Difference between revisions of "CTGP Revolution/Track Wishlist"

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m (→‎Rejected Tracks: Edited Rainbow Road DX link.)
m (→‎Rejected Tracks: This was recently moved.)
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! width=5%| Speed Mod
 
! width=5%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
|-
+
|-  
| [[Boneyard Badlands]]
+
| ''Nothing to see here...''
 
| {{unknown|Submitted}}
 
| {{unknown|Submitted}}
| Dry Dry Ruins
+
| 🥸
| Dry Dry Ruins
+
| 🥸
 
| 3
 
| 3
 
| 1×
 
| 1×
|  
+
|
 +
|}
 +
 
 +
{{textbox|red center|Notice!|'''Please do not add tracks past this list!<br>The tracks below have already been selected for review!'''}}
 +
 
 +
=== Accepted Tracks ===
 +
==== Ready ====
 +
<!-- Please respect alphabetical order -->
 +
{| class="wikitable sortable"
 +
! width=10%| Track
 +
! width=5%| Status
 +
! width=10%| Track Slot
 +
! width=10%| Music Slot
 +
! width=5%| Laps
 +
! width=5%| Speed Mod
 +
! width=55%| Notes
 
|-
 
|-
| [[Citadel Magenta]]
+
| [[Area 64]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
| Grumble Volcano
+
| N64 Bowser's Castle
| Grumble Volcano
+
| SNES Ghost Valley 2
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Mainly looking for gameplay feedback on this one; any tips on making better lightmaps would be appreciated as well.
+
|
 
|-
 
|-
| [[GBA Luigi Circuit (Iggy Ze Koopa)]]
+
| [[Darkness Temple]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
| GCN Mario Circuit
+
| Bowser's Castle
| GCN Mario Circuit
+
| Bowser's Castle
| 2
+
| 3
 
| 1&times;
 
| 1&times;
 
|
 
|
 
|-
 
|-
| [[GBA Rainbow Clouds]]
+
| [[Fort Francis]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
| Rainbow Road
+
| Maple Treeway
| Rainbow Road
+
| Block Plaza
| 3
 
| 1&times;
 
| Remake of GBA Rainbow Road. Keeps the original Mushroom cuts with updated textures and objects from Wii U Cloudtop Cruise.
 
|-
 
| [[GCN Mushroom City (Iggy Ze Koopa)]]
 
| {{unknown|Submitted}}
 
| Coconut Mall
 
| Moonview Highway
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
 
|
 
|
 
|-
 
|-
| [[SNES Boom Boom Fortress 1]]
+
| [[Lava Road (Renegade Ciara)]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
| N64 Bowser's Castle
+
| Bowser's Castle
| N64 Bowser's Castle
+
| Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Remake of SNES Bowser Castle 1. Have different laps, but keep same layout.
+
|  
 
|-
 
|-
| [[SNES Boom Boom Fortress 3]]
+
| [[SNES Choco Island 2 (Slimeserver)]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
| Bowser's Castle
+
| N64 DK's Jungle Parkway
| GBA Bowser Castle 3
+
| N64 DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Remake of SNES Bowser Castle 3 based on the original version with added elements from the Switch version.
+
|  
 
|-
 
|-
| [[Thunder City (The World That Never Was)]]
+
| [[Toad's Temple]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
| Moonview Highway
+
| Wario's Gold Mine
| Moonview Highway
+
| Wario's Gold Mine
| 3
+
| 2
 
| 1&times;
 
| 1&times;
 
|
 
|
 
|-
 
|-
| [[Volcanic Skyway (bento & Metabus)]]
+
| [[Toadette's Castle (FunkyRacer)]]
| {{unknown|Submitted}}
+
| {{yes|Ready}}
 +
| Bowser's Castle
 +
| DS Twilight House
 +
| 2
 +
| 1&times;
 +
|
 +
|-
 +
| [[Volcanic Skyway (bento & Metabus)]]
 +
| {{yes|Ready}}
 
| DS Desert Hills
 
| DS Desert Hills
 
| DS Desert Hills
 
| DS Desert Hills
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|
 
|
 
|}
 
|}
 +
<!-- Please respect alphabetical order -->
  
{{textbox|red center|Notice!|'''Please do not add tracks past this list!<br>The tracks below have already been selected for review!'''}}
+
==== Needs Fixes ====
 
 
=== Accepted Tracks ===
 
==== Ready ====
 
 
<!-- Please respect alphabetical order -->
 
<!-- Please respect alphabetical order -->
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! width=10%| Track
 
! width=10%| Track
 
! width=5%| Status
 
! width=5%| Status
! width=10%| Track Slot
+
! width-4%| Ver.
! width=10%| Music Slot
+
! width=9%| Track Slot
! width=5%| Laps
+
! width=9%| Music Slot
! width=5%| Speed Mod
+
! width=4%| Laps
 +
! width=4%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
 
|-
 
|-
| [[Bluster Blob Bluff]]
+
| [[Interstellar Laboratory]]
| {{yes|Ready}}
+
| {{maybe|Needs Fixes}}
| DK Summit
+
| 2.0 Beta 1.2
| DK Summit
+
| Rainbow Road
 +
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|  
+
| <u>'''Mandatory Changes:'''</u>
 +
* Replace placeholder materials/textures with finalized work
 +
* Make the space station shortcut two shroom: raise the station a bit, make the top fully flat offroad, make it all sticky road, remove the trick ramp at the end of it, and remove the trick at the end of it.
 +
* Extend fences around the second turn of the track to prevent an annoying and barely-faster shroomless
 +
* Clean up KCL: fall boundaries too low, etc.
 +
* Clean up KMP: Bill routes, harsh respawns, etc.
 +
* Fix Z-fighting
 +
* Clean up dark/oversaturated shading in some areas (city, metal road)
 +
* Fix moire patterning throughout the track
 +
* Update minimap to include new shortcuts
 +
* Fix goomba helmet flickering
 +
* All relevant bugs in #submission-bug-reports (fall boundaries are too low, bad bill routes, etc)
 +
 
 +
<u>'''Suggestions:'''</u>
 +
* Improve lighting throughout the track, including the trees (which are currently unshaded). Adding more emissive sources inside would help, and having the glowing buildings also emit some light would be smart as well.
 +
* Consider additive blending on translucent surfaces to 1) reduce visual artifacting and 2) look better.
 +
* Change out a few of the out-of-place vanilla game textures, as they stick out in the space environment
 +
* Redesign or remove the zipper in the city section, as it often sends you in an unfortunate direction and enables a niche cut over the building with a wallclip.
 
