Difference between revisions of "CTGP Revolution/Track Wishlist"

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(→‎Ready: Removed recently added tracks.)
m (→‎Rejected Tracks: This was recently moved.)
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! width=55%| Notes
 
! width=55%| Notes
 
|-  
 
|-  
| [[Kawase's Closed Mind]]
+
| ''Nothing to see here...''
| {{unknown|Updated}}
 
| Mario Circuit
 
| GCN Peach Beach
 
| 1
 
| 1×
 
| It's maybe reject again... However, I have improved as much as possible.
 
|-
 
| [[N64 Frappe Snowland (Graciefied)]]
 
 
| {{unknown|Submitted}}
 
| {{unknown|Submitted}}
| N64 Sherbet Land
+
| 🥸
| N64 Sherbet Land
+
| 🥸
 
| 3
 
| 3
 
| 1×
 
| 1×
| Remake of Frappe Snowland intended to be smoother to drive and more visible to see where the limits of the track are whilst providing a unique take on the track.
+
|
 
|}
 
|}
  
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! width=55%| Notes
 
! width=55%| Notes
 
|-
 
|-
| [[3DS Rainbow Road (ZPL)]]
+
| [[Area 64]]
 
| {{yes|Ready}}
 
| {{yes|Ready}}
| Rainbow Road
+
| N64 Bowser's Castle
| Rainbow Road
+
| SNES Ghost Valley 2
| 2
+
| 3
 
| 1×
 
| 1×
 
|
 
|
 
|-
 
|-
| [[Blissful Block]]
+
| [[Darkness Temple]]
 
| {{yes|Ready}}
 
| {{yes|Ready}}
| Moonview Highway
+
| Bowser's Castle
| Moonview Highway
+
| Bowser's Castle
 
| 3
 
| 3
 
| 1×
 
| 1×
|  
+
|
|-  
+
|-
| [[Strobenz Desert Illusion]]
+
| [[Fort Francis]]
 
| {{yes|Ready}}
 
| {{yes|Ready}}
| Dry Dry Ruins
+
| Maple Treeway
| Dry Dry Ruins
+
| Block Plaza
| 2
+
| 3
 
| 1×
 
| 1×
| A few bugs remaining in #submission-bug-reports
+
|
|-  
+
|-
| [[The Grand Archives]]
+
| [[Lava Road (Renegade Ciara)]]
 
| {{yes|Ready}}
 
| {{yes|Ready}}
| Coconut Mall
+
| Bowser's Castle
| Coconut Mall
+
| Bowser's Castle
 
| 3
 
| 3
 
| 1×
 
| 1×
|-  
+
|
| [[τ-Cryovolcano]]
+
|-
 +
| [[SNES Choco Island 2 (Slimeserver)]]
 
| {{yes|Ready}}
 
| {{yes|Ready}}
| Grumble Volcano
+
| N64 DK's Jungle Parkway
| DK Summit
+
| N64 DK's Jungle Parkway
 +
| 3
 +
| 1×
 +
|
 +
|-
 +
| [[Toad's Temple]]
 +
| {{yes|Ready}}
 +
| Wario's Gold Mine
 +
| Wario's Gold Mine
 +
| 2
 +
| 1×
 +
|
 +
|-
 +
| [[Toadette's Castle (FunkyRacer)]]
 +
| {{yes|Ready}}
 +
| Bowser's Castle
 +
| DS Twilight House
 +
| 2
 +
| 1×
 +
|
 +
|-
 +
| [[Volcanic Skyway (bento & Metabus)]]
 +
| {{yes|Ready}}
 +
| DS Desert Hills
 +
| DS Desert Hills
 
| 3
 
| 3
 
| 1×
 
| 1×
| A few bugs remaining in #submission-bug-reports
+
|
 
|}
 
|}
 
<!-- Please respect alphabetical order -->
 
<!-- Please respect alphabetical order -->
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! width=4%| Speed Mod
 
! width=4%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
|-
 
| [[Darkness Temple]]
 
| {{maybe|Needs Fixes}}
 
| 3.0
 
| Bowser's Castle
 
| Bowser's Castle
 
| 3
 
| 1&times;
 
| <u>'''Bugs & Issues:'''</u>
 
* 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>
 
* 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]]
 
| {{maybe|Needs Fixes}}
 
| 2.2
 
| Maple Treeway
 
| Block Plaza
 
| 3
 
| 1&times;
 
| <u>'''Bugs & Issues'''</u>
 
* 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
 
 
<u>'''Suggestions'''</u>
 
* 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]]
 
| [[Interstellar Laboratory]]
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| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Bugs & Issues:'''</u>
+
| <u>'''Mandatory Changes:'''</u>
 
* Replace placeholder materials/textures with finalized work
 
* Replace placeholder materials/textures with finalized work
* Adjust shortcut platform like discussed: Flatten and make normal trick
+
* 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.
* The startline boost ramp is blind and punishing; add much more generous invisible walls
+
* Extend fences around the second turn of the track to prevent an annoying and barely-faster shroomless
* Slightly rebalance lab item sets with discussed plan
+
* Clean up KCL: fall boundaries too low, etc.
* Respawns (especially near shortcut) are too harsh
+
* Clean up KMP: Bill routes, harsh respawns, etc.
* Fix Z-fighting places in lab
+
* Fix Z-fighting
 
* Clean up dark/oversaturated shading in some areas (city, metal road)
 
* Clean up dark/oversaturated shading in some areas (city, metal road)
* All relevant bugs in the submission-bug-reports channel on the Track Testers server
+
* 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>
 
<u>'''Suggestions:'''</u>
* Translucent start ramp / other visual indicator to make the first jump not blind at all, if feasible.
+
* 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.
* 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.
 
* 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)]]
 
| [[N64 Wario Stadium (bugsy)]]
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| 2
 
| 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://cdn.discordapp.com/attachments/664864955815952385/1142169496006701118/ws_changes_18AUG.png]; this feedback is based on that plan.
+
| 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>'''Bugs & Issues:'''</u>
+
<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.
 
* 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 .
+
* 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.
 
* 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.
 
* 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.
Line 238: Line 211:
 
* TT Shroomspot involving the bonk
 
* TT Shroomspot involving the bonk
 
|-
 
|-
| [[SNES Choco Island 2 (Slimeserver)]]
+
| [[Sandy Clocktower]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| 2.0
+
| 1.01
| N64 DK's Jungle Parkway
+
| DS Desert Hills
| N64 DK's Jungle Parkway
+
| DS Desert Hills
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Bugs & Issues:'''</u>
+
| Need to address first ramp concerns and stuff about the shortcut.
* Several members thought the track could benefit from further improved visuals, including stronger ties to the "choco" theme and improved lighting
 
* Turn entering cave needs OOB on the outsides so that you can't fall back down
 
* Comp player should look into boxes and tell me if the gap between set 2 and set 5 is fine
 
* Look into the beam trick off of the minecart track near the beginning; is this fine, or should the trick be removed, or should the whole thing be trickable?
 
* Add KCP a little bit after halfpipe on that turn
 
* Track is missing "Bill Cannot Stop" points
 
 
|-
 
|-
| [[Starry Cityscape]]
+
| [[Stickerbush Serenity]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| 0.5
+
| 2.1
| Rainbow Road
+
| Mushroom Gorge
| Galaxy Colosseum
+
| Mushroom Gorge
| 2
 
| 1&times;
 
| <u>'''Major:'''</u>
 
* The track needs arrows, it is too confusing right now
 
* Even with arrows, the industrial section lap 1 could do with more clarity as it is quite dark and blind.
 
* OoB needs a ton of work. You can access areas you [https://imgur.com/a/MKykVBT should not be able to] (even allowing an unintended shortcut) and it can be very aggressive elsewhere.
 
* Some KCL jank, most notably walls can poke above the road sometimes. The flip ramp at the split path rainbow section can also give very early tricks.
 
* Item routes issues at the volcano piece area.
 
 
 
<u>'''Minor:'''</u>
 
* No replay cameras assigned to an AREA
 
 
 
<u>'''Suggestions:'''</u>
 
* Add BLIGHT
 
* To be tested some more: the shroom cuts look a bit weak, most notably the top path cut lap 2 and the ending cut.
 
* Item sets could be rearranged in a better way in the first rainbow section.
 
* The industrial section uses a volcano piece that falls through the floor which is not very realistic, but you do not see the object fall during normal races.
 
* Buildings in the city section all look quite similar and the track could use more variety there.
 
|-
 
| [[The Great Apple War]]
 
| {{maybe|Needs Fixes}}
 
| 1.0.applearmageddon
 
| GBA Shy Guy Beach
 
| GBA Shy Guy Beach
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Bugs & Issues:'''</u>
+
| <u>'''Mandatory Changes:'''</u>
* Smoothen out the road across the entire track to eliminate microbounces as much as possible
+
* Many council members would prefer the cannon at the start to be trickable.
* Change all of the GV off-road to normal off-road
+
* 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.
* Change the KCL of that dirt texture to be GV off-road (currently normal road)
+
* 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.
* Remove the rail tricks
+
* KCL needs a good bit of polish - the bridge tricks are a particular culprit.
* Move the start position backwards a bit so that it doesn't ruin ODVs
+
* Far too generous respawn for failing gap, to the point of it likely being used as a shock-dodge strategy.
* Change the outside slope in the first red castle interior to be trickable and not have sticky road
+
* 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 bugs in #submission-bug-reports
+
* All relevant bugs in #submission-bug-reports
  
 
<u>'''Suggestions:'''</u>
 
<u>'''Suggestions:'''</u>
* It was strongly mentioned by many testers that the beveled road after the green apple castle is jank in a way that feels unsatisfying to drive; alleviating this would be appreciated by a lot of people, but the way in which you do this is up to you
+
* If possible, make wheelie moonjump impossible while retaining the hop moonjump.
* There is a mud path after the bridge after the beveled road that looks like it is a shortcut but it leads to a dead end; making it clearer that this is not a shortcut would be appreciated as well
+
* The clouds poking into the road on the downhill and uphill can be a bit tricky to anticipate.
* The exit of the final grass cut should probably not launch you so high into the air
+
* 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]
* The tree roots currently have big patches of invisible road connecting them; this normally doesn't affect gameplay, but it would still be generally cleaner to remove the invisible road wherever possible
 
 
 
