Pink Palms Motel
A pink beach motel with the Fishbowl pool, DIY spots, a wave-mosaic promenade, a granite plaza, a surf shop and a cruise ship. New: game props fill out the map, more plants, a beach bar blockout, puddle test, sharper surfaces. Early test.
| Last updated | 2 hours ago |
| Total downloads | 12014 |
| Total rating | 2 |
| Categories | Maps Plugins |
| Dependency string | Oslo_Underground-Pink_Palms_Motel-1.1.3 |
| Dependants | 0 other packages depend on this package |
README
Pink Palms Motel (early test)
A pink, retro beach motel somewhere on the West Coast, where the courtyard pool has long been drained and taken over by skaters. The place is fictional. It is inspired by the legendary Pink Motel pool in Sun Valley, California, and by the Miami / LA motel look: pink plaster, blue doors, palms, neon and a warm pink-purple light.
This is an early-phase test build. It is here to find what skates well and what breaks. Feedback is welcome.
About the textures: many surfaces already have their look, but some textures and areas are still placeholders or blockouts. Detailed texture work and polish come in later versions.
Performance: the map is built to run light and hold up on low-end PCs without meshes vanishing. If it struggles on your machine, tell me your settings.
Work in progress: the map's outline is still being worked out to make room for more spots, so many newer parts (most of the new shops) stay in an empty blockout stage until the layout is locked.
Spots
- The Fishbowl: a drained pool built to the shape of the famous Pink Motel pool: a fish with a big round deep end (2.7 m), a pinched throat and a forked shallow tail. Smooth transitions, a raised round pink coping you can grind, and a row of blue waterline tiles.
- The old pool: the previous kidney bowl sits in an early blockout zone nearby.
- Courtyard: one smooth deck around the pool with ledges, rails, stairs, banks and a raised palm planter, plus blue-and-white Miami parasols and sunbeds. Two sunbathers hold the corner by the deep end. Impress them if you can.
- Lower deck: the sunken level with the 4-step stair and rail, DIY kickers and a bank.
- Curved corner: a tall concrete quarter curve with a rounded concrete coping, rising from the lower deck.
- DIY tranny: a hand-poured concrete spine with pipe coping and a rounded corner.
- L double stair: a teal motel stair down from the east-wing balcony, with a landing halfway and grindable teal handrails on both flights.
- The motel: two pink storeys with a balcony walkway, railings and stairs. One room on the upper floor stands open: roll in through the door to a dim, furnished room with a bathroom, a green velvet sofa and a TV glowing with the skate. loading screen.
- The motel reception (blockout): the service building is now a lounge you can skate into, with windows on three sides, a front desk, couches, ceiling lights, a few props and a tiny wooden mini ramp with a grindable steel coping.
- Parking lot: under the big Pink Palms MOTEL / SURF SKATE STAY AWHILE neon sign.
- Beach promenade: a long walk along the shore paved in a wave mosaic of cream, black and retro-blue marble setts, inspired by the Explanada in Alicante, with black-and-cream border strips where the waves turn.
- The plaza: a big mosaic plaza at the north end of the promenade, turned into a skate zone with Barcelona-style polished granite: floating slab benches, low kerbs, a curved bench and two wave benches whose backrests curl over like breaking waves.
- Boardwalk shops (blockout): a row of Venice-style beach shops with awnings, roll-up shutters and painted signs, and a lime-green fast-food house. Most of them are empty shells for now.
- Graffiti: tags, bubble letters and pieces sprayed around the motel and the shops.
- Tide & Timber surf & skate shop (unfinished): a beach-side shop with decks, boards, racks and tees behind salt-dusted windows, and its one employee, fast asleep on the counter mid-regrip.
- Sea plaza (blockout): a new zone by the ocean with wave-shaped hubbas, modular wave ledges with wavy rails and a surf wave sculpture bench.
- The Sant Martí metal bump: a take on the infamous Barcelona bump, at the beach end of the boardwalk path, plus a bigger test one further up.
- The cruise ship (early blockout): a 142 m cruise ship docked at the pier. Stepped stern terraces with a wide centre stair, three stacked side galleries joined by stairs, a promenade deck round the hull past the lifeboats, a drained pool on the top deck with sky walks along it, a saucer-shaped glass lounge with radomes, and a sloped bow with a walking deck and a sun deck. Flat blockout colours, no textures yet.
- The cruise terminal: a terminal building with glass fronts and two glass boarding tubes out to the ship. Drop down the sloped tube for speed, then take on the gap over the stair landing from the platform's rail. Two flights run down to the pier, and the tube's end cab leads straight onto the ship's promenade deck.