|-
 
|-
| [[Lava Road (Renegade Ciara)]]
+
| [[N64 Wario Stadium (bugsy)]]
| {{yes|Ready}}
+
| {{maybe|Needs Fixes}}
| Bowser's Castle
+
| 1.0
| Bowser's Castle
+
| GCN Waluigi Stadium
| 3
+
| GCN Waluigi Stadium
 +
| 2
 
| 1&times;
 
| 1&times;
|  
+
| 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 [https://wiiki-content.acaruso.xyz/664864955815952385/1142169496006701118/ws_changes_18AUG.png]; this feedback is based on that plan.
 +
 
 +
<u>'''Mandatory Changes:'''</u>
 +
* 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. [https://imgur.com/LExPRAP]
 +
* 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.
 +
 
 +
<u>'''To Be Polled:'''</u>
 +
* Lap Count
 +
* TT Shroomspot involving the bonk
 
|-
 
|-
| [[SNES Choco Island 2 (Slimeserver)]]
+
| [[Sandy Clocktower]]
| {{yes|Ready}}
+
| {{maybe|Needs Fixes}}
| N64 DK's Jungle Parkway
+
| 1.01
| N64 DK's Jungle Parkway
+
| DS Desert Hills
 +
| DS Desert Hills
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|  
+
| Need to address first ramp concerns and stuff about the shortcut.
 
|-
 
|-
| [[Starry Cityscape]]
+
| [[Stickerbush Serenity]]
| {{yes|Ready}}
+
| {{maybe|Needs Fixes}}
| Rainbow Road
+
| 2.1
| Galaxy Colosseum
+
| Mushroom Gorge
| 2
+
| Mushroom Gorge
| 1&times;
 
|
 
|-
 
| [[Super Sky Courtyard]]
 
| {{yes|Ready}}
 
| DS Yoshi Falls
 
| DS Yoshi Falls
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|  
+
| <u>'''Mandatory Changes:'''</u>
|-  
+
* Many council members would prefer the cannon at the start to be trickable.
| [[The Great Apple War]]
+
* 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.
| {{yes|Ready}}
+
* 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.
| GBA Shy Guy Beach
+
* KCL needs a good bit of polish - the bridge tricks are a particular culprit.
| GBA Shy Guy Beach
+
* 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
 +
 
 +
<u>'''Suggestions:'''</u>
 +
* 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. [https://cdn.discordapp.com/attachments/217126063803727872/1181583988700233788/Replay_2023-12-05_13-11-10.mp4]
 +
|-
 +
| [[Thunder City (The World That Never Was)|Thunder City]]
 +
| {{maybe|Needs Fixes}}
 +
| 2.0
 +
| Moonview Highway
 +
| Moonview Highway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|  
+
| <u>'''Mandatory Changes:'''</u>
 +
* Remove the OOB and the ledge right after the first flip ramp, or at least lower it to prevent over-low tricking the ramp. OOB isn't needed there as long as the ledge is removed.
 +
* Move the tree from the shroomless shortcut, as it's blind and somewhat intrusive.
 +
* Rework the city shortcut. Current issues are that it can both be done shroomless and can be overshot entirely, counting you OOB; and that the exit of the shortcut gives too much air. Making the platform larger but with a flat exit would be one possible remedy.
 +
* The boardwalk section should be reworked to bring back some of the old version's tech and driving flow. A few things:
 +
** The ramp should stay a flip ramp (like the OG, a double flip too), but it should be angled higher similar to the old version and not send the racer as far outwards.
 +
** The reject road should be removed on the boardwalk. The previous bullet point will help mitigate issues with overshooting the boardwalk from the flip ramp, and the reject road is borderline non-functional as is.
 +
** A key element of the boardwalk was its driving flow on the old version.
 +
*** Though it obviously had issues with regards to its playability outside of a competitive setting, this driving element should be recreated a bit more.
 +
*** This could be done, among other things, by reintroducing some of the air pockets that made driving the old one so satisfying. A key point is bringing back the tech of going off the top of the first banked turn to land at the bottom of the second turn. Talk to an admin for more details.
 +
*** Steepening the incline of the boardwalk and removing sticky road will help with this, as will frequent playtesting.
 +
* The boardwalk shroom shortcut should be made shroom only or removed (removing it would probably be better for online, as it'd take away an OP catchup spot right at the end of the track leading to less luck-based races). Should a shroom cut there be kept, the rock should be modified so as to reduce intrusiveness.
 +
* The finish line in the KMP does not match the visual finish line.
 +
* Remove the early finish strategy.
 +
* Fix KMP, and model issues, and anything else reported in ⁠submission-bug-reports.
 +
* Myriad KCL issues.
 +
* Rain effect should only be present outdoors and not when in a tunnel, for example.
 +
* Visual model does not match the collision on the cars.
 +
* Water material has rendering issues, especially with regards to the sea floor texture.
 +
* Item sets could potentially use reworking, discuss in the thread before finalizing placements.
 +
* Cannon should be immediately after the ramp to prevent an unfortunate target shock or FIB off the track.
 +
 
 +
<u>'''Suggestions:'''</u>
 +
* A number of council members remarked that they preferred when the uphill to the left of the cave was a shortcut with items in it, even if it didn't save much.
 +
* Animating the skybox to bring out the "thunder" in "Thunder City" could be cool.
 +
* Intro cams don't focus enough on the track.
 +
* Potentially re-add the slow ramps towards the end, as they helped player interaction and driving flow.
 
|-
 
|-
| [[Toadette's Castle (FunkyRacer)]]
+
| [[Wario's Climate Cataclysm]]
| {{yes|Ready}}
+
| {{maybe|Needs Fixes}}
| Bowser's Castle
+
| 1.0
| DS Twilight House
+
| Grumble Volcano
| 2
+
| Grumble Volcano
 +
| 3
 
| 1&times;
 
| 1&times;
|  
+
| <u>'''Mandatory Changes:'''</u>
|}
+
* 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)
<!-- Please respect alphabetical order -->
+
* 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. [https://media.discordapp.net/attachments/1149826724964610168/1167607568999391272/image.png?ex=654ebe49&is=653c4949&hm=e61af78d15dde18e2b1df8c0888d05a476cedca29738d9d03a668e06f600b4a7&=&width=735&height=549]
 +
* 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) [https://media.discordapp.net/attachments/217126063803727872/1168805115168313394/image.png?ex=65531996&is=6540a496&hm=d309e18776e047d774bde1252eaaaf5f8c585aef203c27446d3c49a6ebbc9316&=&width=801&height=703]. Ask an admin for detailed reasoning, but in short: balance.
 +
 
 +
<u>'''Suggestions:'''</u>
 +
* Regular snow offroad gives the dirt offroad effect. If you want to fix this, see Atlas' tutorial on the wiiki: [[User:Atlas/Normal_Snow_Off-road|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]]
 +
| {{maybe|Needs Fixes}}
 +
| 2.0
 +
| SNES Ghost Valley 2
 +
| SNES Ghost Valley 2
 +
| 3
 +
| 1&times;
 +
| <u>'''Mandatory Changes:'''</u>
 +
* 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.
  