<u>'''To Be Figured Out Later:'''</u>
 
* Spiral Cuts
 
 
|-
 
|-
| [[Toadette's Castle (FunkyRacer)]]
+
| [[Thunder City (The World That Never Was)|Thunder City]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
 
| 2.0
 
| 2.0
| Bowser's Castle
+
| Moonview Highway
| DS Twilight House
+
| Moonview Highway
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Bugs & Issues:'''</u>
+
| <u>'''Mandatory Changes:'''</u>
* Though the lighting has gradually improved throughout this track's time in the thread, the outdoor garden section is simply too bright and harsh on the eyes still, to the point where it is difficult to tell where the walls and the roads are. This could be solved by simply improving the lighting with a re-bake, or by exploring a reversion to a night theme, as suggested by some members (though with a different non-stormy nighttime skybox; a common criticism of the stormy nighttime skybox from some members was its ominous theme relative to Toadette's generally upbeat persona).  
+
* 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.
* A lack of mipmaps leads to moiré patterns in many spots.
+
* Move the tree from the shroomless shortcut, as it's blind and somewhat intrusive.
* Boost panel and halfpipe UV mapping doesn't line up with their edges on much of the track
+
* 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.
* Bumpiness and misaligned KCL to course model on the grated road. This road also lacks shading, which would help visually.
+
* The boardwalk section should be reworked to bring back some of the old version's tech and driving flow. A few things:
* On stairs, the player lacks a shadow. This may have to do with KCL alignment issues.
+
** 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 respawn for failing the shroom cut in the boost panel room is overly generous and could lead to it being abused as a shock respawn strat. It should respawn the racer in the middle of the boost panels instead.
+
** 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.
* The left turn by the fireball Toadette should be cut off at a 45 degree angle like such turns later in the level, both for the sake of consistency and to prevent an extremely overpowered trap spot from developing.
+
** A key element of the boardwalk was its driving flow on the old version.  
* The respawn for failing the final shroom cut through the gazebo is overly generous, and should instead respawn the racer just after the gazebo.
+
*** Though it obviously had issues with regards to its playability outside of a competitive setting, this driving element should be recreated a bit more.
* Wooden bridge UVs should be adjusted, as the back of each plank is quite squished currently. Lightmapping there could be cleaned up as well.
+
*** 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.
* All bugs in #submission-bug-reports. Specifically, make absolutely sure to fix the broken respawns under the red grate section.
+
*** 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>
 
<u>'''Suggestions:'''</u>
* Add two more chomps to the garden at the end, and have all four of them trail item boxes á la DS Peach Gardens, to increase chaos and item play towards the end of races.
+
* 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.
* The cut in the boost panel room isn't takeable on Spear. Though not a mandatory fix, as such areas exist on many other CTs and RTs, it is worth mentioning nonetheless.
+
* Animating the skybox to bring out the "thunder" in "Thunder City" could be cool.
* The grated road could be better integrated into the environment: adding depth, adding supports, implementing shading, and retexturing it to something more thematically on-point were all suggested in various capacities, though none of these are mandatory.
+
* Intro cams don't focus enough on the track.
* In-universe lighting sources could be improved in interior environments; while some rooms have light emanating from explicit sources, others have extremely bright ambient light, resulting in a lack of consistency and slightly jarring transitions at times.
+
* Potentially re-add the slow ramps towards the end, as they helped player interaction and driving flow.
* Change the bagging strat to not require a shroom, as shroom-based bagging strats often result in widely disliked luck-based gameplay, and make the wooden walls of the gazebo solid on both sides. One idea to replace the bagging strat involved removing the metal rail directly under the ramp from the red grate in order to allow baggers to fall off and respawn on the grate.
 
* The model could be a good deal more optimized by reducing poly count on statues especially, in order to ensure no lag.
 
* Stronger ambient occlusion in the bake would help with differentiating roads and walls more.
 
 
|-
 
|-
| [[Vacay Bay]]
+
| [[Wario's Climate Cataclysm]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| 2.0
+
| 1.0
| GCN Peach Beach
+
| Grumble Volcano
| GCN Peach Beach
+
| Grumble Volcano
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Bugs & Issues:'''</u>
+
| <u>'''Mandatory Changes:'''</u>
* Geyser issues, invisible wall entering coaster, crash issues, and other bugs must be addressed.
+
* 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)
* 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.
+
* Wooden section near the end is incredibly bouncy currently, and can also give you air over the ramp.
* 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.
+
* Extend the l3 ending route to connect to the wall so target shocks aren't extremely deadly.
* 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.
+
* 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>
 
<u>'''Suggestions:'''</u>
* More obstacles would help; especially given the size of the track, it feels rather empty without more enemies and other obstacles.
+
* 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]]
* 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.
+
* 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.
* 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
+
* Jagged road edges at the start are too unforgiving.
 
|-
 
|-
 
| [[Wicked Woods]]
 
| [[Wicked Woods]]
Line 355: Line 308:
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Bugs & Issues:'''</u>
+
| <u>'''Mandatory Changes:'''</u>
 
* Trick consistency at first hill could still be improved
 
* 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.
 
* 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.
Line 367: Line 320:
  
 
=== Rejected Tracks ===
 
=== Rejected Tracks ===
<spoiler text="Rejected (2023)">
+
<spoiler text="Rejected (2024)">
 
<!-- Please respect alphabetical order -->
 
<!-- Please respect alphabetical order -->
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 379: Line 332:
 
! width=55%| Notes
 
! width=55%| Notes
 
|-
 
|-
| [[3DS Rainbow Road (ZPL)]]
+
| [[Boneyard Badlands]]
| {{No|Rejected}}
+
| {{No|Rejected [03/10]}}
| 2.1
+
| 1.0
 +
| Dry Dry Ruins
 +
| Dry Dry Ruins
 +
| 3
 +
| 1&times;
 +
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
|-
 +
| [[GBA Rainbow Road (SpyKid)]]
 +
| {{No|Rejected [03/30]}}
 +
| 1.0
 
| Rainbow Road
 
| Rainbow Road
 
| Rainbow Road
 
| Rainbow Road
| 1
+
| 3
 
| 1&times;
 
| 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.
+
| 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.
  
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.
+
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.
  
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.
+
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.
  
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.
+
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.
 +
|-
 +
| [[Lava Road (FireLuigi & Caron)|Lava Road (Caron, FireLuigi, ZPL)]]
 +
| {{No|Rejected [01/25]}}
 +
| 3.0
 +
| Bowser's Castle
 +
| Bowser's Castle
 +
| 3
 +
| 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.  
  
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.
+
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.
 
|-
 
|-
| [[Cascade Kingdom]]
+
| [[N64 Frappe Snowland (Tara)]]
| {{No|Rejected}}
+
| {{No|Rejected [01/10]}}
| 2.0
+
| 1.0
| GCN DK Mountain
+
| N64 Sherbet Land
| GCN DK Mountain
+
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Though a solid effort, track council felt that in the context of CTGP, this layout likely wouldn't fare well.
+
| 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.
  
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.
+
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.
  
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.
+
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.
  
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.  
+
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.
 
|-
 
|-
| [[Cave Race]]
+
| [[Punch City 2 (Marianne8559)]]
| {{No|Rejected}}
+
| {{No|Rejected [01/20]}}
| 1.3
+
| Beta 3
| Grumble Volcano
+
| Moonview Highway
| GCN DK Mountain
+
| Moonview Highway
 
| 3
 
| 3
 
| 1&times;
 
| 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.
+
| 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.
 +
 
 +
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.
  
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.
+
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.
 
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.
+
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.
 
|-
 
|-
| [[Cold Red]]
+
| [[Sandcastle Park]]
| {{No|Rejected}}
+
| {{No|Rejected [01/20]}}
| Beta 1.1
+
| 2.0
| DK Summit
+
| Dry Dry Ruins
| &mdash;
+
| DS Desert Hills
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was rejected for its significant drivability issues, lack of a nuanced theme, and visual issues that render it not a good fit for CTGP.
+
|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.
 +
|-
 +
| [[Vacay Bay]]
 +
| {{No|Rejected [03/20]}}
 +
| 2.0
 +
| GCN Peach Beach
 +
| GCN Peach Beach
 +
| 2
 +
| 1&times;
 +
| This track was previously accepted, but this decision was overturned on re-evaluation.
  
On the gameplay side of things, though the idea of building a slanted course has the potential to lead to unique gameplay, this track missed the mark. The course is so slanted that multiple sections cancel wheelies, resulting in extremely unsatisfying gameplay. Some turns come immediately after flip ramps and are quite difficult to take, even on Flame Runner. The spiral skip cut saves nearly 4 seconds and is far stronger than any other shroom cut on the track, which will lead to predictable shock usage and stale luck-based races. Finally, some of the gaps are not makeable while small.
+
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 track also suffers from significant clear visual issues. The skybox, while impressive from a technical perspective, is incredibly bright, and its rapid, constant motion rendered it downright painful to look at for multiple council members, to the point where it raised concerns that it could cause issues for those with epileptic conditions. The theming felt like a missed opportunity, with no exploration of the pun on "code red" and the "cold" and "red" parts of the theme feeling disjointed. There are few non-road elements to serve as decoration, making the entire track feel as if it's in an empty abyss.
+
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.
 
+
|}
Overall, though the track hints at a couple of cool ideas, it fails to execute them in a functional manner, for the most part. The track would need a significant overhaul on just about every front to fit into the CTGP context.
+
</spoiler>
 +
<spoiler text="Rejected (2023)">
 +
<!-- Please respect alphabetical order -->
 +
{| class="wikitable sortable"
 +
! width=10%| Track
 +
! width=5%| Status
 +
! width-4%| Ver.
 +
! width=9%| Track Slot
 +
! width=9%| Music Slot
 +
! width=4%| Laps
 +
! width=4%| Speed Mod
 +
! width=55%| Notes
 
|-
 
|-
| [[Comfort Food Circuit]]
+
| [[3DS Rainbow Road (ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.1 Hotfix
+
| 2.1
| Coconut Mall
+
| Rainbow Road
| Coconut Mall
+
| Rainbow Road
| 3
+
| 1
 
| 1&times;
 
| 1&times;
| Council heavily agreed that this submission was impressive for a first track and that the theming was quite unique. However, most individuals did not feel that this track's gameplay was quite to the standards of CTGP.
+
| 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 bulk of people's concerns came from the simplistic layout of the track. These types of layouts are not inherently unacceptable but do have some difficulty in CTGP, as polish and unique visuals are not unfortunately enough for them to stand out compared to other custom tracks; in this case much of council felt the track is overly basic and has too little interest to offer. There is evident, open-ended potential to make this track more engaging; one way that this could be achieved is to experiment with different widths of the road, as currently the road's width is consistent across the entire track. A few people discussed making the layout less flat, which includes experimenting with elevation and of course incorporating current scenery elements into the gameplay. The shortcut with the bouncy jelly was very well-received; consider exchanging some of the more basic, repetitive chocolate bar cuts with more creative designs along those lines.
+
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.
  
As for more minor concerns, people recommend enlarging the square wafer platforms, as it is not uncommon to get a poor bounce upon landing on them that results in falling off their back edges. Some council members felt that the drop onto the bouncy jelly cut is too blind.
+
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.
  
The decoration, texturing, and overall character of the scenery was widely lauded. Some members noted that much of it is scattered, floating outside the track's boundaries, being clearly separated from the drivable parts of the track; the environment could be a little more convincing and supply much more unique identity to the gameplay overall with some more integration into the layout.
+
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.
  
While this track was ultimately rejected, council appreciated its quality and polish. We would love to see the author continue developing tracks to these standards; combined with somewhat more complex and flavourful gameplay they would have a clear shot for success in the pack.
+
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.
 
|-
 
|-
| [[Cyberstate]]
+
| [[Cascade Kingdom]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
 
| 2.0
 
| 2.0
| GBA Bowser Castle 3
+
| GCN DK Mountain
| GBA Bowser Castle 3
+
| GCN DK Mountain
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While it was agreed that this theme would act as a good base for a remake, the lack of major changes to an otherwise dated core layout and lackluster visual update made council struggle to find very much that the track would contribute to the current CTGP roster.
+
| Though a solid effort, track council felt that in the context of CTGP, this layout likely wouldn't fare well.
  