- The Besòs waves: rolling concrete waves inspired by Rambla de Prim in Barcelona, on the terminal walkway: three waves into a deep last bump and a kick, with a flat steel bar at the end for bump-to-bar, beside a palm planter.
- The pier: mooring bollards in a few sizes (scale test), with beams and piles underneath.
- Beach path and dunes: a walkway through grassy dunes, with a gap over the big dune slope down to a rough blockout path.
- Beach: one long sweep of sand running from dry to wet down to the waterline, with parasols and sunbeds, and a beach bar (blockout). It slows you down, as sand does.
- Fill-in props: street furniture, signs, planters, rocks, café sets, trash and clutter extracted from skate.'s own game assets now fill out the streets, plaza, beach and pier.
- Puddles (test): wet and moist puddles here and there, best seen on the darker ground.
- The streets: one neat road network round the playable area, with red curbs and sidewalks all the way round.
- The horizon (blockout): a California coastline in the distance with hills, a skyline, a lighthouse and boats, so the world no longer stops at the map edge.
Coming next
- More performance work: fewer separate pieces, hidden faces removed, lighter loading.
- The pool and ramp copings tuned to ride smoother.
- The motel reception filled in.
- More spots, once the map's outline is settled.
- The boardwalk shops filled in.
- More signs of life around the map.
- The beach bar built out.
- A puddle set for brighter surfaces.
- More decals and graffiti.
- The cruise ship's textures, details and inside spots.
- The terminal building filled in.
In game
Install it, start skate., and pick Pink_Palms_Motel_1.1.3 from the map list.
Known issues (early test)
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Some textures and areas are placeholders or blockouts (see above).
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The surf & skate shop is unfinished: some posters, signs and details are still being worked on. The window stickers were just moved onto the glass as an overlay; tell me if they fade at some angles.
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Palm crowns can still flicker a little at certain angles.
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The sunbathers' hair is better but not final.
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The wave benches' grind edges were adjusted and need more gameplay testing.
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Ambient sounds (audio emitters) are being tried out around the map for atmosphere and may change.
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The Fishbowl is still getting its details (drain, light niche, steps) and wear.
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The pool coping was improved and needs more testing.
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Most boardwalk shops are empty blockouts.
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Surface sounds and feel (sand, bricks, pool plaster) are tests and may change.
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The pink-purple colour grade is baked into the materials and may be tuned.
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The figures (the two sunbathers and the shop worker) are engine tests of how the game handles detailed static characters, and may change.
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The distant coastline is an early blockout and will get more detail.
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Spots may be reshaped in later versions to skate better.
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The map edge is not fully blocked off everywhere yet.
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The sea plaza, the beach path and the dune gap are blockouts: shapes and sizes will change.
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The pier's mooring bollards and the second metal bump are size tests.
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The new decals are tests and may change or move.
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The cruise ship is an early blockout: flat colours, no textures, closed doors, and its shapes and stairs may still change.
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The terminal building's fronts are a first pass, and the stair gap's distance and the rail height need gameplay testing.
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The Besòs waves are a first version: the wave depth, the kick and the bar height may be tuned.
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The ship's pool coping and the new rail posts need gameplay testing.
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The motel reception is a blockout. Its windows don't show as see-through glass yet.
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The mini ramp's and the pools' coping feel is being worked on: the move from the transition onto the coping can still feel awkward.
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Some native effects and props (steam, smoke, birds, the lighthouse beam, trash bins, vents, the food trailer, pedestrians) are switched off for now while a music bug is tracked down.
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The painted-on shadows in the spawn room and Tide & Timber are a test and may look off at some times of day.
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Some ambient sounds and steam effects are tests and may change, move or stay silent.
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Three test cards (512, 1024, 2048) hang on the motel annex wall for a texture test. They will be removed.
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Puddles are a test: expect a bit of overdoing with puddles everywhere. They look best on darker surfaces; a set for brighter surfaces comes later.
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Some ferns and overlays may float a little above the ground; they will be fixed.
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A few wave-mosaic tiles show a small defect; their relief is being rebuilt.
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Better textures out of ReSkate Studio's converter are still being worked on.
Credits
- Map and design built in Blender and compiled with ReSkate Studio.
- Pink Palms Motel, its sign and Tide & Timber are fictional. The map is a tribute to the classic Pink Motel pool, not a copy of a real place.
- The stickers on the window and door are a nod to real skate brands, whose logos belong to their owners.
- Shop props (decks, boards, racks, tees) and the new fill-in props (street furniture, signs, planters, rocks, café sets, clutter, puddles) are skate.'s own game assets.
- Some props come from BlenderKit.
- Some textures use CC0 material scans from Poly Haven (polyhaven.com).
- The graffiti, grime, drips, cracks and skidmark art is hand-made for the map.