==== Needs Fixes ====
+
<u>'''Suggestions:'''</u>
 +
* 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 ===
 +
<spoiler text="Rejected (2024)">
 
<!-- Please respect alphabetical order -->
 
<!-- Please respect alphabetical order -->
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 221: Line 332:
 
! width=55%| Notes
 
! width=55%| Notes
 
|-
 
|-
| [[Area 64]]
+
| [[Boneyard Badlands]]
| {{maybe|Needs Fixes}}
+
| {{No|Rejected [03/10]}}
 
| 1.0
 
| 1.0
| N64 Bowser's Castle
+
| Dry Dry Ruins
| SNES Ghost Valley 2
+
| Dry Dry Ruins
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Mandatory Changes:'''</u>
+
| Though an impressive track for one of the author's first, this track was ultimately rejected by council due to heavy visual and gameplay concerns.
* 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.
+
Council's biggest concern was with the gameplay of the track. Most agreed that the layout was too simple, and there was a lot of room for improvement with it. A few mentioned that the road was too narrow in most sections, and that the tricks off of the bones near the end were rather awkward and oftentimes sent the player too high. The bone section near the start was regarded as being rather blind on the bottom, and giving unsatisfying airtime on the top. It was also generally agreed that the road itself was too bumpy. Council was mixed on the use of slippery road; some members praised it for the unique driving offered while others criticized it for not combining well with the narrow road width. A few also agreed that the cave shortcut at the end was too unbalanced compared to the track's current length, and suggested that there should be more, tinier shortcuts scattered around the course instead.
* 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
 
  
<u>'''Suggestions:'''</u>
+
Visually, council found this track to be polished, yet still with much room for improvement. Members praised the visual style that harks back to Bone Dry Dunes from Mario Kart 8 Deluxe, and the objects that mimic Mario Kart Double Dash's style. However, council also agreed that the landscape itself is rather barren. It was generally concurred that the environment did not have much variety, and that the bone theme could be pushed further with more decorations around the track relating to it. A suggestion from council is to animate characters doing things relating to the track's environment, one such example being archeologist Koopa Troopas inspecting fossils in the sides of the cliffs.
* 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
+
Overall, this is a decent track and one that is polished well, however it would require a very major overhaul to make the mark for CTGP. That being said, as this is the author's 2nd track, it is apparent that they are more than capable of honing their skills into making another track that is more suited for the pack.
* 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.
+
|-
 +
| [[GBA Rainbow Road (SpyKid)]]
 +
| {{No|Rejected [03/30]}}
 +
| 1.0
 +
| Rainbow Road
 +
| Rainbow Road
 +
| 3
 +
| 1&times;
 +
| Though an interesting version of this track due to taking inspiration from the many shortcuts on the MKSC version of this track, council felt that in the CTGP context, this track wouldn't be a suitable replacement for the current version of this track, which is one of the most universally well-liked tracks in the pack.
 +
 
 +
On the visual side of things, some praise was directed towards the vintage road texture, but council members brought up the castle's lack of detail, the starbits (which have become something of an unfortunate trope for rainbow roads at this point), and the "modern" road texture as areas for improvement.
 +
 
 +
Almost all council members felt that the track's gameplay wouldn't fare well relative to the current version. The current version of GBA Rainbow Road was created in part to reduce the trickspam that characterized old version of GBA Rainbow Road, which reduced player interaction, was not fun to drive, and made catchup difficult. This version brings back all that trickspam, takes away some of the primary areas for catchup on the track (the starting area and the long straight after the first U-turn) by shortening them and adding extra boost panels. Though the shortcuts might be fun in a funroom to mess around with, in the context of a large pack like CTGP issues would emerge: being able to skip much of the track with broken shortcuts generally isn't the best for track balance, and a lack of visible OOB makes the functionality of many of these shortcuts rather opaque.
 +
 
 +
Overall, though not a bad version by any means, and a solid option for some other packs, this version likely wouldn't succeed in CTGP, both for the points listed above and for the immense popularity of the current version of the track.
 
|-
 
|-
| [[Darkness Temple]]
+
| [[Lava Road (FireLuigi & Caron)|Lava Road (Caron, FireLuigi, ZPL)]]
| {{maybe|Needs Fixes}}
+
| {{No|Rejected [01/25]}}
 
| 3.0
 
| 3.0
 
| Bowser's Castle
 
| Bowser's Castle
Line 246: Line 369:
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Mandatory Changes:'''</u>
+
| This track update was rejected by the Track Council after voting commenced between two potential updates: one update (to the original version of the track) made by ZPL and another (to Renegade Ciara's version) made by Rick, which won the vote.  
* 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
 
  
<u>'''Suggestions:'''</u>
+
This version of Lava Road received praise for a needed quality-of-life update to a classic version, and for keeping all of the tech of that version, which elevated that version above Ciara's in some eyes. Many members were also quite happy with a return to the classic blue color of the track. However, the reversion to the original came with a reappearance of some layout issues that motivated the change to the red version in the first place. Notably, the track feels oddly overscaled in some areas and cramped in others, which is exacerbated by more intrusive grate placements. The two ramps before mushroom section have the issues of blind landings and giving early tricks, and though the low trick tech was welcomed back, those ramps (and the slanted ramp towards the end) give too much air when not getting a low. Finally, though the visual changes that were implemented were appreciated, this version received criticism for not doing much to change the old versions visuals, especially the road texture, which pales in comparison to Ciara's road texture. Though parts of this version do hold up, and the tech involved in this version is still very much missed by some sects of the community, adding this update to CTGP would undo many of the improvements to the track made by Ciara's version.
* 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]]
+
| [[N64 Frappe Snowland (Tara)]]
| {{maybe|Needs Fixes}}
+
| {{No|Rejected [01/10]}}
| 2.2
+
| 1.0
| Maple Treeway
+
| N64 Sherbet Land
| Block Plaza
+
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Mandatory Changes:'''</u>
+
| While this submission made attempts in trying to improve issues with the current version, many council members did not find that this track did enough to serve as a clear improvement.
* 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
+
Most people found the visuals to be incomplete and lacking in certain areas. For instance, the skybox could use more detail, the snowmen could look more realistic, and both lighting and shadowing could be incorporated. In addition, the road textures did not feel unique, and coupled with a fence texture from Rosalina's Snow World, parts of the track do not fit well with the theming. Some textures, such as these fences, are too stretched out. Overall, there needs to be more visual presence around the track, as currently, the track feels like it is in an early stage of design.
* 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
+
In terms of the layout, members did not find that this was a step-up from the current version. Multiple people indicated that the track was overscaled, as the track can take over 2:30 to complete in time trials. Furthermore, some people mentioned how the offroad should not be heavy, as being in it can be overly detrimental. As for the flip trick ramp and the offroad cut by the end, people were split on their additions, with some claiming that they were neat touches, while others did not find them necessary to have.
* 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
 