The core layout is very simple and easy to approach, but is showing its age. While the gameplay feels good to most, its lack of modernization fails to have it stand out in a landscape full of tracks with more complex, engaging layouts. In addition, some council members found the track quickly became repetitive and unintuitive. In particular, the ramps were noted to give more airtime than they should, with the most notable example being the ramp leading into the lava room. The ending cut was also criticized for how it might impact online play, in particular how strongly it can affect the ending of a race. On a base level, the layout was agreed to be a good start, but more would have to be done to engage players and stand out today.
+
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.
  
Visuals also received mixed reactions from many members, owing praise to the theme, while criticizing texture graininess and modeling. Walls were noted to feel undetailed, and the environment flat, with a lack of overall world building. Most notably is the exterior, which has very little going on apart from a forest floor texture and the skybox. Slowdown is also prevalent in multiple areas.
+
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.
  
A lot of people would like to see this track return, it was considered a classic and shows a lot of potential thematically and mechanically. This update feels like a good start to a larger overhaul of the track, one that would hopefully put it in line with some of Spykid's more outstanding modern creations.
+
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.  
 
|-
 
|-
| [[GBA Cheese Land (ISwearChris)]]
+
| [[Cave Race]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| Beta 2
+
| 1.3
| Moo Moo Meadows
+
| Grumble Volcano
| Moo Moo Meadows
+
| GCN DK Mountain
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Though a strong effort to revive a comp classic, this version was rejected by council for falling short visually of both the current and former CTGP versions.
+
| 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.
  
Gameplay-wise, this is pretty well-executed as a recreation of Shadow's GBA CL v2.0. Though a minority of council members expressed for a MK8-inspired set of gameplay in a hypothetical Cheese Land update, the majority of council members strongly liked the gameplay here, with only a few minor issues:
+
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.
* Racers can cut off far too much on the shroomless cut due to missing OOB
+
* Additional missing OOB at the 270 degree turn and the hairpin turn afterwards.
+
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.
* White fences lack collision
 
  
Visuals were the primary point of contention on this track. Among the issues mentioned were:
+
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.
* Many council members felt that the cheese moon theming of 2.0, 3.1 and the original GBA track worked better with the track's theme than the deserty color palette of this version. The moon theming differentiates itself from other desert tracks well, and is unique within the CTGP context, whereas there are a number of other desert tracks in the pack.
+
|-
* The five-color road type scheme was found to be needlessly unintuitive, and the colors therein were perceived to clash a good deal as well.
+
| [[Cold Red]]
* A lack of stars or detail in the skybox, and overscaled background elements blocking off much of the view of the background and feeling too imposing.
 
* Some council members felt that the strong colors and lack of shadows or vertex color shading was too harsh on the eyes.
 
* Some issues with visual cohesion. This includes the cheese craters not naturally blending into the road, a lack of UV mapped edge textures (replaced with a somewhat unnatural wave pattern on the road edge), a lack of animation on the mice, stretched textures in places, etc.
 
* The varied NSMBW assets scattered around the track felt not tied into the theme to many council members, contributing to the overall feeling of issues with visual and thematic focus.
 
* Issues with polish emerged due to number of visual bugs such as flickering, model holes, moire patterns, and obstacles and other background elements floating above the road.
 
 
 
On their own, none of these visual issues would have been enough to merit a track rejection, but the sum total of them eclipse a reasonable scope of fixes. A version of the track with gameplay replicating Shadow's v2.0 remains in high demand, however.
 
|-
 
| [[GBA Peach Circuit (FunkyRacer)]]
 
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.1
+
| Beta 1.1
| Mario Circuit
+
| DK Summit
| Luigi Circuit
+
| &mdash;
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Council thought that this track represented its Tour counterpart well, but ultimately felt that the combination of visual and gameplay elements were not enough to prefer this version over the current.
+
| This track was rejected for its significant drivability issues, lack of a nuanced theme, and visual issues that render it not a good fit for CTGP.
  
The visuals were met with both praise and criticism, with the additional background visuals being admired. However, the largest issue people had was with the execution of lighting. One member recommended applying a lightmap to all objects that use Shader 0. Many members were concerned with how bright the textures presented, particularly with how light the shadows were and how walls need lighting. Other visual concerns that members addressed included fixing uv mapping on the road, walls, and with fences, improving the third intro camera and the outro cameras, evenly spacing item boxes, and further sophisticating visuals scattered around the track.
+
On the gameplay side of things, though the idea of building a slanted course has the potential to lead to unique gameplay, this track missed the mark. The course is so slanted that multiple sections cancel wheelies, resulting in extremely unsatisfying gameplay. Some turns come immediately after flip ramps and are quite difficult to take, even on Flame Runner. The spiral skip cut saves nearly 4 seconds and is far stronger than any other shroom cut on the track, which will lead to predictable shock usage and stale luck-based races. Finally, some of the gaps are not makeable while small.
  
The largest gripe people had with the gameplay of the track was its length: laps can be completed in 23 seconds, which can produce races much shorter than in the current version. A couple people suggested increasing the lap count from 3 to 5 as a way to make the track play longer. Another concern people had was regarding the lack of offroad shortcuts present, unlike the current version. People feared that races would be uneventful without much catchup potential; adding a more "creative" shortcut other than driving in offroad could help with this issue. Furthermore, while some people enjoyed the addition of elevation, most disliked how the new topology made the track unnecessarily bumpy.
+
The track also suffers from significant clear visual issues. The skybox, while impressive from a technical perspective, is incredibly bright, and its rapid, constant motion rendered it downright painful to look at for multiple council members, to the point where it raised concerns that it could cause issues for those with epileptic conditions. The theming felt like a missed opportunity, with no exploration of the pun on "code red" and the "cold" and "red" parts of the theme feeling disjointed. There are few non-road elements to serve as decoration, making the entire track feel as if it's in an empty abyss.
  
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.
+
Overall, though the track hints at a couple of cool ideas, it fails to execute them in a functional manner, for the most part. The track would need a significant overhaul on just about every front to fit into the CTGP context.
 
|-
 
|-
| [[GCN Mushroom City (ZPL)]]
+
| [[Comfort Food Circuit]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.1
+
| 1.1 Hotfix
| Moonview Highway
+
| Coconut Mall
| Moonview Highway
+
| Coconut Mall
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Though Council liked some elements of this version of the track more than the current version, their overall opinion was that this would be at best a sidegrade to the version in CTGP.
+
| Council heavily agreed that this submission was impressive for a first track and that the theming was quite unique. However, most individuals did not feel that this track's gameplay was quite to the standards of CTGP.
 +
 
 +
The bulk of people's concerns came from the simplistic layout of the track. These types of layouts are not inherently unacceptable but do have some difficulty in CTGP, as polish and unique visuals are not unfortunately enough for them to stand out compared to other custom tracks; in this case much of council felt the track is overly basic and has too little interest to offer. There is evident, open-ended potential to make this track more engaging; one way that this could be achieved is to experiment with different widths of the road, as currently the road's width is consistent across the entire track. A few people discussed making the layout less flat, which includes experimenting with elevation and of course incorporating current scenery elements into the gameplay. The shortcut with the bouncy jelly was very well-received; consider exchanging some of the more basic, repetitive chocolate bar cuts with more creative designs along those lines.
  
The track's smaller scaling relative to the CTGP version was almost universally praised by Council, though some felt that it could have been downscaled even more. The change from a nighttime theme to a cloudy skybox had a mixed reception, with some interested by the change and others turned off by it. Generally though, this version's visuals were perceived as a downgrade from the current version, with criticism centering on this version's lighting, a lack of Wiggler buses, a relative lack of background elements, UV mapping errors, and a lack of shading in some areas.
+
As for more minor concerns, people recommend enlarging the square wafer platforms, as it is not uncommon to get a poor bounce upon landing on them that results in falling off their back edges. Some council members felt that the drop onto the bouncy jelly cut is too blind.
  
Aside from the scaling, gameplay was also viewed as a downgrade from the current version. The lack of cars relative to other versions of the track was criticized as taking away the track's primary gimmick. Some of the curbs on the road gave odd bounces. Likewise, even after some fixes were implemented by the author, KCL issues remained such as random OOB in some areas.
+
The decoration, texturing, and overall character of the scenery was widely lauded. Some members noted that much of it is scattered, floating outside the track's boundaries, being clearly separated from the drivable parts of the track; the environment could be a little more convincing and supply much more unique identity to the gameplay overall with some more integration into the layout.
  
Overall, though the track's new size was greatly appreciated, a sense of decreased faithfulness to the original MK:DD version manifested in terms of this track's new skybox, unpolished elements, and lack of cars, giving the sense that it would not be an improvement over the current version in CTGP.
+
While this track was ultimately rejected, council appreciated its quality and polish. We would love to see the author continue developing tracks to these standards; combined with somewhat more complex and flavourful gameplay they would have a clear shot for success in the pack.
 
|-
 
|-
| [[GCN Sherbet Land (Brawlboxgaming & ZPL)]]
+
| [[Cyberstate]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0
+
| 2.0
| DK Summit
+
| GBA Bowser Castle 3
| N64 Sherbet Land
+
| GBA Bowser Castle 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The majority of council thought that this rendition of a classic contained some promise, though felt that this version was lacking in comparison to the one currently in CTGP.
+
| While it was agreed that this theme would act as a good base for a remake, the lack of major changes to an otherwise dated core layout and lackluster visual update made council struggle to find very much that the track would contribute to the current CTGP roster.
  
While some people were optimistic about introducing MK8-styled visuals, many people believed that the overall presentation of this version felt empty and flat, with most members feeling concerned regarding the amount of time that was put into enhancing the visuals. A few people praised the usage of crystals and lighting in the cave section, but did not feel that visuals were to the standards of the Mario Kart 8 version. In addition, the fog was perceived as hindering rather than fascinating, with a few people concerned with the lack of proper background visuals that can be seen throughout the race. Council believed that the visuals on the current version were superior to those on this version, with the majority agreeing that a great sophistication of visuals would need to be performed in order to compete with Tock's version.
+
The core layout is very simple and easy to approach, but is showing its age. While the gameplay feels good to most, its lack of modernization fails to have it stand out in a landscape full of tracks with more complex, engaging layouts. In addition, some council members found the track quickly became repetitive and unintuitive. In particular, the ramps were noted to give more airtime than they should, with the most notable example being the ramp leading into the lava room. The ending cut was also criticized for how it might impact online play, in particular how strongly it can affect the ending of a race. On a base level, the layout was agreed to be a good start, but more would have to be done to engage players and stand out today.
  
A large concern that was heavily brought up was the lack of basic testing into the track: the mountainous walls having poor kcl, the underwater signs lacking collision, part of a block sticking out of the cave, a lack of an invisible wall at the section shortly after the startline on the left, and numerous other minor bugs that gave the impression that testing was limited. Coupled with the sub-par quality of visuals, council agreed that the track's submission as a whole felt very rushed and would have benefitted from further feedback prior to submission.
+
Visuals also received mixed reactions from many members, owing praise to the theme, while criticizing texture graininess and modeling. Walls were noted to feel undetailed, and the environment flat, with a lack of overall world building. Most notably is the exterior, which has very little going on apart from a forest floor texture and the skybox. Slowdown is also prevalent in multiple areas.
  
