Difference between revisions of "CTGP Revolution/Track Wishlist"

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Revision as of 16:54, 16 March 2024

For track wishlists for other distributions, see Track Wishlist.
Track Wishlist
This is the track wishlist for CTGP Revolution.
General discussion goes on the talk page.
Notice!
Please keep alphabetical order when adding to this page!
Please do not make duplicate listings!
Notice!
Do NOT edit this page beyond adding new tracks or updating your own unreviewed tracks unless you are a CTGP Admin!

Introduction

This list is for new tracks that have not yet been added to CTGP-R. Please indicate the desired track and music slots in the proper fields. All tracks will be put through the track testing process by the CTGP Track Council and the CTGP Track Testing Server. The decision to accept or reject a track lies solely with the CTGP Track Council, with MrBean35000vr having the last word about tracks.

To submit a track, please put the track in the "Unreviewed Tracks" table, and make sure to give it the "Submitted" tag. If a track is updated while still in the testing process, feel free to put the track back in the section that it was originally in, but make sure to indicate that it was updated with the "Updated" tag. Do NOT re-submit a track version that was already submitted previously. You may ONLY submit a track if you are directly credited as an author or designer of said track. If you submit a track that you are not credited for, it will be removed. If your track has been previously reviewed before, please give it the "Submitted" tag as well, as opposed to a "Rejected" tag or any other tag.

We strongly recommend joining the Track Testers Discord Server for easier communication: https://discord.gg/sjPzuJ7PwD

Disclaimer
CTGP has bore witness to over a decade of new custom tracks, a period of time in which standards have continuously risen. For this reason, the modern-day selection process, run by us members of the CTGP Track Council, is intensive and relies upon many dedicated players engaging in extensive evaluations in order to judge and bugtest tracks.

Our mission is to introduce polished tracks to CTGP. We cannot dedicate these manhours into thoroughly detailing any issues with tracks that, at a mere first glance, blatantly do not meet our standards; our resources are best directed towards tracks that prove themselves as candidates with significant potential for CTGP. For this reason, our first priority is selecting these tracks, then followed by producing reports of thorough tests; if a track cannot pass the former, we have better things to do than perform the latter.
We, unfortunately, must reserve the right not to be obligated to treat all tracks equally.

As such, if any submitted track clearly does not meet the quality standard of modern-day CTGP tracks, it will therefore be moved to the Rejected Tracks table with the tag "Does not pass initial quality checks."
Disclaimer
As of the year 2021, it has been required of the Council to do a re-evaluation of any track that has been accepted every 6 months until it is ready to be added to CTGP. We apologize for any inconveniences this may cause. If anyone has any questions about the status of their track, please DM bento (@bentokage), Cotni (@cotni), Echo (@rocksaltwa), or JC (@jcmkw) on Discord.

It should also be noted that the following list of tracks are unable to be reviewed for addition to CTGP for varying reasons:

  • New tracks from Mario Kart 8 (due to potential copyright).
    • Note: Retro remakes of tracks that appeared in Mario Kart 8 (e.x. SNES Donut Plains 3) are still eligible for review.
  • New tracks from Mario Kart Tour (due to potential copyright).
    • Note: Retro remakes of tracks that appeared in Mario Kart Tour (e.x. SNES Koopa Beach 2) are still eligible for review.
  • Any texture hack of a current CTGP track, or of a previously reviewed / rejected track, that does not fix the issue(s) given for the track.
  • Any track that crashes your game upon load (yes, these have been submitted before).
  • Any track that is directly based after a real-life company or organization that may cause potential copyright issues (e.x. Burger King Drive-Thru).
  • Any track that is directly based after a real-life person, mostly for liability purposes (e.x. Troy's Teespring Trek).
  • Any track that has a speedmod value below 1.0 (e.x. half-speed mods).
  • Any track that has the Item Position Bug present.

New Tracks

Legend

Ready The track has been accepted and has no known issues; it will be included in a future CTGP update.
Needs Fixes The track has been accepted (or is a proposed update to an already existing CTGP track), but the author is currently working on a new update to the track to fix bugs and various other issues.
Rejected The track has been rejected since it was last tested.
Submitted The track has been submitted for review.
Updated The track was previously submitted for review, but has been updated before the review period ended.
Notice!
Add new tracks to the topmost table! If you don't, your course will stay un-reviewed!