  
<u>'''Suggestions:'''</u>
+
In conclusion, members addressed that N64 Frappe Snowland is a layout that has resulted in poor popularity, and without much larger changes to the track, it is unlikely that a submission would fare better in the scope of CTGP.
* 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]]
+
| [[Punch City 2 (Marianne8559)]]
| {{maybe|Needs Fixes}}
+
| {{No|Rejected [01/20]}}
| 2.0 Beta 1.2
+
| Beta 3
| Rainbow Road
+
| Moonview Highway
| Rainbow Road
+
| Moonview Highway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Mandatory Changes:'''</u>
+
| While the return of an iconic track to CTGP is an enticing prospect to several council members, this remake doesn't reach the level of quality sought in new additions to the pack and feels largely unfinished.
* 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
 
  
<u>'''Suggestions:'''</u>
+
Chiefly, council members feel that the track was underdeveloped from a visual standpoint. The low-resolution textures, shading, and lighting in many areas of the track (including the city section, the road, and the grass) are bland and unappealing to look at, and other parts of the track such as the straight immediately after the cannon lacked visual detail. Additionally, some visual choices such as the flower bed near the finish line feel random and out of place. Other miscellaneous issues include the holes in the road on the grate section being hard to see, a dull color palette, and UV mapping issues on buildings and the boost panels. A visual overhaul of the track to bring it more in-line with the rest of the tracks in the pack would be necessary before reconsidering the track for approval, as the track still feels like it's at a very early stage in development with the current visuals.
* 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)]]
 
| {{maybe|Needs Fixes}}
 
| 1.0
 
| GCN Waluigi Stadium
 
| GCN Waluigi Stadium
 
| 2
 
| 1&times;
 
| 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 [https://wiiki-content.acaruso.xyz/664864955815952385/1142169496006701118/ws_changes_18AUG.png]; this feedback is based on that plan.
 
  
<u>'''Mandatory Changes:'''</u>
+
As for the gameplay, many council members wanted to see more engaging elements, as the overscaled nature of the track can make it feel tedious to play. The amount of relatively empty long straights and lack of obstacles in most sections of the track contribute to the unfavorable gameplay. Seeing as the original Punch City 2 layout was popular for its hectic feel, potential improvements such as adding more cars on the city section, downscaling the track a bit, reworking the current shroom cut in the city (as well as possibly adding a couple of minor cuts elsewhere), and reworking the roof section to include ramps similar to the version previously in CTGP would help restore this quality.
* 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. [https://imgur.com/LExPRAP]
 
* 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.
 
  
<u>'''To Be Polled:'''</u>
+
Overall, remaking this track remains a significant undertaking given the relatively simple layout of the original. Council members saw this track as a sign of improvement in Marianne's track making abilities; however, this track would still need a significant amount of improvement in visuals and gameplay to fit into the pack.
* Lap Count
 
* TT Shroomspot involving the bonk
 
 
|-
 
|-
| [[Sandy Clocktower]]
+
| [[Sandcastle Park]]
| {{maybe|Needs Fixes}}
+
| {{No|Rejected [01/20]}}
| 1.01
+
| 2.0
| DS Desert Hills
+
| Dry Dry Ruins
 
| DS Desert Hills
 
| DS Desert Hills
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Need to address first ramp concerns and stuff about the shortcut.
+
|Though council recognized this update as a significant improvement over prior iterations of the track, especially visually, it ultimately felt that the layout and visual package presented by this track wouldn't fit well into CTGP. Visually, though the lightmap and improved texturing was welcomed, the sandcastle theme was left largely unrealized aside from the generally sandy environment and background; in other words, it didn't feel integrated into the layout (as a point of contrast, for example, see Sandy Citadel). Gameplay-wise, though the track's simple layout did gain some appreciation from members, they generally felt that the track suffered from a lack of driving variety and an overpowered one-shroom shortcut (which would make it into a pure luck track, even moreso than previous versions where the cut took two shrooms). Overall, though the original version of this track was impressive for its time, this version feels limited by the constraints of that original layout, given the relative lack of checks on creativity enjoyed by modern CT creators. A spiritual successor to Sandcastle Park that reimagines the track and better integrates the theme would have more potential in the context of CTGP.
 
|-
 
|-
| [[Stickerbush Serenity]]
+
| [[Vacay Bay]]
| {{maybe|Needs Fixes}}
+
| {{No|Rejected [03/20]}}
| 2.1
 
| Mushroom Gorge
 
| Mushroom Gorge
 
| 3
 
| 1&times;
 
| <u>'''Mandatory Changes:'''</u>
 
* 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
 
 
 
<u>'''Suggestions:'''</u>
 
* 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. [https://cdn.discordapp.com/attachments/217126063803727872/1181583988700233788/Replay_2023-12-05_13-11-10.mp4]
 
|-
 
| [[Toad's Temple]]
 
| {{maybe|Needs Fixes}}
 
| 2.0
 
| Wario's Gold Mine
 
| Wario's Gold Mine
 
| 2
 
| 1&times;
 
| <u>'''Mandatory Changes:'''</u>
 
* 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
 
 
 
<u>'''Suggestions:'''</u>
 
* Buff shroom cut in the 5-route section
 
* General de-jank-ification as discussed
 
* Add custom blooper
 
* Add Toad singing chandelier
 
|-
 
| [[Vacay Bay]]
 
| {{maybe|Needs Fixes}}
 
 
| 2.0
 
| 2.0
 
| GCN Peach Beach
 
| GCN Peach Beach
Line 387: Line 419:
 
| 2
 
| 2
 
| 1&times;
 
| 1&times;
| <u>'''Mandatory Changes:'''</u>
+
| This track was previously accepted, but this decision was overturned on re-evaluation.
* 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.
+
As with previous reviews, Council was generally impressed with the track's visuals, as per usual for Squire's tracks. Gameplay issues mentioned in previous reviews remained, however. Many members found the layout to be overscaled. In particular, the roller coaster section was criticized both for its lack of dynamic gameplay and for the Cheep Cheep cut. The Cheep Cheep cut, as stated in previous reviews, suffers issues of being blind, somewhat inconsistent, and not appealing to many demographics of players. The underwater sections also drew criticism due to the geysers and moguls leading to a non-smooth and occasionally janky driving experience.
* 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.
 