Furthermore, elements of the track's gameplay introduced multiple concerns that left members preferring the current version over this submission. One of the most brought-up concerns was the lack of slippery road on a track whose theming is centered around ice; most members felt that driving on normal road felt inferior in comparison to the current version. The addition of underwater sections was met with mixed reactions, with some acclaiming the utilization of Mario Kart 8 styled gameplay. Other testers felt that those sections were too barren, with one member concerned about the bounciness of the underwater routes. Some members were concerned about the imbalance between the normal and underwater routes; even with an item set in the first underwater section, some people discussed the lack of an incentive to take that underwater route. In addition, the lack of challenge due to obstacles was brought up; some members suggested adding more Shy Guys and re-adding the Freezies near the end.
+
A lot of people would like to see this track return, it was considered a classic and shows a lot of potential thematically and mechanically. This update feels like a good start to a larger overhaul of the track, one that would hopefully put it in line with some of Spykid's more outstanding modern creations.
 
 
Despite an attempt to create a unique Mario Kart 8 styled version of GCN Sherbet Land, this submission was believed to be lacking the quality of the current version, with most concerned about the incompleteness of the track's visuals and bug testing being a critical factor in the track's rejection.
 
 
|-
 
|-
| [[Jigsaw Circuit]]
+
| [[GBA Cheese Land (ISwearChris)]]
| {{No|Rejected}}
+
| {{no|Rejected}}
| 1.21
+
| Beta 2
| Luigi Circuit
+
| Moo Moo Meadows
| GBA Battle Course 3
+
| Moo Moo Meadows
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| For being the author's first track, Council thought that the track was well-polished and represented a circuit-esque track well. However, the fact that this track is overly simplistic in nature and is based on another individual were core reasons in the rejection of this track.
+
| Though a strong effort to revive a comp classic, this version was rejected by council for falling short visually of both the current and former CTGP versions.
  
It was widely agreed that while the visuals represented the track well, they seemed too generic for what would be expected from a CTGP track. Having unique visuals on a circuit-themed track is not easy, and Council agreed that the visuals on this track heavily resembled tracks in the original game, such as Luigi Circuit. Some members thought that the main road would present better if there was one wide path instead of two separate mini roads on the track. A few people mentioned changing the ending offroad to be a bit darker, as it is difficult to differentiate between normal road and that offroad texture. We also recommend exploring some more creative textures instead of using alike ones to tracks like Luigi Circuit, should Cal decide to submit another track.
+
Gameplay-wise, this is pretty well-executed as a recreation of Shadow's GBA CL v2.0. Though a minority of council members expressed for a MK8-inspired set of gameplay in a hypothetical Cheese Land update, the majority of council members strongly liked the gameplay here, with only a few minor issues:
 +
* Racers can cut off far too much on the shroomless cut due to missing OOB
 +
* Additional missing OOB at the 270 degree turn and the hairpin turn afterwards.
 +
* White fences lack collision
  
Similarly to visuals, it was widely agreed that the gameplay was decent for this type of track, but not quite to what would be expected in a CTGP track. While simple-playing tracks can work very well, Council perceived this submission to play overly simple. For instance, many of the turns and straights played similar to other circuit layouts, and coupled with similar visuals, presents a track that could benefit from added creativity. The shortcuts present also strike resemblance to analogous-looking tracks.  
+
Visuals were the primary point of contention on this track. Among the issues mentioned were:
 +
* Many council members felt that the cheese moon theming of 2.0, 3.1 and the original GBA track worked better with the track's theme than the deserty color palette of this version. The moon theming differentiates itself from other desert tracks well, and is unique within the CTGP context, whereas there are a number of other desert tracks in the pack.
 +
* The five-color road type scheme was found to be needlessly unintuitive, and the colors therein were perceived to clash a good deal as well.
 +
* A lack of stars or detail in the skybox, and overscaled background elements blocking off much of the view of the background and feeling too imposing.
 +
* Some council members felt that the strong colors and lack of shadows or vertex color shading was too harsh on the eyes.
 +
* Some issues with visual cohesion. This includes the cheese craters not naturally blending into the road, a lack of UV mapped edge textures (replaced with a somewhat unnatural wave pattern on the road edge), a lack of animation on the mice, stretched textures in places, etc.
 +
* The varied NSMBW assets scattered around the track felt not tied into the theme to many council members, contributing to the overall feeling of issues with visual and thematic focus.
 +
* Issues with polish emerged due to number of visual bugs such as flickering, model holes, moire patterns, and obstacles and other background elements floating above the road.
  
This is the first time a track based on another person has been submitted to CTGP, and we've made the overall decision that tracks based on another person are not the right fit for the pack; the liability of concretely tying someone other than the creators of the pack directly to an entire track in such a prominent way is something we would like to avoid going forward.
+
On their own, none of these visual issues would have been enough to merit a track rejection, but the sum total of them eclipse a reasonable scope of fixes. A version of the track with gameplay replicating Shadow's v2.0 remains in high demand, however.
 
 
Even though this track was rejected, it is clear that Cal has the potential to create a CTGP-quality track down the road, especially with more experimentation on varying both visuals and gameplay.
 
 
|-
 
|-
| [[Jungle Fortress]]
+
| [[GBA Peach Circuit (FunkyRacer)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
 
| 1.1
 
| 1.1
| DS Delfino Square
+
| Mario Circuit
| DS Delfino Square
+
| Luigi Circuit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was evaluated given that if it were to be accepted, it would not necessarily replace the current version of Jungle Cliff due to the remake being very different from the original. However, many council members expressed that both options of keeping both versions and replacing the original would be problematic. For many council members, this track's gameplay is too distinct to frame it as a direct update that replaces Jungle Cliff, but the similarities were too prominent to have both versions coexist in the pack.
+
| Council thought that this track represented its Tour counterpart well, but ultimately felt that the combination of visual and gameplay elements were not enough to prefer this version over the current.
  
This track was praised by a majority of council members for its interesting visual approach to an older classic. However, many also expressed that the inside part of the fortress was too dark. It was also noted that the fortress was not built into the environment as well as it could have been, and that the track could use some more foliage detail overall.
+
The visuals were met with both praise and criticism, with the additional background visuals being admired. However, the largest issue people had was with the execution of lighting. One member recommended applying a lightmap to all objects that use Shader 0. Many members were concerned with how bright the textures presented, particularly with how light the shadows were and how walls need lighting. Other visual concerns that members addressed included fixing uv mapping on the road, walls, and with fences, improving the third intro camera and the outro cameras, evenly spacing item boxes, and further sophisticating visuals scattered around the track.
  
Gameplay-wise, this track does not seemingly do anything offensive, but a lot of members stated that it just wasn't Jungle Cliff. The track removes much of the gameplay balance and satisfying driving that has kept Jungle Cliff well-liked in CTGP, especially among competitive players. Notably, the absence of the shroomba shortcut and the addition of an additional gap jump were panned for pushing the gameplay in the direction of a hard luck track. Furthermore, members expressed that the removal of satisfying and challenging trap spots and driving lines, such as the sharp U-turn and the sharp left turn after the first flip ramp, hurt the track's driving intrigue.
+
The largest gripe people had with the gameplay of the track was its length: laps can be completed in 23 seconds, which can produce races much shorter than in the current version. A couple people suggested increasing the lap count from 3 to 5 as a way to make the track play longer. Another concern people had was regarding the lack of offroad shortcuts present, unlike the current version. People feared that races would be uneventful without much catchup potential; adding a more "creative" shortcut other than driving in offroad could help with this issue. Furthermore, while some people enjoyed the addition of elevation, most disliked how the new topology made the track unnecessarily bumpy.
  
Though a valiant effort to bring a new life to a pre-existing classic, this remake falls short in terms of players' prior enjoyment of Jungle Cliff. A version that stays more true to the original in-terms of gameplay balance while also giving a unique visual touch-up would likely have a better shot of being accepted.
+
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.
 
|-
 
|-
| [[KAR Celestial Valley]]
+
| [[GCN Mushroom City (Torran)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0-CTGP
+
| 1.1
| SNES Ghost Valley 2
+
| Moonview Highway
| SNES Ghost Valley 2
+
| Moonview Highway
| 2
+
| 3
| 1.2&times;
+
| 1&times;
| Though this resubmission improved on a few of the elements mentioned in the previous summary, the track retained most of the issues that prevously hindered it, and as such, it would need a far more significant reworking before any future submissions.
+
| Though Council liked some elements of this version of the track more than the current version, their overall opinion was that this would be at best a sidegrade to the version in CTGP.
  
A number of gameplay concerns, many retained from the previous summary, were discussed. These issues and concerns included:
+
The track's smaller scaling relative to the CTGP version was almost universally praised by Council, though some felt that it could have been downscaled even more. The change from a nighttime theme to a cloudy skybox had a mixed reception, with some interested by the change and others turned off by it. Generally though, this version's visuals were perceived as a downgrade from the current version, with criticism centering on this version's lighting, a lack of Wiggler buses, a relative lack of background elements, UV mapping errors, and a lack of shading in some areas.
* The beginning sections being slippery road makes dodging the enemies and hitting the boost panel more difficult than necessary, especially given the obtrusive enemy placements and the sheer number of obstacles to dodge.
 
* The bouncy mushroom shortcut is extremely janky and can shoot you in numerous different directions with varying heights.
 
* The tunnel cut now requiring a shroom only exacerbates previous issues with it, as the extra speed makes the driving more awkward: requiring a shroom makes it almost impossible to make it into the cave without hitting a wall. Furthermore, the main route is significantly less engaging to drive and feels more drawn out than the tunnel cut.
 
* Much of the track still suffers from issues with random bumpiness and jankiness, which is only exacerbated by the speedmod.
 
* The downhill after cannon retained many of its issues from the previous summary: a lack of texture differentiation, near-horizontal walls, and massive unsatisfying and hard-to-control air everywhere,
 
* While the halfpipes in the previous version had their issues, removing them wasn't viewed as an improvement, as it removes what was one of the most fast-paced and engaging sections, despite its issues. Likewise, the removal of the ending mushrooms and trickable vine makes the ending feel overly drawn out.
 
  
With regards to visuals, many of the issues mentioned in the prior summary still apply:
+
Aside from the scaling, gameplay was also viewed as a downgrade from the current version. The lack of cars relative to other versions of the track was criticized as taking away the track's primary gimmick. Some of the curbs on the road gave odd bounces. Likewise, even after some fixes were implemented by the author, KCL issues remained such as random OOB in some areas.
* Many stretched textures remain on the main road.
 
* Road, offroad, and wall textures still need to be made distinguishable.
 
* The cave section, especially on the bottom layer, was too dark for a number of members to comfortably see.
 
