You are viewing a potentially older version of this package. View all versions.
AltDoug-South_Florida-2.1.2 icon

South Florida

South Florida from Skater XL, by B-Row; commissioned & ported by AltDoug. Now alive: traffic, pedestrians, a city bus, lit nights, real surface sounds and 20 fast-travel stops.

Date uploaded a day ago
Version 2.1.2
Download link AltDoug-South_Florida-2.1.2.zip
Downloads 17288
Dependency string AltDoug-South_Florida-2.1.2

README

South Florida

South Florida

South Florida, the Skater XL street map created by B-Row, commissioned and ported to skate. by AltDoug through ReSkate.

Miami-style streets, plazas and ledges, Lot 11 under the I-95 overpass, the beachfront, downtown towers and Ramp 48, the hidden indoor park.

Map of South Florida

What's in it

  • The whole map: streets, buildings, trees and plants, benches and street furniture.
  • You spawn at Lot 11, under the highway, where B-Row put the spawn.
  • 20 fast-travel bus stops, named after the spots: Lot 11, Two Block, Court House, Jungle, Triangle, BrandsMart, Banana Peels, Miami Heat Stadium, White Ledges, Ghetto Ledges, Citi Bank, Hyatt, Ramp 48, Bayshore Stairs, Blue Hubba, City Hall, MLK Ledges, North Miami Beach High Hubba, Dunedin High and Lincoln Square.
  • A living city: cars and a city bus on the streets and pedestrians downtown, following the game's own traffic setting (off / light / busy).
  • Night that looks lit: soft street-lamp pools, glowing ceiling lights in the garage, under I-95 and the other covered spots; skate.'s own ocean off the beach.
  • The parking garage on all its levels, with parked cars and DIY spots (a kicker to a flat bar, a bump to a manual pad, a ledge into a bank, a rail down a car ramp). On the roof: a kicker to gap a parked taxi.
  • Solid ground and walls: the spots where you sank in and the buildings you could walk through have real collision.
  • Sound: waves on the beach, gulls over the beach and harbour, overpass traffic, crowds at the arena and plazas, the garage; rails, ledges, wood and grass each sound like what they are.
  • B-Row's grind rails, plus automatic rails on ledges, curbs, rails and the parked trucks.
  • Pause-menu map.

Requirements

  • skate. (Steam) launched through ReSkate (v1.1 or newer, for the game build it supports).
  • About 1.5 GB of disk space.

Install

  • With a Thunderstore mod manager: install it, then launch through ReSkate.
  • By hand: unzip into <skate. folder>\Mods\South-Florida\, so that reskate-levels.json sits directly in that folder. Start the game with ReSkateLauncher.exe; South Florida shows up in the map list.

To uninstall, delete the folder.

Troubleshooting

  • The map isn't listed: check that ReSkate supports your game build (the launcher says so), then read <skate. folder>\logs\ReSkate.log.
  • Loading takes a few seconds longer than the small maps: the map streams in 200 m cells.

Known issues

  • On 4 GB graphics cards the map may still fail to load around the spawn (falling, the skater never landing). 1.0.2 targets this; if it happens to you, please send your logs\ReSkate.log.
  • Some automatic grind rails may sit on edges you can't reach, or be missing on a few ledges.
  • Night has thousands of small lights now; frame rate on low-end cards at night is not measured yet. If night is slow for you, say so with your graphics card.
  • The BrandsMart stairs under the canopy are still dark at night.
  • The yacht has no collision yet (you pass through it).
  • If you sink into the ground or walk through a wall somewhere, please send the spot (or a clip) and your logs\ReSkate.log.

Credits

  • Created by B-Row. South Florida was made for Skater XL (mod.io).
  • Commissioned and ported by AltDoug, who owns the map and made this skate. version: fast-travel stops, traffic and pedestrian routes, night lighting, surface sounds, grind and collision fixes, parked cars and DIY spots, loading screen and pause map.
  • ReSkate and ReSkate Studio by Dingo-Shenanigans and the ReSkate team (GPL-3.0).
  • Spotbuilder by zeex64 (BundleRipper, GPL-3.0), used to convert the Skater XL map to Blender.
  • Cover and loading-screen art: generated with Higgsfield AI (GPT Image 2.5) from a render of the map.
  • Built with AI: the conversion scripts, build pipeline and edits were made with Claude Code (Anthropic, Claude Opus 5.5), directed and tested by a human.