  
<u>'''Suggestions:'''</u>
+
Though the track was previously accepted with a number of fixes, with no one willing to make significant model changes in the last six months, many members had no faith that any fixes would be done in coming months, and felt that the track would fail to stand out in the present day pack. Without a significant overhaul to fully address the issues brought up in the three prior review cycles for this track, a future for this track in CTGP is unlikely, despite its significant merits that led to its prior acceptance.
* 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.
+
</spoiler>
* 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
+
<spoiler text="Rejected (2023)">
|-
+
<!-- Please respect alphabetical order -->
| [[Wario's Climate Cataclysm]]
 
| {{maybe|Needs Fixes}}
 
| 1.0
 
| Grumble Volcano
 
| Grumble Volcano
 
| 3
 
| 1&times;
 
| <u>'''Mandatory Changes:'''</u>
 
* 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. [https://media.discordapp.net/attachments/1149826724964610168/1167607568999391272/image.png?ex=654ebe49&is=653c4949&hm=e61af78d15dde18e2b1df8c0888d05a476cedca29738d9d03a668e06f600b4a7&=&width=735&height=549]
 
* 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) [https://media.discordapp.net/attachments/217126063803727872/1168805115168313394/image.png?ex=65531996&is=6540a496&hm=d309e18776e047d774bde1252eaaaf5f8c585aef203c27446d3c49a6ebbc9316&=&width=801&height=703]. Ask an admin for detailed reasoning, but in short: balance.
 
 
 
<u>'''Suggestions:'''</u>
 
* Regular snow offroad gives the dirt offroad effect. If you want to fix this, see Atlas' tutorial on the wiiki: [[User:Atlas/Normal_Snow_Off-road|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]]
 
| {{maybe|Needs Fixes}}
 
| 2.0
 
| SNES Ghost Valley 2
 
| SNES Ghost Valley 2
 
| 3
 
| 1&times;
 
| <u>'''Mandatory Changes:'''</u>
 
* 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.
 
 
 
<u>'''Suggestions:'''</u>
 
* 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 ===
 
<spoiler text="Rejected (2024)">
 
<!-- Please respect alphabetical order -->
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! width=10%| Track
 
! width=10%| Track
Line 454: Line 438:
 
! width=55%| Notes
 
! width=55%| Notes
 
|-
 
|-
| [[Lava Road (FireLuigi & Caron)|Lava Road (Caron, FireLuigi, ZPL)]]
+
| [[3DS Rainbow Road (ZPL)]]
| {{No|Rejected [01/25]}}
+
| {{No|Rejected}}
| 3.0
+
| 2.1
| Bowser's Castle
+
| Rainbow Road
| Bowser's Castle
+
| Rainbow Road
| 3
+
| 1
 
| 1&times;
 
| 1&times;
| This track update was rejected by the Track Council after voting commenced between two potential updates: one update (to the original version of the track) made by ZPL and another (to Renegade Ciara's version) made by Rick, which won the vote.  
+
| While this version was seen to have made some strides in both visual and gameplay aspects, the majority of council found this rendition to be lacking in comparison to the current version.
  
This version of Lava Road received praise for a needed quality-of-life update to a classic version, and for keeping all of the tech of that version, which elevated that version above Ciara's in some eyes. Many members were also quite happy with a return to the classic blue color of the track. However, the reversion to the original came with a reappearance of some layout issues that motivated the change to the red version in the first place. Notably, the track feels oddly overscaled in some areas and cramped in others, which is exacerbated by more intrusive grate placements. The two ramps before mushroom section have the issues of blind landings and giving early tricks, and though the low trick tech was welcomed back, those ramps (and the slanted ramp towards the end) give too much air when not getting a low. Finally, though the visual changes that were implemented were appreciated, this version received criticism for not doing much to change the old versions visuals, especially the road texture, which pales in comparison to Ciara's road texture. Though parts of this version do hold up, and the tech involved in this version is still very much missed by some sects of the community, adding this update to CTGP would undo many of the improvements to the track made by Ciara's version.
+
The overall presentation of the track was met with both praise and criticism, with most members addressing numerous concerns about specific visuals. One of the most widely-shared criticisms was the lack of detail and lighting on the asteroids and planets, especially since they comprise the track's surroundings. Some people acknowledged the textures used for the rainbow road, though others disliked its oversaturation and issues regarding translucent depth-sorting. In addition, people suggested improving the conveyor textures at the end of the moon section and adding some sophistication to the cylindrical pipe. A few people mentioned their preference to the current version's visual elements, primarily due to nostalgia and overall composition. With some overall work and meticulous attention to detail, the visuals could be out of this world.
|-
 
| [[N64 Frappe Snowland (Tara)]]
 
| {{No|Rejected [01/10]}}
 
| 1.0
 
| N64 Sherbet Land
 
| N64 Sherbet Land
 
| 3
 
| 1&times;
 
| While this submission made attempts in trying to improve issues with the current version, many council members did not find that this track did enough to serve as a clear improvement.
 
  
Most people found the visuals to be incomplete and lacking in certain areas. For instance, the skybox could use more detail, the snowmen could look more realistic, and both lighting and shadowing could be incorporated. In addition, the road textures did not feel unique, and coupled with a fence texture from Rosalina's Snow World, parts of the track do not fit well with the theming. Some textures, such as these fences, are too stretched out. Overall, there needs to be more visual presence around the track, as currently, the track feels like it is in an early stage of design.
+
Furthermore, numerous elements of concern pertaining to gameplay were addressed and heavily discussed. The greatest worry people had was the abundance of boost panels and ramps, which takes away most of the tech seen on the current version. For example, numerous people agreed that the series of four flip trick ramps by the start would function better as stunt tricks, with possibly the last ramp containing a flip trick. During discussion, a couple of members drew parallels to the ramps at the end of SNES BC2, which could work quite well in this situation. The end of the first section of the track could do with some bumpy road to better resemble the waviness seen in Mario Kart 7, and a few people suggested re-adding the mini turnskip back at the start of the second section.
  
In terms of the layout, members did not find that this was a step-up from the current version. Multiple people indicated that the track was overscaled, as the track can take over 2:30 to complete in time trials. Furthermore, some people mentioned how the offroad should not be heavy, as being in it can be overly detrimental. As for the flip trick ramp and the offroad cut by the end, people were split on their additions, with some claiming that they were neat touches, while others did not find them necessary to have.
+
One area of the track that was praised for its improved gameplay was the moon section, as the craters give less air compared to the current version. There were mixed opinions regarding the entry to the moon, as some praised the reduced amount of air time seen on this version, while others preferred having the presence of floating platforms. The third section of the track was met with some division within council, as criticisms such as having faster conveyor belts, making the cylindrical pipe spin like in the current version, and the oodles of ramps being changed to flip tricks were addressed. Most people wished to see the ending shortcut be preserved in some form, as it was seen as a staple to the current track's identity. Many members would have also liked to see this track be changed to 2 laps to increase the duration of races to around ~3:20.
  