  
Ultimately, the issues described in the first summary run deeper than any minor update to individual track elements could address and are largely a function of the significant divergence between KAR and MKWii physics and game mechanics in the first place. The track would likely need significant overhauls to its layout, geometry, and visuals in order to fit into the CTGP context.
+
Overall, though the track's new size was greatly appreciated, a sense of decreased faithfulness to the original MK:DD version manifested in terms of this track's new skybox, unpolished elements, and lack of cars, giving the sense that it would not be an improvement over the current version in CTGP.
 
|-
 
|-
| [[Lantern Light Terrace]]
+
| [[GCN Sherbet Land (Brawlboxgaming & ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| Beta
+
| 1.0
| Maple Treeway
+
| DK Summit
| Maple Treeway
+
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track received praise for its atmosphere and for some of its gameplay elements, but a lack of polish and gameplay issues were the primary factors that led to its rejection.  
+
| The majority of council thought that this rendition of a classic contained some promise, though felt that this version was lacking in comparison to the one currently in CTGP.
  
From a visual and worldbuilding perspective, the track is undeniably strong, with council praise directed towards the theming and the atmospheric nature of the track's visuals. A few suggested pushing it even further by incorporating more elements like waterfalls and houses a bit closer to the track, rather than off in the background, as well as experimenting with particle effects and fixing assorted UV mapping issues. Along with that, stronger differentiation between sections would help keep the racer visually engaged throughout the track. A few council members felt that the theming too closely resembled tracks already in the pack, and thus the track would fail to differentiate itself.
+
While some people were optimistic about introducing MK8-styled visuals, many people believed that the overall presentation of this version felt empty and flat, with most members feeling concerned regarding the amount of time that was put into enhancing the visuals. A few people praised the usage of crystals and lighting in the cave section, but did not feel that visuals were to the standards of the Mario Kart 8 version. In addition, the fog was perceived as hindering rather than fascinating, with a few people concerned with the lack of proper background visuals that can be seen throughout the race. Council believed that the visuals on the current version were superior to those on this version, with the majority agreeing that a great sophistication of visuals would need to be performed in order to compete with Tock's version.
  
The track's potential gameplay in both the offline and online settings received mixed reviews. All of the cuts have questionable functionality in their current state:
+
A large concern that was heavily brought up was the lack of basic testing into the track: the mountainous walls having poor kcl, the underwater signs lacking collision, part of a block sticking out of the cave, a lack of an invisible wall at the section shortly after the startline on the left, and numerous other minor bugs that gave the impression that testing was limited. Coupled with the sub-par quality of visuals, council agreed that the track's submission as a whole felt very rushed and would have benefitted from further feedback prior to submission.
* The first shroomless has a KCL bonk on both the left and right of the entrance, which turned out to be more annoying than difficult in the eyes of most.
 
* The trickable KCL on the entrance to the second shroomless is not indicated, and making it cleanly requires an inconsistent bounce over the patch of offroad behind the landing platform. Furthermore, it is unclear what part of the offroad can be cut off to go across the river with a shroom, as trickable KCL is still not indicated there, OOB planes are unclear, and plants block vision of the cut anyway. Redesigning the river cut such that it is intuitive and clear what can and can’t be cut off would be beneficial.
 
* The offroad corner cut immediately after second shroomless is entirely blocked by plants, rendering it needlessly unintuitive
 
* The final shroom cut has an unclear starting area, being blocked once again by plants and having unclear trickable KCL. Multiple people said that this cut would likely be more satisfying and functional if it was redesigned so that it outright didn't require a trick.
 
  
On the rest of the track, issues such as KCL bonks, dysfunctional item routes, aggressive offroad at the end of the split path, obtrusive foliage that blocks vision in optimal racing lines were all brought up. The gazebo trick sends the racer far too high, providing unsatisfying gameplay. A few members brought up that left route at the end is slower and rendered useless as a result, when ideally it'd be faster than right route, leaving racers with mushrooms to take the shortcut via the right route. Finally, the third item set is often inaccessible when tricking off the boost stunt ramp, and should be moved (a common suggestion was at the start of the spiral).
+
Furthermore, elements of the track's gameplay introduced multiple concerns that left members preferring the current version over this submission. One of the most brought-up concerns was the lack of slippery road on a track whose theming is centered around ice; most members felt that driving on normal road felt inferior in comparison to the current version. The addition of underwater sections was met with mixed reactions, with some acclaiming the utilization of Mario Kart 8 styled gameplay. Other testers felt that those sections were too barren, with one member concerned about the bounciness of the underwater routes. Some members were concerned about the imbalance between the normal and underwater routes; even with an item set in the first underwater section, some people discussed the lack of an incentive to take that underwater route. In addition, the lack of challenge due to obstacles was brought up; some members suggested adding more Shy Guys and re-adding the Freezies near the end.
  
With improvements to visual clarity and intrigue with regards to decorations, and some polish and reworking of sections of the layout, this track's significant potential could be realized, but in its current form, it doesn't quite fit the bill for CTGP.
+
Despite an attempt to create a unique Mario Kart 8 styled version of GCN Sherbet Land, this submission was believed to be lacking the quality of the current version, with most concerned about the incompleteness of the track's visuals and bug testing being a critical factor in the track's rejection.
 
|-
 
|-
| [[Meteor Shower (Crystallic Dream)|Meteor Shower]]
+
| [[Jigsaw Circuit]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| Beta 3.1
+
| 1.21
| N64 Bowser's Castle
+
| Luigi Circuit
| N64 Bowser's Castle
+
| GBA Battle Course 3
| 1
+
| 3
 
| 1&times;
 
| 1&times;
| This track was appreciated by council for taking creative risks that few modern CTs do and being a throwback-type track influenced by iconic CTs of yore. However, it needs a good deal more visual and gameplay adjustments and polish before being pack-ready.
+
| For being the author's first track, Council thought that the track was well-polished and represented a circuit-esque track well. However, the fact that this track is overly simplistic in nature and is based on another individual were core reasons in the rejection of this track.
 +
 
 +
It was widely agreed that while the visuals represented the track well, they seemed too generic for what would be expected from a CTGP track. Having unique visuals on a circuit-themed track is not easy, and Council agreed that the visuals on this track heavily resembled tracks in the original game, such as Luigi Circuit. Some members thought that the main road would present better if there was one wide path instead of two separate mini roads on the track. A few people mentioned changing the ending offroad to be a bit darker, as it is difficult to differentiate between normal road and that offroad texture. We also recommend exploring some more creative textures instead of using alike ones to tracks like Luigi Circuit, should Cal decide to submit another track.
  
Visually, though council recognized that some of the track's visuals were limited due to the technical limitations of the Wii, council felt that the track could use improved shading, model and texture detail, and a bit more cohesion. Furthermore, though the "Crystallic Dream" part of the title is somewhat evident, council felt that the overall theme of liminality didn't quite line up with the track's title of "Meteor Shower," though the theme of a liminal dream itself received praise. Some visual choices, such as the random patch of water on the road before the cave, felt random as opposed to thought out, and other spaces such as the spiral felt too empty, even given the theme. Certain parts of the track felt visually redundant, such as the similarities between the first and second city sections and the near-identical two rectangular mud areas bordered by a white surface. Finally, there were a significant number of model holes, as well as skybox rendring issues.
+
Similarly to visuals, it was widely agreed that the gameplay was decent for this type of track, but not quite to what would be expected in a CTGP track. While simple-playing tracks can work very well, Council perceived this submission to play overly simple. For instance, many of the turns and straights played similar to other circuit layouts, and coupled with similar visuals, presents a track that could benefit from added creativity. The shortcuts present also strike resemblance to analogous-looking tracks.  
  
The gameplay here was praised for its unique driving style, but it suffered from some intuitiveness and readability issues, a lack of polish, and balance issues. Smaller issues such as KCL holes and badly placed OOB planes also plagued the track. An exhaustive list of such issues can be found here: https://files.catbox.moe/lmd6u1.txt
+
This is the first time a track based on another person has been submitted to CTGP, and we've made the overall decision that tracks based on another person are not the right fit for the pack; the liability of concretely tying someone other than the creators of the pack directly to an entire track in such a prominent way is something we would like to avoid going forward.
  
This track is one-of-a-kind -- it truly puts the "custom" in custom tracks, and though it naturally polarized council due to its unique nature and various issues, a significant majority of council members recognized the undeniable promise of the track. A more polished resubmission would have significant potential for acceptance.
+
Even though this track was rejected, it is clear that Cal has the potential to create a CTGP-quality track down the road, especially with more experimentation on varying both visuals and gameplay.
 
|-
 
|-
| [[N64 Banshee Boardwalk (ZPL)]]
+
| [[Jungle Fortress]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.1
+
| 1.1
| SNES Ghost Valley 2
+
| DS Delfino Square
| SNES Ghost Valley 2
+
| DS Delfino Square
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Some members felt that this rendition made some strides from the current CTGP version, but most preferred elements of the current version rather than the new attempted gameplay and visual changes from this version.
+
| This track was evaluated given that if it were to be accepted, it would not necessarily replace the current version of Jungle Cliff due to the remake being very different from the original. However, many council members expressed that both options of keeping both versions and replacing the original would be problematic. For many council members, this track's gameplay is too distinct to frame it as a direct update that replaces Jungle Cliff, but the similarities were too prominent to have both versions coexist in the pack.
  
Visuals were quite mixed within Council, with some people praising the use of a purple skybox and overall embellishments. However, many people thought the track could be portrayed in a more melancholy, somber manner in contrast to overutilizing lighting in the skybox, building, and lanterns. A couple of people enjoyed the addition of scattered islands throughout the track, but a few others were concerned about certain visual choices: the lack of Boos, the foliage used on the islands, and the brightness of the water.
+
This track was praised by a majority of council members for its interesting visual approach to an older classic. However, many also expressed that the inside part of the fortress was too dark. It was also noted that the fortress was not built into the environment as well as it could have been, and that the track could use some more foliage detail overall.
  
The majority of Council's concerns arose from gameplay discrepancies, primarily from the added strats and tech not seen on the current version. While some people commended having faster-paced gameplay, others argued that this would take away from the track's originality. For instance, most members criticized the use of the boost panel at the beginning, and a few disliked how the cracks in the building were made trickable. In addition, people suggested removing the boost panels from each of the stunt trick ramps since they give the impression that those ramps are of the flip trick type. Some individuals also wished that the stunt tricks embedded in the road be removed to better preserve the nature of the original track. In particular, a few people indicated that they would have liked to see the chain wheelie straights stay intact instead of altering gameplay mechanics.
+
Gameplay-wise, this track does not seemingly do anything offensive, but a lot of members stated that it just wasn't Jungle Cliff. The track removes much of the gameplay balance and satisfying driving that has kept Jungle Cliff well-liked in CTGP, especially among competitive players. Notably, the absence of the shroomba shortcut and the addition of an additional gap jump were panned for pushing the gameplay in the direction of a hard luck track. Furthermore, members expressed that the removal of satisfying and challenging trap spots and driving lines, such as the sharp U-turn and the sharp left turn after the first flip ramp, hurt the track's driving intrigue.
  