CHANGELOG

2.2.0

  • Water in the MLK ledge basins. The two sunken basins by the MLK ledges are filled with calm, dark water with a sky tint and soft ripples, like a polished reflecting pool. Land in it and you bail, the same as the sea.
  • Ramp 48 lit right at every time of day. The indoor park no longer whites out on overcast days, and its floor no longer blows out in the morning or evening. Morning, evening and overcast days now match the warm afternoon look, with soft light on the back walls instead of hot white spots. Night is dimmer, closer to the overcast night. Default, noon and afternoon no longer glare, and the light over the side deck is softer in the daytime.
  • Traffic stays on the road. One route used to leave the road on the Biscayne curve: cars crossed the plaza by the overpass, ran along the Metromover tracks and cut across the walkway rail near the arena. Those cars now drive the inner road: up one side, a U-turn at the end, back down the other side.
  • Parked taxi removed: a parked taxi stood in that traffic route's lane, and passing cars clipped through it.
  • The city bus follows the streets. Its loop used to cut across the same plaza; it now runs on the asphalt the whole way and stays clear of the traffic-light corner.
  • More traffic on the bay road. The diagonal by the bay only had the city bus; cars, pickups and SUVs now drive it both ways, in their own lanes clear of the bus.
  • Pedestrians keep to the pavement. Walkers that strolled down the middle of the street around Two Block and a few other blocks now keep to the sidewalks.
  • Built with ReSkate Studio (10-05); tested on ReSkate 2.0.5.

2.1.2

  • New loading screen. The credits now sit below skate.'s own map-title band, so the title no longer covers them. If you still see skate.'s Early Access screen instead of ours, check that Mods holds only one copy of South Florida: an old, disabled second copy made the game swap our screen out.
  • Street lamps stay lit from a distance. Lamp heads used to look switched off until you rode close to them. Their glow now reaches 4 m instead of 0.8 m, so the game keeps drawing it from much farther away.
  • New fast-travel stop: Lincoln Square, the covered deck by the arena's south-east corner on Biscayne (20 stops now). The deck under the pergola is lit at night, and two of the map's own post lanterns now light the steps down to the street.
  • Sharper walls and roofs: the blurred stripe on the Blue Hubba building and the stretched textures on the Citi Bank roof and one downtown facade now render at the same sharpness as the walls around them.
  • Duplicate objects removed: five objects were in the map twice in the same spot: two chain-link panels, two fence frames and a garden-edge rail (its extra copy had the wrong metal surface).
  • Built with ReSkate Studio (10-05); tested on ReSkate 2.0.2.

2.1.1

  • Fewer white-outs under street lamps at night. 16 street lamps that bleached the pavement or sand under them to white are toned down. In our night tour of 45 lamp spots, four of the worst went from 10-20% of the screen blown out to 3-4%, and two more roughly halved. The other spots look the same.
  • Everything else as in 2.1.0: the waves on the beach, the exit-freeze fix, the Maps tag.
  • Built with ReSkate Studio (10-05); tested on ReSkate 1.1.6.

2.1.0

  • Leaving South Florida no longer freezes the game. Since 2.0.0, switching from South Florida to another map (pause menu > Custom Stuff > Custom Maps, or any other way) could hang on the loading screen for about a minute and then close the game. The cause was the five shoreline sound zones, the same ones that cut out the game's sound. 2.0.2 removed them, which already fixed the freeze. In our tests, leaving South Florida with those zones froze 2 times out of 2; without them, all 10 of our test switches finished in 4 to 7 seconds.
  • Waves on the beach: you can hear the surf along the beach waterline again, from four small sound points at the water's edge instead of the big shoreline zones. In our tests the game's sound never cut out with them: 4 long test sessions, 0 cut-outs.
  • Tagged as a Map on Thunderstore, so it shows up when you filter by Maps.
  • The gulls, the I-95 traffic, the arena crowds and the garage sound as in 2.0.2.
  • Built with ReSkate Studio (10-05); tested on ReSkate 1.1.6.

2.0.2

  • The game's sound no longer cuts out. In 2.0.0 and 2.0.1, skating onto the beach or the shoreline could silence all of the game's sound until you restarted. The cause was the five shoreline sound zones; they are removed. The gulls over the beach and the harbour stay. In our tests the sound cut out in all 6 long test sessions with those zones and in none of the 6 without them.
  • Lot 11 bowl: the coping sits flush with the lip. It stood up to 3.5 cm proud and could stop you on airs and grinds at the lip.
  • North Miami Beach High: the invisible wall at the top end of the blue handrail is gone.
  • Citi Bank plaza no longer turns white at night; its six big lamps are toned down.
  • Known issue: leaving South Florida for another map can freeze the game for about a minute and then close it. We're looking into it.
  • Built with ReSkate Studio (10-05); tested on ReSkate 1.1.6.

2.0.1

  • The Replay Editor no longer crashes the game on this map. 2.0.0 used 8,309 lights, 11 short of the most the game can hold, and opening a replay pushed it over. 2.0.1 drops about 1,400 lights that sat out of sight (inside walls, under decks and under the highway), so the map now uses 6,881 and the night looks the same. A crash while hosting with several players stopped at the same limit, so it should be gone too. If you still crash, please send logs\ReSkate.log and the crash dump.
  • Garage DIY spots rebuilt at full size, with grind lines: in 2.0.0 the DIY rails and ledges had no grind line, so the board slid off them. The ground floor now has a plywood kicker to a 6 m flat bar, a bump to an 8 m manual pad and a 10 m ledge into a bank, each with a long run-up. The rail down the car ramp is taller, and the roof kicker and bank in front of the taxi are wider.
  • North Miami Beach High: three of the original post colliders stuck out over the right-hand handrail's grind line at its ends (where riders bailed at the street end); they're removed.
  • The beach volleyball net stands upright and you can see through it.
  • Night: the Court House lanterns light up, the Citi Bank arcade has its ceiling lamps, the Lot 11 bowl is lit from the highway above, and the ceiling lights sit flush with their ceilings.
  • Built with ReSkate Studio (10-05); tested on ReSkate 1.1.x.

