. This track encapsulates the same fantasy of mundane locations becoming extraordinary through the lens of R/C cars so perfectly that it even puts some stock tracks (like the aforementioned Toy Worlds) to shame. This is the kind of track that little babbey Shred would have spent dozens upon dozens of hours just aimlessly exploring back in 2001-2002. If that's not the highest compliment I can pay, then I don't know what is.