As a whole, Council appreciated the uniqueness and creativity that ZPL brought into this submission, but ultimately concluded that both the visual and gameplay elements of the current version were better.
+
Though a valiant effort to bring a new life to a pre-existing classic, this remake falls short in terms of players' prior enjoyment of Jungle Cliff. A version that stays more true to the original in-terms of gameplay balance while also giving a unique visual touch-up would likely have a better shot of being accepted.
 
|-
 
|-
| [[N64 Wario Stadium (bugsy)]]
+
| [[KAR Celestial Valley]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0
+
| 1.0-CTGP
| GCN Waluigi Stadium
+
| SNES Ghost Valley 2
| GCN Waluigi Stadium
+
| SNES Ghost Valley 2
 
| 2
 
| 2
| 1&times;
+
| 1.2&times;
| This track has stunning visuals and is a very innovative take on the retro, however the gameplay compared to the current is where the members of council decided to steer towards the current over this version.
+
| Though this resubmission improved on a few of the elements mentioned in the previous summary, the track retained most of the issues that prevously hindered it, and as such, it would need a far more significant reworking before any future submissions.
  
Visually, this track ticked a large amount of the boxes for a large majority of council. It retains the stadium environment whilst expanding on it with new assets and elements. It was argued there could be more Wario specific theming in the track, such as perhaps a statue in the center.
+
A number of gameplay concerns, many retained from the previous summary, were discussed. These issues and concerns included:
 +
* The beginning sections being slippery road makes dodging the enemies and hitting the boost panel more difficult than necessary, especially given the obtrusive enemy placements and the sheer number of obstacles to dodge.
 +
* The bouncy mushroom shortcut is extremely janky and can shoot you in numerous different directions with varying heights.
 +
* The tunnel cut now requiring a shroom only exacerbates previous issues with it, as the extra speed makes the driving more awkward: requiring a shroom makes it almost impossible to make it into the cave without hitting a wall. Furthermore, the main route is significantly less engaging to drive and feels more drawn out than the tunnel cut.
 +
* Much of the track still suffers from issues with random bumpiness and jankiness, which is only exacerbated by the speedmod.
 +
* The downhill after cannon retained many of its issues from the previous summary: a lack of texture differentiation, near-horizontal walls, and massive unsatisfying and hard-to-control air everywhere,
 +
* While the halfpipes in the previous version had their issues, removing them wasn't viewed as an improvement, as it removes what was one of the most fast-paced and engaging sections, despite its issues. Likewise, the removal of the ending mushrooms and trickable vine makes the ending feel overly drawn out.
  
Gameplay-wise, the track appeared to fall short in comparison to the current. The flow of the ramps has a more simpler feel to them as the best way to take them is simply tricking. However, compared to the current, this would be differentiated by, for example, wheelieing off of a ramp to get a low trick off the one proceeding. It was said by members that there was a preference to the humps going across the entire width of the road as opposed to only small ramp on either side. The offroad shortcuts were a welcome addition, however members said that the exits for some of them were a struggle, even for optimal vehicles such as the Bowser and Mach bike. There was a consistent request for the return of the halfpipes on this version, as the existence of them fit very well on a track such as this.
+
With regards to visuals, many of the issues mentioned in the prior summary still apply:
 +
* Many stretched textures remain on the main road.
 +
* Road, offroad, and wall textures still need to be made distinguishable.
 +
* The cave section, especially on the bottom layer, was too dark for a number of members to comfortably see.
  
Overall, visually this is considered one of the best retro remakes, however the gameplay was stated to have the potential to play better online, but at the sacrifice of some of the strats that many people have come to love on the track. Regardless of its potential in CTGP, still an exceptional retro track.
+
Ultimately, the issues described in the first summary run deeper than any minor update to individual track elements could address and are largely a function of the significant divergence between KAR and MKWii physics and game mechanics in the first place. The track would likely need significant overhauls to its layout, geometry, and visuals in order to fit into the CTGP context.
 
|-
 
|-
| [[Rocky River Run]]
+
| [[Lantern Light Terrace]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.3
+
| Beta
| GCN Mario Circuit
+
| Maple Treeway
| GCN Mario Circuit
+
| Maple Treeway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Council was thrilled to see Okin create another custom track, but ultimately thought that this submission was too simplistic in both the visual and gameplay sectors.
+
| This track received praise for its atmosphere and for some of its gameplay elements, but a lack of polish and gameplay issues were the primary factors that led to its rejection.  
  
The visuals that were present on the track paid homage to New Super Mario Bros, though Council agreed that the theme of the track needed to be further developed. It was also widely agreed that the track should contain more unique and creative textures than heavily utilizing vanilla ones. While there are some NSMB objects and textures, incorporating as many elements as possible would help to visually differentiate this track from other grass-themed tracks. Another concern that was brought up was how the current visuals do not relate enough to the name of the track, as the "rocky" and "river" elements could be explored further. However, Council believed that there was a lot of visual potential that could bolster the track's appearance, and we encourage Okin to develop the visuals to an even higher standard.
+
From a visual and worldbuilding perspective, the track is undeniably strong, with council praise directed towards the theming and the atmospheric nature of the track's visuals. A few suggested pushing it even further by incorporating more elements like waterfalls and houses a bit closer to the track, rather than off in the background, as well as experimenting with particle effects and fixing assorted UV mapping issues. Along with that, stronger differentiation between sections would help keep the racer visually engaged throughout the track. A few council members felt that the theming too closely resembled tracks already in the pack, and thus the track would fail to differentiate itself.
  
Similarly, while Council thought the overall gameplay was decent, it was not quite to the quality that we would expect from a track in CTGP. Most people found the overall driving to be average, with no sections that were notable in producing exciting gameplay. The main shortcuts on the track - most of which are offroad cuts - were seen as rather generic, but the main issue came from a lack of color differentiation between normal offroad and out of bounds. The offroad shortcut at the beginning could be made a bit more powerful, and there should be a fence on the main road so people cannot just "drop down" into the cut. Also, the mushroom kcl for the block used for a cut in the middle of the track should be clear, and the ending shroomless should probably only be trickable at the edge of the block, not the entire block.
+
The track's potential gameplay in both the offline and online settings received mixed reviews. All of the cuts have questionable functionality in their current state:
 +
* The first shroomless has a KCL bonk on both the left and right of the entrance, which turned out to be more annoying than difficult in the eyes of most.
 +
* The trickable KCL on the entrance to the second shroomless is not indicated, and making it cleanly requires an inconsistent bounce over the patch of offroad behind the landing platform. Furthermore, it is unclear what part of the offroad can be cut off to go across the river with a shroom, as trickable KCL is still not indicated there, OOB planes are unclear, and plants block vision of the cut anyway. Redesigning the river cut such that it is intuitive and clear what can and can’t be cut off would be beneficial.
 +
* The offroad corner cut immediately after second shroomless is entirely blocked by plants, rendering it needlessly unintuitive
 +
* The final shroom cut has an unclear starting area, being blocked once again by plants and having unclear trickable KCL. Multiple people said that this cut would likely be more satisfying and functional if it was redesigned so that it outright didn't require a trick.
  
There exist some other visual and gameplay concerns that were brought up by council members. Aside from some model holes and uv-mapping issues, testers found numerous bugs that would hinder this track's ability to play in CTGP. For example, the mountain that is positioned close to the road by the starting line can make you stuck for a few seconds; this can easily be resolved by moving the mountain farther from the road. In addition, the track having only one key-checkpoint other than the finish line would make almost any non-ultra that is found a reality. There are some item boxes and sets that are very close to each other, making shroom glitch inevitable by lap 3. Consequently, it was suggested to make only 4 or 5 sets per lap in comparison to 7. Just like with visuals, we encourage Okin to not only polish the track, but explore the layout to make driving more engaging and memorable.
+
On the rest of the track, issues such as KCL bonks, dysfunctional item routes, aggressive offroad at the end of the split path, obtrusive foliage that blocks vision in optimal racing lines were all brought up. The gazebo trick sends the racer far too high, providing unsatisfying gameplay. A few members brought up that left route at the end is slower and rendered useless as a result, when ideally it'd be faster than right route, leaving racers with mushrooms to take the shortcut via the right route. Finally, the third item set is often inaccessible when tricking off the boost stunt ramp, and should be moved (a common suggestion was at the start of the spiral).
  
In the end, while Council thought that this was a decent submission, it was agreed that the overall presentation of the track could be further developed to the standards of CTs in 2023. Council recognized the immense potential of this track to bring something retro-esque yet authentic to CTGP.
+
With improvements to visual clarity and intrigue with regards to decorations, and some polish and reworking of sections of the layout, this track's significant potential could be realized, but in its current form, it doesn't quite fit the bill for CTGP.
 
|-
 
|-
| [[Sandy Clocktower]]
+
| [[Meteor Shower (Crystallic Dream)|Meteor Shower]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0
+
| Beta 3.1
| DS Desert Hills
+
| N64 Bowser's Castle
| Dry Dry Ruins
+
| N64 Bowser's Castle
| 3
+
| 1
 
| 1&times;
 
| 1&times;
| This track is extremely close to making it to CTGP. With compromises made to the ending shortcut's current power along with incremental improvements to remaining gameplay and visual issues, a resubmission would most likely be accepted.
+
| This track was appreciated by council for taking creative risks that few modern CTs do and being a throwback-type track influenced by iconic CTs of yore. However, it needs a good deal more visual and gameplay adjustments and polish before being pack-ready.
  
Various council members praised parts as fun to drive, such as the first boost panel area with the shroomless cut over the dirt, the low trick into the tight line inside of the crate at the U-turn, the shroomless cut at the uphill, and the moonjump at the end of the track. However, some members desired improvements. The flip ramp before the 180º turn is far too overscaled and blind (though the low trick off the left side of the ramp was well-received), and the uphill in the section following has an even more blind landing.
+
Visually, though council recognized that some of the track's visuals were limited due to the technical limitations of the Wii, council felt that the track could use improved shading, model and texture detail, and a bit more cohesion. Furthermore, though the "Crystallic Dream" part of the title is somewhat evident, council felt that the overall theme of liminality didn't quite line up with the track's title of "Meteor Shower," though the theme of a liminal dream itself received praise. Some visual choices, such as the random patch of water on the road before the cave, felt random as opposed to thought out, and other spaces such as the spiral felt too empty, even given the theme. Certain parts of the track felt visually redundant, such as the similarities between the first and second city sections and the near-identical two rectangular mud areas bordered by a white surface. Finally, there were a significant number of model holes, as well as skybox rendring issues.
  
While the rationale behind the untrickable ledges was largely understood, many agreed that they break up driving flow far too severely as a result of repeatedly landing without trick boosts. Various solutions to this are possible: for example, a few of them could be made trickable (with proper indication), and the number of ledges could be reduced such that all of them can be trickable without trickspam concerns. For a few less-mentioned concerns: the track may also be needlessly wide at points which causes some clarity issues and reduces player interaction, and the special starting position could be rotated or moved back so fewer realignments are required during the countdown.
+
The gameplay here was praised for its unique driving style, but it suffered from some intuitiveness and readability issues, a lack of polish, and balance issues. Smaller issues such as KCL holes and badly placed OOB planes also plagued the track. An exhaustive list of such issues can be found here: https://files.catbox.moe/lmd6u1.txt
  
Visually, a few council members had difficulty recognizing the "clocktower" aspect of the track, finding only a plain yellow/brown ruins theme. Some identified that this is caused by the lack of camera angles on the driving line that provide a good view of the hourglass setpiece (similar story for other elements like gears and clocks). One suggestion is to give the uphill to the top of the hourglass grate textures so that drivers can see the hourglass through the road; this could also help with the blind turn after it. On that note, a few people found general difficulty discerning OoB areas and turns, which would ideally be addressed where possible (can't hurt much adding more arrows, at least).
+
This track is one-of-a-kind -- it truly puts the "custom" in custom tracks, and though it naturally polarized council due to its unique nature and various issues, a significant majority of council members recognized the undeniable promise of the track. A more polished resubmission would have significant potential for acceptance.
 