2.0.0

  • The city comes alive: cars and a city bus drive the streets (they follow the game's traffic setting: off / light / busy), and pedestrians walk the sidewalks downtown. Lanes keep off the kerbs, with rounded corners; the bus has its own outside lane.
  • 6 more fast-travel stops (19 in all): Bayshore Stairs, Blue Hubba, City Hall, MLK Ledges, North Miami Beach High Hubba and Dunedin High join the original 13.
  • Night lighting redone: every street lamp has its own soft pool of light, new lamps light Blue Hubba and the BrandsMart lot, and the covered spots (the parking garage, Lot 11 under I-95, Two Block, the arena and others) get ceiling lights you can see glowing. Ramp 48 no longer turns into a white field at night, and the trees no longer glow lime green.
  • The parking garage is open on every level: all seven levels, ramps and the roof deck are skateable, with parked cars on its floors and DIY spots in plywood, concrete and steel: a kicker to a flat bar and a wedge / manual pad / ledge corner on the ground floor, and a rail down the west car ramp. On the roof, a plywood kicker sets you up to gap a parked taxi.
  • Places you used to sink into now hold: 54 patches of ground and ledges and 60 props got real collision, and 41 buildings you could walk through (the downtown towers, the courthouse block, BrandsMart and Blue Hubba walls) are solid, roofs included.
  • More life: parked cars in the lots, more umbrellas, towels, coolers and a volleyball net on the beach.
  • Sounds: gulls over the beach and harbour, traffic under the I-95 overpass, water along the shore, crowds at the arena and the plazas, and the garage sounds like a garage.
  • Surfaces sound right: rails grind like metal, ledges like concrete, Ramp 48's ramps like wood, grass and sand roll like grass and sand.
  • Grind fixes: 37 grind spots that didn't grind now do (the round planters at Jungle, the parking-garage ledge loops, the Band x Pool ledges); two over-detailed rails at Ramp 48 simplified; five invisible floating rails over the road near Two Block removed; grind lines on bowl and transition lips pulled back so they no longer stick out past the wall; the rails on the parked flatbed trucks sit on the deck edges; the floating rails on the arena plaza's bench legs are gone (the bench tops keep theirs).
  • B-Row's parked service vehicles that stood in the traffic lanes are gone (one city bus moved to a free kerb).
  • The sea is skate.'s own ocean (from 1.0.2); you float in it.
  • Built with ReSkate Studio (10-05); tested on ReSkate 1.1.x.

Changelog

1.0.3

  • Lighter on memory, same look: the map's over-detailed small props (fire hydrants, dock chains, metal plates, bins, benches, a guard rail) now share one mesh per kind, and the hydrant and guard rail are simplified within 1 mm. The package is 210 MB smaller and the far-view detail about half as heavy. Rail and edge colliders are lighter too (within ~1 mm), so grinds feel the same.
  • Built with the latest ReSkate Studio; tested on ReSkate 1.0.7.
  • If you still fall at the spawn or your skater is invisible, please send logs\ReSkate.log and say whether you run cosmetic mods.

1.0.2

  • The sea is now skate.'s own ocean water out to the horizon, instead of the flat Skater XL water plane. Under it the seabed now slopes down from the beach, so the shallows look right.
  • Another fix for 4 GB graphics cards (falling at the spawn, the skater never landing or invisible): B-Row's 7 km water plane used to stretch the map's streaming grid across the whole sea (1,008 cells); with the native ocean the map is 61 cells, so far less has to stay loaded around you. The city looks the same on stronger cards. If you still have trouble, please send your logs\ReSkate.log.

1.0.1

  • Fixed the flower beds rendering as plain white shapes: B-Row's flower clusters now show their colours (gazanias and ice plant) with proper cut-out leaves.
  • Night lighting: the street lamps, the arena plaza and logo, and Ramp 48's rooftop floodlights switch on at night (and in night weather) and stay off by day. B-Row's warm sun no longer shines at night.
  • Lighter on video memory: the far-away view of the map that stays loaded at all times is about 75% lighter, with no visible difference up close. This is for players on 4-6 GB graphics cards, where ReSkate keeps the game's own 520 MB mesh budget and the map could fail to load around you (falling through, never landing). If that still happens to you, please send your logs\ReSkate.log.
  • Removed two street lamps that lit tree canopies lime green at night near Lot 11.

1.0.0

  • First release: the full South Florida map from Skater XL, built with ReSkate Studio.
  • Spawn at Lot 11 under I-95, B-Row's original spawn point.
  • 13 fast-travel bus stops named after the spots, including Ramp 48, the hidden indoor park.
  • B-Row's grind rails, plus automatic rails on ledges and rails the original didn't cover (duplicates removed).
  • Ramp 48 lighting fixed: B-Row's specular-only lights are left out, so the park isn't blinding.