In conclusion, members addressed that N64 Frappe Snowland is a layout that has resulted in poor popularity, and without much larger changes to the track, it is unlikely that a submission would fare better in the scope of CTGP.
+
In conclusion, numerous elements of this rendition were seen as unique, though the overall quality of the track does not meet the standards of the current version with regards to overall appearance and tech.
 
|-
 
|-
| [[Punch City 2 (Marianne8559)]]
+
| [[Cascade Kingdom]]
| {{No|Rejected [01/20]}}
+
| {{No|Rejected}}
| Beta 3
+
| 2.0
| Moonview Highway
+
| GCN DK Mountain
| Moonview Highway
+
| GCN DK Mountain
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While the return of an iconic track to CTGP is an enticing prospect to several council members, this remake doesn't reach the level of quality sought in new additions to the pack and feels largely unfinished.
+
| Though a solid effort, track council felt that in the context of CTGP, this layout likely wouldn't fare well.
  
Chiefly, council members feel that the track was underdeveloped from a visual standpoint. The low-resolution textures, shading, and lighting in many areas of the track (including the city section, the road, and the grass) are bland and unappealing to look at, and other parts of the track such as the straight immediately after the cannon lacked visual detail. Additionally, some visual choices such as the flower bed near the finish line feel random and out of place. Other miscellaneous issues include the holes in the road on the grate section being hard to see, a dull color palette, and UV mapping issues on buildings and the boost panels. A visual overhaul of the track to bring it more in-line with the rest of the tracks in the pack would be necessary before reconsidering the track for approval, as the track still feels like it's at a very early stage in development with the current visuals.
+
The layout doesn't do enough to distinguish itself. Though simpler layouts have their merits and have been requested by parts of the community in recent months, this one falls short in terms of offering unique strategic elements beyond basic turns and tricks, limiting its appeal. Obstacles also aren't placed the most effectively: for example, the small yellow goombas are sometimes placed in the tight line on blind turns, making them feel unfair when hit, and the falling boulder can drop down on the player while mid-trick.
  
As for the gameplay, many council members wanted to see more engaging elements, as the overscaled nature of the track can make it feel tedious to play. The amount of relatively empty long straights and lack of obstacles in most sections of the track contribute to the unfavorable gameplay. Seeing as the original Punch City 2 layout was popular for its hectic feel, potential improvements such as adding more cars on the city section, downscaling the track a bit, reworking the current shroom cut in the city (as well as possibly adding a couple of minor cuts elsewhere), and reworking the roof section to include ramps similar to the version previously in CTGP would help restore this quality.
+
Though the council appreciated the inspiration drawn from Super Mario Odyssey, the track does not quite capture the essence of its source material. The absence of background elements makes the track feel somewhat barren, and the limited references to the source material in the foreground and layout contribute to a lack of visual and thematic identity.
  
Overall, remaking this track remains a significant undertaking given the relatively simple layout of the original. Council members saw this track as a sign of improvement in Marianne's track making abilities; however, this track would still need a significant amount of improvement in visuals and gameplay to fit into the pack.
+
This track would likely underwhelm upon addition to the pack. However, both authors have previously made outstanding tracks in CTGP. Future submissions could benefit from greater visual intricacy and a more involved layout, the likes of which both authors have shown themselves more than capable of creating.  
 
|-
 
|-
| [[Sandcastle Park]]
+
| [[Cave Race]]
| {{No|Rejected [01/20]}}
+
| {{No|Rejected}}
| 2.0
+
| 1.3
| Dry Dry Ruins
+
| Grumble Volcano
| DS Desert Hills
+
| GCN DK Mountain
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|Though council recognized this update as a significant improvement over prior iterations of the track, especially visually, it ultimately felt that the layout and visual package presented by this track wouldn't fit well into CTGP. Visually, though the lightmap and improved texturing was welcomed, the sandcastle theme was left largely unrealized aside from the generally sandy environment and background; in other words, it didn't feel integrated into the layout (as a point of contrast, for example, see Sandy Citadel). Gameplay-wise, though the track's simple layout did gain some appreciation from members, they generally felt that the track suffered from a lack of driving variety and an overpowered one-shroom shortcut (which would make it into a pure luck track, even moreso than previous versions where the cut took two shrooms). Overall, though the original version of this track was impressive for its time, this version feels limited by the constraints of that original layout, given the relative lack of checks on creativity enjoyed by modern CT creators. A spiritual successor to Sandcastle Park that reimagines the track and better integrates the theme would have more potential in the context of CTGP.
+
| Though Council did appreciate some elements here and there, the majority agreed that this track falls short of modern-day standards in both the visual and gameplay departments.
|}
+
 
</spoiler>
+
From a visual perspective, primary critiques centered around overuse of vanilla assets and monotonous theming. Tracks that use a significant amount of vanilla assets have been shown to struggle in the pack unless gameplay is exceptional. This track uses assets from Wario’s Gold Mine (and a few other tracks) throughout, preventing it from staking out a unique visual identity. The track also lacks a sense of visual progression—there are three more or less visually indistinguishable cave sections throughout the track, and the sections that do change it up (the starting area, mine section, and the lava section) are all derivative of tracks from the base game. The shortcut route towards the start was also difficult to see, even on repeated playthroughs, due to indistinguishable wall textures. However, the track’s lightmap and use of BLIGHT received praise from some council members.
<spoiler text="Rejected (2023)">
+
<!-- Please respect alphabetical order -->
+
Council found the track’s gameplay underwhelming with a few bright spots. One cool idea that some council members did like and found original were the TNT bomb boxes. Though some praise was directed towards the faster-paced sections of the track and the smoothness of the road geometry, much of the track was criticized for unsatisfying and awkward turn radii on many turns, with some turns being too tight (e.g. the ending turn) and others being far too gradual (primarily in all three cave sections). The reject road on the sides of the cave was universally criticized, as it led to unintuitive optimal driving lines and felt quite out of place. There are too many boxes which can lead to shroom glitch. Finally, some members opined that the gameplay felt uneventful, as most sections of the track consist of similar turns and trick ramps.
{| class="wikitable sortable"
+
 
! width=10%| Track
+
Overall, though council was enthused to see a new submission from Okin, this track was judged to have missed the mark on multiple levels. Council is excited to see the author still making tracks, and they hope to see future Okin tracks that better distinguish themselves both visually and gameplay-wise.
! width=5%| Status
 
! width-4%| Ver.
 
! width=9%| Track Slot
 
! width=9%| Music Slot
 
! width=4%| Laps
 
! width=4%| Speed Mod
 
! width=55%| Notes
 
 
|-
 
|-
| [[3DS Rainbow Road (ZPL)]]
+
| [[Cold Red]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.1
+
| Beta 1.1
| Rainbow Road
+
| DK Summit
| Rainbow Road
 
| 1
 
| 1&times;
 
| While this version was seen to have made some strides in both visual and gameplay aspects, the majority of council found this rendition to be lacking in comparison to the current version.
 