 
The elephant in the room is the ending cut. Cuts immediately before the finish line are controversial and often found unfavorable, and this one is both very powerful and possible shroomless to an extent. For example, removing the cut would instantly flip two members' votes on this track from no to yes... and vice versa for two other members. A large portion of council did express that the cut is fun, unique, and would give the track a strong and memorable identity in CTGP.
 
Obviously a balance can be struck: the cut should be kept (including its shroomless form, arguably) but nerfed. Possibilities include, but are far from limited to:
 
* Removing the horizontal wall crates (especially the one that causes an overly powerful shroom cut which saves almost 5 second over the main route), since they create the risk of softlocks and felt jank for many members. Some expressed that they would prefer a nerfed cut to focus more around the net.
 
* The horizontal wall crate under the net was seen by some as a cool means by which racers could reach the net on a bad cycle to take the cut shroomless. However, should there be no remedy to softlock issues, that crate would have to be removed as well—if this happens, the second platform should be modified so taking the cut shroomless is not conditional on getting a good cycle.
 
* Changing the KCL of the crates (to road or jump pad).
 
* Moving the net closer to the main route.
 
* Adding boost panels to the main route.
 
* Overhauling the main route to be simply shorter.
 
* Adding a shocked route, should the main route not be buffed.
 
 
 
It can't be understated that many council members were captivated by the ideas behind the track. Council believes that with just some of the above concerns addressed, as well as a solution found for the ending cut, this track could become a very satisfying addition to the pack.
 
 
|-
 
|-
| [[SNES Donut Plains 2 (ZPL)]]
+
| [[N64 Banshee Boardwalk (ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.01
+
| 2.1
| SNES Mario Circuit 3
+
| SNES Ghost Valley 2
| SNES Mario Circuit 3
+
| SNES Ghost Valley 2
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The majority of Council viewed elements of this submission as an upgrade, but testers were concerned that these changes were not enough to improve the track enough for the long term.
+
| Some members felt that this rendition made some strides from the current CTGP version, but most preferred elements of the current version rather than the new attempted gameplay and visual changes from this version.
  
Council agreed that the overall aesthetics and presentation of this rendition was an improvement over the current version, though most posed concerns about the lack of creativity in making this track stand out. Numerous members argued that a more unique style would be necessary to help this track stand out, especially because the bulk of the visuals on this version are similar to the current SNES DP3. In addition, a couple people mentioned the existence of a tree flickering in the background, which is visible by the first of the two mud turns. Some people suggested exploring a wider range of tree and foliage textures as a way to bolster creativity.
+
Visuals were quite mixed within Council, with some people praising the use of a purple skybox and overall embellishments. However, many people thought the track could be portrayed in a more melancholy, somber manner in contrast to overutilizing lighting in the skybox, building, and lanterns. A couple of people enjoyed the addition of scattered islands throughout the track, but a few others were concerned about certain visual choices: the lack of Boos, the foliage used on the islands, and the brightness of the water.
  
Analogous to visual qualities, people were mixed on numerous gameplay elements as a consequence of the layout. For a track like this, it is very likely that significant gameplay changes would need to be enforced to significantly improve in CTGP ratings. That being said, some individuals praised the readdition of the lake shortcut, which served as nostalgia of the 2018 version of the same track. On the other hand, some people criticized the low air that one receives by this ramp, since it is impossible to make the lake shortcut while mini or without tricking on the ramp. One solution to improve this issue is to steepen the ramp so that the player receives more air, which would also decrease the strength that the cut currently has. Finally, most testers addressed changing the slippery road of the mud to light offroad, similar to the current version.
+
The majority of Council's concerns arose from gameplay discrepancies, primarily from the added strats and tech not seen on the current version. While some people commended having faster-paced gameplay, others argued that this would take away from the track's originality. For instance, most members criticized the use of the boost panel at the beginning, and a few disliked how the cracks in the building were made trickable. In addition, people suggested removing the boost panels from each of the stunt trick ramps since they give the impression that those ramps are of the flip trick type. Some individuals also wished that the stunt tricks embedded in the road be removed to better preserve the nature of the original track. In particular, a few people indicated that they would have liked to see the chain wheelie straights stay intact instead of altering gameplay mechanics.
  
While this version was perceived to be an improvement over the current version's visuals and layout, it was ultimately deemed that this submission would need to make larger strides for this track to be more successful than it currently is.
+
As a whole, Council appreciated the uniqueness and creativity that ZPL brought into this submission, but ultimately concluded that both the visual and gameplay elements of the current version were better.
 
|-
 
|-
| [[Stereo Madness]]
+
| [[N64 Wario Stadium (bugsy)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| Beta 1.2
+
| 1.0
| SNES Mario Circuit 3
+
| GCN Waluigi Stadium
| SNES Battle Course 4
+
| GCN Waluigi Stadium
| 3
+
| 2
 
| 1&times;
 
| 1&times;
| Council was impressed by the effort of translating a Geometry Dash themed track into MKWii, but ultimately felt that the track's layout and simplicity could be further developed for the track to be accepted.
+
| This track has stunning visuals and is a very innovative take on the retro, however the gameplay compared to the current is where the members of council decided to steer towards the current over this version.
  
Many people found the concept of Geometry Dash styled visuals to be neat, though believed that more sophistication in the visuals could empower the overall presentation of the track. While the intent of the track was likely to portray version 1.0 of Geometry Dash, some members of Council believed that more elements could have been integrated. For example, the addition of particle animations, pulsing objects, improving saturation, and displaying a variety of 1.0-styled textures may create deeper connections to the original game. A few people addressed concerns about the emptiness of the background, believing that some simplistic additions could enhance visuals. One member mentioned some flickering in the background, primarily when the player falls off, which, combined with the saturation of colors, could pose vision-related concerns.
+
Visually, this track ticked a large amount of the boxes for a large majority of council. It retains the stadium environment whilst expanding on it with new assets and elements. It was argued there could be more Wario specific theming in the track, such as perhaps a statue in the center.
  
People also found the gameplay to be quite split, though most did not think that the current layout would work well in CTGP. A common setback that people had with the current layout was the frequency of tricks the player can obtain: getting 15 tricks per lap implies getting about one every 2.5 seconds. In addition, the notion of spikes counting the player out of bounds was heavily discussed among members. It was heavily agreed that the spikes should either have cactus kcl or be treated as a wall, and it is possible to sometimes touch the spikes in front of the yellow boost pads. Some of the spike placements were controversial to members; specifically, locations within the bottom section after the starting area and the turn after the cannon on the main route could cause a player to accidentally run into spikes.  
+
Gameplay-wise, the track appeared to fall short in comparison to the current. The flow of the ramps has a more simpler feel to them as the best way to take them is simply tricking. However, compared to the current, this would be differentiated by, for example, wheelieing off of a ramp to get a low trick off the one proceeding. It was said by members that there was a preference to the humps going across the entire width of the road as opposed to only small ramp on either side. The offroad shortcuts were a welcome addition, however members said that the exits for some of them were a struggle, even for optimal vehicles such as the Bowser and Mach bike. There was a consistent request for the return of the halfpipes on this version, as the existence of them fit very well on a track such as this.
  
Furthermore, some players were concerned about how some of the more difficult routes (such as the top route before the cannon and the bottom route at the beginning) were seen to lose time, thus serving the player nothing of benefit by taking those routes. The shroomless shortcut was seen to be a bit awkward, considering how close the wall is to where the player lands, the steepness of the ramp, and how the entire ramp is trickable in contrast to only the end being trickable.
+
Overall, visually this is considered one of the best retro remakes, however the gameplay was stated to have the potential to play better online, but at the sacrifice of some of the strats that many people have come to love on the track. Regardless of its potential in CTGP, still an exceptional retro track.
 
 
Members of varying GD backgrounds praised the track's concepts and believed that this track could be a solid contender for CTGP in the future, should the author decide to continue to work on it. We would highly recommend exploring a more engaging and balanced layout to better cater to both the casual and competitive parts of the community.
 
 
|-
 
|-
| [[Toadette's Castle (FunkyRacer)]]
+
| [[Rocky River Run]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.3-hotfix
+
| 1.3
| Bowser's Castle
+
| GCN Mario Circuit
| Bowser's Castle
+
| GCN Mario Circuit
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| This track was viewed by Council to have immense potential for success in the pack, but was narrowly rejected due to needing a bit more polish to realize the track's full potential. Many members expressed hope that the author would continue development of the track in a feedback thread with an eye towards resubmission and eventual acceptance.
+
| Council was thrilled to see Okin create another custom track, but ultimately thought that this submission was too simplistic in both the visual and gameplay sectors.
  
This track was hailed by council as having a unique theme that would stand out in the pack. Furthermore, many members loved its gameplay, with technical driving aspects on both the main route and the shortcuts.
+
The visuals that were present on the track paid homage to New Super Mario Bros, though Council agreed that the theme of the track needed to be further developed. It was also widely agreed that the track should contain more unique and creative textures than heavily utilizing vanilla ones. While there are some NSMB objects and textures, incorporating as many elements as possible would help to visually differentiate this track from other grass-themed tracks. Another concern that was brought up was how the current visuals do not relate enough to the name of the track, as the "rocky" and "river" elements could be explored further. However, Council believed that there was a lot of visual potential that could bolster the track's appearance, and we encourage Okin to develop the visuals to an even higher standard.
  
In the visual department, atmosphere, lighting, and worldbuilding were brought up as areas for improvement. The interior of the castle should have some more decor to make the track feel a bit more alive and add identity to the repeated pink brick walls that otherwise make multiple areas in the castle feel samey. The lighting was judged to lack vibrancy and consistency, as some areas (such as the first offroad cut or the boost panel u-turn room right afterwards) being far too dark and others (especially the outside) feeling undersaturated.  
+
Similarly, while Council thought the overall gameplay was decent, it was not quite to the quality that we would expect from a track in CTGP. Most people found the overall driving to be average, with no sections that were notable in producing exciting gameplay. The main shortcuts on the track - most of which are offroad cuts - were seen as rather generic, but the main issue came from a lack of color differentiation between normal offroad and out of bounds. The offroad shortcut at the beginning could be made a bit more powerful, and there should be a fence on the main road so people cannot just "drop down" into the cut. Also, the mushroom kcl for the block used for a cut in the middle of the track should be clear, and the ending shroomless should probably only be trickable at the edge of the block, not the entire block.
  