Unreviewed Tracks

Track Status Track Slot Music Slot Laps Speed Mod Notes
Boneyard Badlands Submitted Dry Dry Ruins Dry Dry Ruins 3
Citadel Magenta Submitted Grumble Volcano Grumble Volcano 3 Mainly looking for gameplay feedback on this one; any tips on making better lightmaps would be appreciated as well.
Thunder City (The World That Never Was) Submitted Moonview Highway Moonview Highway 3
Volcanic Skyway (bento & Metabus) Submitted DS Desert Hills DS Desert Hills 3
Notice!
Please do not add tracks past this list!
The tracks below have already been selected for review!

Accepted Tracks

Ready

Track Status Track Slot Music Slot Laps Speed Mod Notes
Bluster Blob Bluff Ready DK Summit DK Summit 3
Lava Road (Renegade Ciara) Ready Bowser's Castle Bowser's Castle 3
SNES Choco Island 2 (Slimeserver) Ready N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3
Starry Cityscape Ready Rainbow Road Galaxy Colosseum 2
Super Sky Courtyard Ready DS Yoshi Falls DS Yoshi Falls 3
The Great Apple War Ready GBA Shy Guy Beach GBA Shy Guy Beach 3
Toadette's Castle (FunkyRacer) Ready Bowser's Castle DS Twilight House 2

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
Area 64 Needs Fixes 1.0 N64 Bowser's Castle SNES Ghost Valley 2 3 Mandatory Changes:
  • NLC cut at the end should be made to either count the lap or be patched out.
  • Seeing as it is blind, expanding the landing pad after the UFO would be beneficial.
  • The entrance to the UFO should be made a bit less misleading by clarifying the visual reference for the KCL there. One idea was to make the glowing effect surround the racer, as opposed to being entirely underneath the racer, and using a translucent plane of some sorts that actually matches the collision (perhaps mipmapped to only be visible up close).
  • All relevant bugs in #submission-bug-reports

Suggestions:

  • Moo Moo Meadows slot could be used to provide cowbell sfx in the intro cams.
  • If possible, it would be nice if the wooden ramps in and around the main shroom cut gave a bit less air (while still maintaining their low-trickability
  • Adding reject road to the outer edge of the spiral (similar to ZPL's 3DS Mario Circuit) might help vehicles with weaker drift take it and allow for more alt lines.
Darkness Temple Needs Fixes 3.0 Bowser's Castle Bowser's Castle 3 Mandatory Changes:
  • The track is a bit overscaled, making some sections feel drawn out. Adding obstacles is an option, but many members expressed interest in a direct scaling change - a 5-10% downscale would likely be beneficial.
  • The final ramp sometimes give stunt tricks, when it should only give flips.
  • The track still needs a lightmap, which is already planned.
  • The spike in the middle of the road is currently barely visible, and should either be clarified or removed.
  • Default item route after the mushroom section shouldn't cut through the off-road.
  • All relevant bugs in #submission-bug-reports

Suggestions:

  • It would be super cool if the gem rotated.
  • The texture on the rock structure to the right is very stretched, and could be adjusted.
  • Underwater road could be smoothened
  • Corners should be cut on all three flip ramps, not just the middle one
  • Could use fog AREAs to make the interior darker and the underwater blue, for example.
Fort Francis Needs Fixes 2.2 Maple Treeway Block Plaza 3 Mandatory Changes:
  • Background visuals could be improved beyond their current state, which is primarily a blue void. Given the visual style of the track and the current version being incredibly faithful to the original game, something along the lines of simple 2d hills, trees, clouds, etc. would probably do the job, but this is up to interpretation
  • The spiral is too tight for most vehicles (even Flame Runner is forced onto a few specific lines); this should be widened
  • The second flip ramp should be made so that the entire ramp is the height of the right side of the ramp, since there is no incentive for players to take the higher ramp
  • The ending shroom cut is barely possible shroomless with a TF input and should be adjusted so that this is impossible
  • The lap 3 route is currently both slower (due to the cannon) and somewhat polarizing due to the provided opportunity for free shock-dodging in team events (due to the cannon); many people suggested reworking it to not involve a cannon
  • On fast paces in time trials, the lap 3 route opens up too late to be accessible
  • A couple people suggested improving intro cameras, with one suggestion being a close-up shot of Francis himself as a way of referencing the track's theme
  • The window at the spiral was mistaken on first playthrough for the main route by multiple people, since it doesn't look like a window until you're basically in the turn (at which point you're already committed to going forwards)
  • Bill routes at the lap 3 route can be activated early
  • Respawns towards the end of the track are slightly too punishing

Suggestions:

  • Some textures are blurry; consider LOD bias or neat mip filtering
  • Council thinks this would look cool with shading of some sort, and said to reach out of you are interested and need help
Interstellar Laboratory Needs Fixes 2.0 Beta 1.2 Rainbow Road Rainbow Road 3 Mandatory Changes:
  • Replace placeholder materials/textures with finalized work
  • Adjust shortcut platform like discussed: Flatten and make normal trick
  • The startline boost ramp is blind and punishing; add much more generous invisible walls
  • Slightly rebalance lab item sets with discussed plan
  • Respawns (especially near shortcut) are too harsh
  • Fix Z-fighting places in lab
  • Clean up dark/oversaturated shading in some areas (city, metal road)
  • All relevant bugs in #submission-bug-reports

Suggestions:

  • Translucent start ramp / other visual indicator to make the first jump not blind at all, if feasible.
  • Redo your lightmap UVs. The weird dark shading in the city appears to be from overlapping/degenerate mapping, which if corrected would improve other areas too
  • Finish adding the space goomba
  • Add animated objects to the background to make the course come alive.
  • Lag permitting, bake lighting for your trees (currently unshaded)
  • Consider additive blending on translucent surfaces to 1) reduce visual artifacting and 2) look better.
N64 Wario Stadium (bugsy) Needs Fixes 1.0 GCN Waluigi Stadium GCN Waluigi Stadium 2 This track has been re-reviewed and subsequently accepted due to the track's recent ban in the Grand Star Cup competitive league as well as strong public demand for the track to be added. The author has released a blueprint of his plans for futher developing the track [1]; this feedback is based on that plan.

Mandatory Changes:

  • After the fifth turn, adding a second bump such that the fastest strategy involves wheelieing over the first bump and getting a low trick off the front of the second bump would be appreciated.
  • The flip ramp shortcut could be buffed a bit by cutting more off, should it need to become the main shroomspot. [2]
  • There was decently strong pushback on the shroomless shortcut from throughout council. It doesn't save much time, but due to it requiring racers to travel perpendicular to the road, it will be extremely blockable and laggy online. Options for revision include making it shroom-only or allowing for multiple viable shroomless angles, among other alternatives.
  • The straight after humps should be reworked to require more driving tech, as opposed to just two normal tricks. It doesn't need to be the same as the current version, but this section on the current version is loved for the myriad ways to take it fast and the unintuitive but satisfying tech the set of three humps present.
  • U-turn after shouldn't have OOB tight of the grate, just widen the grate for intuitiveness.

To Be Polled:

  • Lap Count
  • TT Shroomspot involving the bonk
Sandy Clocktower Needs Fixes 1.01 DS Desert Hills DS Desert Hills 3 Need to address first ramp concerns and stuff about the shortcut.
Stickerbush Serenity Needs Fixes 2.1 Mushroom Gorge Mushroom Gorge 3 Mandatory Changes:
  • Many council members would prefer the cannon at the start to be trickable.
  • The flip trick on the final shortcut should be indicated, and the stunt trick immediately prior should be non-trickable, both for lack of indication and because the stunt trick usually sends racers off the track.
  • Backwards NLC by going backwards after cannon before going forwards. It would be better to just extend the checkpoints to cover the starting platform and cannon.
  • KCL needs a good bit of polish - the bridge tricks are a particular culprit.
  • Far too generous respawn for failing gap, to the point of it likely being used as a shock-dodge strategy.
  • Trickable KCL in the hut should be reduced - the wooden ramps shouldn't give such frequent early tricks, and only the far side of the platform with the mud that racers would trick off when not taking the shortcut should be trickable so as to prevent tilting TT strats.
  • All relevant bugs in #submission-bug-reports

Suggestions:

  • If possible, make wheelie moonjump impossible while retaining the hop moonjump.
  • The clouds poking into the road on the downhill and uphill can be a bit tricky to anticipate.
  • Some members found the offroad corner cut to be a bit underwhelming. One option could be bringing back the v1.0 shroomcut, or even expanding on a niche multi-shroom cut, if you want to get creative. [3]
Toad's Temple Needs Fixes 2.0 Wario's Gold Mine Wario's Gold Mine 2 Mandatory Changes:
  • Rework item sets as discussed
  • Clarify first shroom cut
  • Fix overlapping mushrooms
  • Fix too-low platform on the left in platforms section
  • Remove custom MT color for accessibility reasons
  • Fix all bugs in ⁠#submission-bug-reports

Suggestions:

  • Buff shroom cut in the 5-route section
  • General de-jank-ification as discussed
  • Add custom blooper
  • Add Toad singing chandelier
Vacay Bay Needs Fixes 2.0 GCN Peach Beach GCN Peach Beach 2 Mandatory Changes:
  • Geyser issues, invisible wall entering coaster, crash issues, and other bugs must be addressed.
  • The Cheep Chomp Cut needs a significant rework for many reasons; ideas for reworking the shortcut included a buoy that could allow for the bounce, using the other cheep cheep to cut off less (and reworking the rollercoaster to accomodate this), or scrapping the cheep cheep altogether and instead slanting the u-turn of the rollercoaster such as to allow for a gap jump.
  • The roller-coaster needs faster paced gameplay. This could include more boost panels on uphill sections, adding sticky road to replicate the jarring downhill drops of a roller coaster, adding conveyors/water streams to replicate the thrilling nature of a coaster ride, rescaling sections of it, or many other ideas. The core idea here: faster-paced gameplay.
  • Trick consistency at the very end is questionable: either widen the trickable area in order to ensure consistent tricks or, as suggested by a couple members, remove the tricks entirely to increase the skill ceiling of the section by requiring a precise set of alignments and wheelies to take optimally. Make sure that the slopes of these bumps are shallow enough so as to not cancel wheelies.

Suggestions:

  • More obstacles would help; especially given the size of the track, it feels rather empty without more enemies and other obstacles.
  • More background elements would help give a bit more life to the track as well. Improving animations on the existing background elements would be beneficial as well: see the swimming toads by the underwater coaster.
  • An additional smaller cut might help balance out the track in the wake of a nerf to the former cheep cheep cut. Workshop this with council. Highly recommended
Wario's Climate Cataclysm Needs Fixes 1.0 Grumble Volcano Grumble Volcano 3 Mandatory Changes:
  • Make main shroom cut require a second shroom by adding snow offroad to the area behind the crystal, for balance purposes. Should also be smoothed out some, since currently landing on the ice cap eats your speed. (sidenote - make absolutely sure using good crystal placement that it's not possible 1-shroom)
  • Wooden section near the end is incredibly bouncy currently, and can also give you air over the ramp.
  • Extend the l3 ending route to connect to the wall so target shocks aren't extremely deadly.
  • Keep the main shroomless cut, but nerf it by: 1) putting an item set around it, and 2) getting rid of the rocky cone there and widening the road so that the shroomless cut off less.
  • Draw distance issues when facing backwards on the volcanorock pieces (they disappear). These should either be put over a different object, resized to remove these issues, get merged into the course model, or some other creative solution.
  • Reduce the thwomp count on the icy turn from 2 to 1, as multiple council members felt it was overly difficult to drive the section already, and the presence of multiple thwomps exacerbated this issue.
  • Add an arrow on the ice platform before second shroomless. [4]
  • The one differently textured flip ramp should receive a matching boost texture to everything else.
  • Lots of flickering.
  • Respawn from failing big shroom cut is overly generous, and will be used as a broken respawn strat.
  • Make these your item sets (green is a current set to keep, red is a current set to remove, blue is a set to add) [5]. Ask an admin for detailed reasoning, but in short: balance.

Suggestions:

  • Regular snow offroad gives the dirt offroad effect. If you want to fix this, see Atlas' tutorial on the wiiki: Normal Snow Off-Road Tutorial
  • Ending strat could have a jump on the end of it to make it less of a brutal trudge through offroad if you accidentally go on it before lap 3.
  • Jagged road edges at the start are too unforgiving.
Wicked Woods Needs Fixes 2.0 SNES Ghost Valley 2 SNES Ghost Valley 2 3 Mandatory Changes:
  • Trick consistency at first hill could still be improved
  • A trick often doesn't come out when taking the transition from the second to the third block tight, as you get less than the minimum 3 frames of airtime required for a trick to come out.
  • Some of the item boxes at first set are too high to get while small
  • Multiple members expressed a significant preference for the grass at the end to be normal offroad instead of GV offroad, feeling it to be a more natural and more balanced choice from a gameplay perspective.

Suggestions:

  • Could lean a bit harder into the theming in some areas, especially in the section from the exit of the carpet to the first hill.
  • A few members expressed aesthetic discontent with the "carpet grate" before the downhill - perhaps a small jump that gives a view of the downhill ahead would more naturally telegraph the upcoming section, or some other alternative.

Rejected Tracks

Rejected (2024)

Rejected (2023)

Rejected (Pre-2023)


Tracks that were rejected due to not meeting initial quality checks, or due to other generalized reasons, are listed within the spoiler below. These tracks remain rejected; as usual, if resubmitting a track, it must have been updated to address listed issues, and the entry in this table is to be removed.

Rejected due to General Reasons