 
 
The overall presentation of the track was met with both praise and criticism, with most members addressing numerous concerns about specific visuals. One of the most widely-shared criticisms was the lack of detail and lighting on the asteroids and planets, especially since they comprise the track's surroundings. Some people acknowledged the textures used for the rainbow road, though others disliked its oversaturation and issues regarding translucent depth-sorting. In addition, people suggested improving the conveyor textures at the end of the moon section and adding some sophistication to the cylindrical pipe. A few people mentioned their preference to the current version's visual elements, primarily due to nostalgia and overall composition. With some overall work and meticulous attention to detail, the visuals could be out of this world.
 
 
 
Furthermore, numerous elements of concern pertaining to gameplay were addressed and heavily discussed. The greatest worry people had was the abundance of boost panels and ramps, which takes away most of the tech seen on the current version. For example, numerous people agreed that the series of four flip trick ramps by the start would function better as stunt tricks, with possibly the last ramp containing a flip trick. During discussion, a couple of members drew parallels to the ramps at the end of SNES BC2, which could work quite well in this situation. The end of the first section of the track could do with some bumpy road to better resemble the waviness seen in Mario Kart 7, and a few people suggested re-adding the mini turnskip back at the start of the second section.
 
 
 
One area of the track that was praised for its improved gameplay was the moon section, as the craters give less air compared to the current version. There were mixed opinions regarding the entry to the moon, as some praised the reduced amount of air time seen on this version, while others preferred having the presence of floating platforms. The third section of the track was met with some division within council, as criticisms such as having faster conveyor belts, making the cylindrical pipe spin like in the current version, and the oodles of ramps being changed to flip tricks were addressed. Most people wished to see the ending shortcut be preserved in some form, as it was seen as a staple to the current track's identity. Many members would have also liked to see this track be changed to 2 laps to increase the duration of races to around ~3:20.
 
 
 
In conclusion, numerous elements of this rendition were seen as unique, though the overall quality of the track does not meet the standards of the current version with regards to overall appearance and tech.
 
|-
 
| [[Cascade Kingdom]]
 
| {{No|Rejected}}
 
| 2.0
 
| GCN DK Mountain
 
| GCN DK Mountain
 
| 3
 
| 1&times;
 
| Though a solid effort, track council felt that in the context of CTGP, this layout likely wouldn't fare well.
 
 
 
The layout doesn't do enough to distinguish itself. Though simpler layouts have their merits and have been requested by parts of the community in recent months, this one falls short in terms of offering unique strategic elements beyond basic turns and tricks, limiting its appeal. Obstacles also aren't placed the most effectively: for example, the small yellow goombas are sometimes placed in the tight line on blind turns, making them feel unfair when hit, and the falling boulder can drop down on the player while mid-trick.
 
 
 
Though the council appreciated the inspiration drawn from Super Mario Odyssey, the track does not quite capture the essence of its source material. The absence of background elements makes the track feel somewhat barren, and the limited references to the source material in the foreground and layout contribute to a lack of visual and thematic identity.
 
 
 
This track would likely underwhelm upon addition to the pack. However, both authors have previously made outstanding tracks in CTGP. Future submissions could benefit from greater visual intricacy and a more involved layout, the likes of which both authors have shown themselves more than capable of creating.
 
|-
 
| [[Cave Race]]
 
| {{No|Rejected}}
 
| 1.3
 
| Grumble Volcano
 
| GCN DK Mountain
 
| 3
 
| 1&times;
 
| Though Council did appreciate some elements here and there, the majority agreed that this track falls short of modern-day standards in both the visual and gameplay departments.
 
 
 
From a visual perspective, primary critiques centered around overuse of vanilla assets and monotonous theming. Tracks that use a significant amount of vanilla assets have been shown to struggle in the pack unless gameplay is exceptional. This track uses assets from Wario’s Gold Mine (and a few other tracks) throughout, preventing it from staking out a unique visual identity. The track also lacks a sense of visual progression—there are three more or less visually indistinguishable cave sections throughout the track, and the sections that do change it up (the starting area, mine section, and the lava section) are all derivative of tracks from the base game. The shortcut route towards the start was also difficult to see, even on repeated playthroughs, due to indistinguishable wall textures. However, the track’s lightmap and use of BLIGHT received praise from some council members.
 
 
Council found the track’s gameplay underwhelming with a few bright spots. One cool idea that some council members did like and found original were the TNT bomb boxes. Though some praise was directed towards the faster-paced sections of the track and the smoothness of the road geometry, much of the track was criticized for unsatisfying and awkward turn radii on many turns, with some turns being too tight (e.g. the ending turn) and others being far too gradual (primarily in all three cave sections). The reject road on the sides of the cave was universally criticized, as it led to unintuitive optimal driving lines and felt quite out of place. There are too many boxes which can lead to shroom glitch. Finally, some members opined that the gameplay felt uneventful, as most sections of the track consist of similar turns and trick ramps.
 
 
 
Overall, though council was enthused to see a new submission from Okin, this track was judged to have missed the mark on multiple levels. Council is excited to see the author still making tracks, and they hope to see future Okin tracks that better distinguish themselves both visually and gameplay-wise.
 
|-
 
| [[Cold Red]]
 
| {{No|Rejected}}
 
| Beta 1.1
 
| DK Summit
 
 
| &mdash;
 
| &mdash;
 
| 3
 
| 3
Line 651: Line 572:
 
At the end of the day, Council preferred the current version to this rendition due to this version not having enough complexity to try to save this track from the pack. It was agreed that major changes would need to be made for this track to have a shot at acceptance. That being said, this submission was still a solid effort from Funky Racer.
 
At the end of the day, Council preferred the current version to this rendition due to this version not having enough complexity to try to save this track from the pack. It was agreed that major changes would need to be made for this track to have a shot at acceptance. That being said, this submission was still a solid effort from Funky Racer.
 
|-
 
|-
| [[GCN Mushroom City (ZPL)]]
+
| [[GCN Mushroom City (Torran)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
 
| 1.1
 
| 1.1
Line 3,266: Line 3,187:
 
| &ndash;
 
| &ndash;
 
| &ndash;
 
| &ndash;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Citadel Magenta]]
 +
| {{no|Rejected}}
 +
| RC2
 +
| Grumble Volcano
 +
| Grumble Volcano
 +
| 3
 +
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
Line 3,419: Line 3,349:
 
| &ndash;
 
| &ndash;
 
| &ndash;
 
| &ndash;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[DKR Spaceport Alpha]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| Rainbow Road
 +
| Rainbow Road
 +
| 3
 +
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
Line 3,742: Line 3,681:
 
| GBA Bowser Castle 3
 
| GBA Bowser Castle 3
 
| &ndash;
 
| &ndash;
 +
| 1&times;
 +
| Does not pass initial quality checks (QC compared to current version of same retro).
 +
|-
 +
| [[GBA Luigi Circuit (Iggy Ze Koopa)]]
 +
| {{no|Rejected}}
 +
| 3.0
 +
| GCN Mario Circuit
 +
| GCN Mario Circuit
 +
| 2
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks (QC compared to current version of same retro).
 
| Does not pass initial quality checks (QC compared to current version of same retro).
Line 3,762: Line 3,710:
 
| 1&times;
 
| 1&times;
 
| Submission rescinded by author.
 
| Submission rescinded by author.
 +
|-
 +
| [[GBA Rainbow Clouds]]
 +
| {{no|Rejected}}
 +
| 3.0
 +
| Rainbow Road
 +
| Rainbow Road
 +
| 3
 +
| 1&times;
 +
| Does not pass initial quality checks.
 
|-
 
|-
 
| [[GBA Rainbow Road (kHacker35000vr)]]
 
| [[GBA Rainbow Road (kHacker35000vr)]]
Line 3,807: Line 3,764:
 
| 1&times;
 
| 1&times;
 
| Track crashes upon load attempt.
 
| Track crashes upon load attempt.
 +
|-
 +
| [[GCN Mushroom City (Iggy Ze Koopa)]]
 +
| {{no|Rejected}}
 +
| 1.5
 +
| Coconut Mall
 +
| Moonview Highway
 +
| 3
 +
| 1&times;
 +
| Does not pass initial quality checks (QC compared to current version of same retro).
 
|-
 
|-
 
| [[Ghost Valley 4]]
 
| [[Ghost Valley 4]]
Line 4,850: Line 4,816:
 
| Daisy Circuit
 
| Daisy Circuit
 
| 5
 
| 5
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[SNES Boom Boom Fortress 1]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| N64 Bowser's Castle
 +
| N64 Bowser's Castle
 +
| 3
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[SNES Boom Boom Fortress 3]]
 +
| {{no|Rejected}}
 +
| 5.99
 +
| Bowser's Castle
 +
| GBA Bowser Castle 3
 +
| 3
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.

Revision as of 17:28, 15 April 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
Nothing to see here... Submitted 🥸 🥸 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
Area 64 Ready N64 Bowser's Castle SNES Ghost Valley 2 3
Darkness Temple Ready Bowser's Castle Bowser's Castle 3
Fort Francis Ready Maple Treeway Block Plaza 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
Toad's Temple Ready Wario's Gold Mine Wario's Gold Mine 2
Toadette's Castle (FunkyRacer) Ready Bowser's Castle DS Twilight House 2
Volcanic Skyway (bento & Metabus) Ready DS Desert Hills DS Desert Hills 3

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
Interstellar Laboratory Needs Fixes 2.0 Beta 1.2 Rainbow Road Rainbow Road 3 Mandatory Changes:
  • Replace placeholder materials/textures with finalized work
  • Make the space station shortcut two shroom: raise the station a bit, make the top fully flat offroad, make it all sticky road, remove the trick ramp at the end of it, and remove the trick at the end of it.
  • Extend fences around the second turn of the track to prevent an annoying and barely-faster shroomless
  • Clean up KCL: fall boundaries too low, etc.
  • Clean up KMP: Bill routes, harsh respawns, etc.
  • Fix Z-fighting
  • Clean up dark/oversaturated shading in some areas (city, metal road)
  • Fix moire patterning throughout the track
  • Update minimap to include new shortcuts
  • Fix goomba helmet flickering
  • All relevant bugs in #submission-bug-reports (fall boundaries are too low, bad bill routes, etc)

Suggestions:

  • Improve lighting throughout the track, including the trees (which are currently unshaded). Adding more emissive sources inside would help, and having the glowing buildings also emit some light would be smart as well.
  • Consider additive blending on translucent surfaces to 1) reduce visual artifacting and 2) look better.
  • Change out a few of the out-of-place vanilla game textures, as they stick out in the space environment
  • Redesign or remove the zipper in the city section, as it often sends you in an unfortunate direction and enables a niche cut over the building with a wallclip.
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]
Thunder City Needs Fixes 2.0 Moonview Highway Moonview Highway 3 Mandatory Changes:
  • Remove the OOB and the ledge right after the first flip ramp, or at least lower it to prevent over-low tricking the ramp. OOB isn't needed there as long as the ledge is removed.
  • Move the tree from the shroomless shortcut, as it's blind and somewhat intrusive.
  • Rework the city shortcut. Current issues are that it can both be done shroomless and can be overshot entirely, counting you OOB; and that the exit of the shortcut gives too much air. Making the platform larger but with a flat exit would be one possible remedy.
  • The boardwalk section should be reworked to bring back some of the old version's tech and driving flow. A few things:
    • The ramp should stay a flip ramp (like the OG, a double flip too), but it should be angled higher similar to the old version and not send the racer as far outwards.
    • The reject road should be removed on the boardwalk. The previous bullet point will help mitigate issues with overshooting the boardwalk from the flip ramp, and the reject road is borderline non-functional as is.
    • A key element of the boardwalk was its driving flow on the old version.
      • Though it obviously had issues with regards to its playability outside of a competitive setting, this driving element should be recreated a bit more.
      • This could be done, among other things, by reintroducing some of the air pockets that made driving the old one so satisfying. A key point is bringing back the tech of going off the top of the first banked turn to land at the bottom of the second turn. Talk to an admin for more details.
      • Steepening the incline of the boardwalk and removing sticky road will help with this, as will frequent playtesting.
  • The boardwalk shroom shortcut should be made shroom only or removed (removing it would probably be better for online, as it'd take away an OP catchup spot right at the end of the track leading to less luck-based races). Should a shroom cut there be kept, the rock should be modified so as to reduce intrusiveness.
  • The finish line in the KMP does not match the visual finish line.
  • Remove the early finish strategy.
  • Fix KMP, and model issues, and anything else reported in ⁠submission-bug-reports.
  • Myriad KCL issues.
  • Rain effect should only be present outdoors and not when in a tunnel, for example.
  • Visual model does not match the collision on the cars.
  • Water material has rendering issues, especially with regards to the sea floor texture.
  • Item sets could potentially use reworking, discuss in the thread before finalizing placements.
  • Cannon should be immediately after the ramp to prevent an unfortunate target shock or FIB off the track.

Suggestions:

  • A number of council members remarked that they preferred when the uphill to the left of the cave was a shortcut with items in it, even if it didn't save much.
  • Animating the skybox to bring out the "thunder" in "Thunder City" could be cool.
  • Intro cams don't focus enough on the track.
  • Potentially re-add the slow ramps towards the end, as they helped player interaction and driving flow.
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