Multiple council members felt that the outside area would work better as a brighter area with a happier mood that could contrast the more sinister interior and make the outside section "pop" some more, along with further vegetation in that area. The glass toadette window should be made less opaque so that seeing what comes after is a bit easier. Some other suggestions for visual elements were custom thwomps towards the end and in the room after the TwistedWay, decorative lava geysers or other dynamic visual decorations in the lava room, a prison area reminiscent of rBC, and other unique enemies. Overall, further expanding the theme and worldbuilding in the visual department would be highly beneficial for this track.
+
There exist some other visual and gameplay concerns that were brought up by council members. Aside from some model holes and uv-mapping issues, testers found numerous bugs that would hinder this track's ability to play in CTGP. For example, the mountain that is positioned close to the road by the starting line can make you stuck for a few seconds; this can easily be resolved by moving the mountain farther from the road. In addition, the track having only one key-checkpoint other than the finish line would make almost any non-ultra that is found a reality. There are some item boxes and sets that are very close to each other, making shroom glitch inevitable by lap 3. Consequently, it was suggested to make only 4 or 5 sets per lap in comparison to 7. Just like with visuals, we encourage Okin to not only polish the track, but explore the layout to make driving more engaging and memorable.
  
This track was hailed as extremely fun to drive gameplay-wise, with unique tech that should be preserved as much as possible in future versions of the track. However, some notable gameplay issues hindered it:
+
In the end, while Council thought that this was a decent submission, it was agreed that the overall presentation of the track could be further developed to the standards of CTs in 2023. Council recognized the immense potential of this track to bring something retro-esque yet authentic to CTGP.
* Some of the driving lines were unfairly unintuitive to first-time players and alternate vehicle choices. The biggest culprit here was both sides of the split paths, in which one needs to hard drift right while tricking off of the stairs to not be sent into the wall. Though the idea of balanced split paths were appreciated, this section needs a rework so that tricking and driving normally does not send one into a wall.
 
* Microbounces caused by un-smooth road geometry are present in some areas of the track, most notably in the road before the halfpipe, the lava room, and the grated road exiting the castle.
 
* Multiple members suggested removing a shortcut: the one right before the split path was a popular option as a simple offroad cut with an unsatisfyingly difficult and tight exit.
 
* The shortcut in the boost-panel u-turn room should not have a carpet texture, and its exit is a bit too harsh, as not taking it completely properly sends one into a wall.
 
* Multiple members preferred the previous iteration of the flip ramp shorcut that was removed v1.1 as having a good risk-reward element and not being too broken, as well as preferring that boost ramp as a 1 flip ramp.
 
 
 
Overall, with incremental improvements to the track, Council could see this track being extremely successful in CTGP.
 
 
 
<u>'''Other Issues:'''</u>
 
* The smooth KCL of the stairs, while good, should be above the visual of the steps so the character does not appear to drive through the visual model.
 
* The track still lags some, so further optimization may be needed.
 
* The collision of the moving toads after the split path does not match their models.
 
* PTBs in the lava room
 
 
|-
 
|-
| [[Tranquility Temple]]
+
| [[Sandy Clocktower]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0.1
+
| 1.0
| Maple Treeway
+
| DS Desert Hills
| Maple Treeway
+
| Dry Dry Ruins
| 7
 
| 1&times;
 
| Council had split opinions about this submission, with some praising its simplistic layout and potential for action-packed races, whereas others feared that the track layout was too simplistic for what the track could offer to CTGP.
 
 
 
Like with other Metabus tracks, Council highly praised the visuals for effectively capturing the track's theming. However, the overall concern from most members was how the track would function in races. Being a short seven-lap track, some parallels were drawn to GCN Baby Park, with some members praising the added ambition of a split path and some minor shortcuts and strats. The idea of a split path for half of each lap was met with both praise and criticism, with a few people suggesting the potential for engaging and fast-paced races, while others worried about less player-to-player interactions in races. In addition, the concern about the time loss by switching paths was brought up, as it is optimal to stick to one side of the track to save the most time. However, a large percent of council agreed that the track would fare better with split paths in contrast to blocking one of them off.
 
 
 
The rest of the gameplay elements contained split opinions from council, though most people thought the track drove well with no major gameplay concerns. However, it was widely agreed that a non-retro track with this level of simplicity would likely not perform well in CTGP. A few people had minor concerns about both shroomcuts; for the one at the beginning, it was suggested to narrowen the cut while widening the main road on each side of the cut. For the second cut, a few people were concerned about the difficulty of making it onto the ledge and staying on the rail afterwards. Others mentioned that the split paths could utilize more objects than just boost panels to spice up the gameplay. With the overall layout being a square, members were concerned as to how to enhance the gameplay while maintaining the current length of the track.
 
 
 
As a whole, council admired the uniqueness and approach to provide an authentic seven-lap track, though the layout's simplicity was a major factor in the track's rejection.
 
|-
 
| [[Twilight Highway]]
 
| {{No|Rejected}}
 
| 2.0
 
| Moonview Highway
 
| Moonview Highway
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Council believed that the track's simplicity was an important factor in their decision, and while some praised the basic nature of the track, the majority of council thought that the overall execution of the track missed the mark from being a CTGP-worthy track.
+
| This track is extremely close to making it to CTGP. With compromises made to the ending shortcut's current power along with incremental improvements to remaining gameplay and visual issues, a resubmission would most likely be accepted.
  
The current visuals were agreed by council to not be terrible, though lacking in creativity. Many members addressed concern with the similarity in visuals with other tracks with similar themes, with not enough attention addressing the uniqueness of the track. Some members addressed the lack of interesting visuals in the park and underwater sections, especially with regards to repetitive textures seen on other tracks. While the ending section was praised by most for its visuals, council agreed that the overall theming needed to be better expanded on. Also, the entry to the underwater section was suggested to be less opaque. Using similar textures to other tracks by the same author, such as Skyline Avenue and Superstar Dystopia, felt repetitive to most, especially when there is much potential to better incorporate the themes of the track.
+
Various council members praised parts as fun to drive, such as the first boost panel area with the shroomless cut over the dirt, the low trick into the tight line inside of the crate at the U-turn, the shroomless cut at the uphill, and the moonjump at the end of the track. However, some members desired improvements. The flip ramp before the 180º turn is far too overscaled and blind (though the low trick off the left side of the ramp was well-received), and the uphill in the section following has an even more blind landing.
  
The gameplay of the track was met with both praise and criticism, though most of council believed that the gameplay fell short. The ramp just in front of the start line served to have no benefit, and the park section was thought to be simplistic. A major issue that was brought up several times in council was the entry to the underwater section: the drop is completely blind, and thus, forces a quick reaction time since the turn afterwards is sudden. Also, shrooming at this area would make the player hit the wall. A suggestion that could be enforced is having sticky road with a steeper boost ramp, like in Abyssal Ruins.  
+
While the rationale behind the untrickable ledges was largely understood, many agreed that they break up driving flow far too severely as a result of repeatedly landing without trick boosts. Various solutions to this are possible: for example, a few of them could be made trickable (with proper indication), and the number of ledges could be reduced such that all of them can be trickable without trickspam concerns. For a few less-mentioned concerns: the track may also be needlessly wide at points which causes some clarity issues and reduces player interaction, and the special starting position could be rotated or moved back so fewer realignments are required during the countdown.
  
Some members addressed concern about the the exit of the underwater area, as the stunt trick ramp - which could be removed - leads to another area very quickly. The split path was overall seen as an interesting concept, though the crate path was not seen as beneficial in its current state. In particular, one member suggested to move the flip trick ramp to the end of the dock instead of being in the middle, while other members were concerned about the invisible walls between the crates not being coordinated well enough. The ending section was viewed favorably by council, though this is unfortunately not enough to carry the overall gameplay currently presented.
+
Visually, a few council members had difficulty recognizing the "clocktower" aspect of the track, finding only a plain yellow/brown ruins theme. Some identified that this is caused by the lack of camera angles on the driving line that provide a good view of the hourglass setpiece (similar story for other elements like gears and clocks). One suggestion is to give the uphill to the top of the hourglass grate textures so that drivers can see the hourglass through the road; this could also help with the blind turn after it. On that note, a few people found general difficulty discerning OoB areas and turns, which would ideally be addressed where possible (can't hurt much adding more arrows, at least).
  
 +
The elephant in the room is the ending cut. Cuts immediately before the finish line are controversial and often found unfavorable, and this one is both very powerful and possible shroomless to an extent. For example, removing the cut would instantly flip two members' votes on this track from no to yes... and vice versa for two other members. A large portion of council did express that the cut is fun, unique, and would give the track a strong and memorable identity in CTGP.
 +
Obviously a balance can be struck: the cut should be kept (including its shroomless form, arguably) but nerfed. Possibilities include, but are far from limited to:
 +
* Removing the horizontal wall crates (especially the one that causes an overly powerful shroom cut which saves almost 5 second over the main route), since they create the risk of softlocks and felt jank for many members. Some expressed that they would prefer a nerfed cut to focus more around the net.
 +
* The horizontal wall crate under the net was seen by some as a cool means by which racers could reach the net on a bad cycle to take the cut shroomless. However, should there be no remedy to softlock issues, that crate would have to be removed as well—if this happens, the second platform should be modified so taking the cut shroomless is not conditional on getting a good cycle.
 +
* Changing the KCL of the crates (to road or jump pad).
 +
* Moving the net closer to the main route.
 +
* Adding boost panels to the main route.
 +
* Overhauling the main route to be simply shorter.
 +
* Adding a shocked route, should the main route not be buffed.
  
Overall, the track was perceived as decent, though not displaying enough creativity to be added into CTGP. Council has reviewed some fantastic tracks from SpyKid in the past, such as Obstagoon's Palace and Superstar Dystopia, but feel that this track should be elevated in both the visual and gameplay aspects to have it be considered for the pack.
+
It can't be understated that many council members were captivated by the ideas behind the track. Council believes that with just some of the above concerns addressed, as well as a solution found for the ending cut, this track could become a very satisfying addition to the pack.
 
|-
 
|-
| [[Vacay Bay]]
+
| [[SNES Donut Plains 2 (ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.0
+
| 2.01
| GCN Peach Beach
+
| SNES Mario Circuit 3
| GCN Peach Beach
+
| SNES Mario Circuit 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| As always with Squire tracks, every person on council praised the creativity of not only the theming but the visual style as well. It is rare to see such a unique beach theme stand out, but Vacay Bay does just that. The vast majority of the complaints for the track come from gameplay.  
+
| The majority of Council viewed elements of this submission as an upgrade, but testers were concerned that these changes were not enough to improve the track enough for the long term.
  
Starting at the beginning, it feels just a tad empty. This emptiness was echoed by many council members at several different sections, not just here but at the rollercoaster section as well. Some crabs potentially or other objects might make it more interesting. The stunt ramps are a somewhat low resolution in terms of texture, which feels very uncharacteristic for the track.
+
Council agreed that the overall aesthetics and presentation of this rendition was an improvement over the current version, though most posed concerns about the lack of creativity in making this track stand out. Numerous members argued that a more unique style would be necessary to help this track stand out, especially because the bulk of the visuals on this version are similar to the current SNES DP3. In addition, a couple people mentioned the existence of a tree flickering in the background, which is visible by the first of the two mud turns. Some people suggested exploring a wider range of tree and foliage textures as a way to bolster creativity.
  
The rest of the rollercoaster fit this feeling as well; the beginning feels much better, but the massive amount of air was very awkward for several players. The introduction of the conveyers was very nice, but still didn't seem to do enough to make the section as interesting as was desired. Perhaps most importantly, the fish cut was incredibly controversial. One quote describes it as a "prime example of something that's cool in concept but will damage how the track plays at a higher level while also being too hard for lower level players to make online anyway". The shortened length of the coaster definitely helps, but the track would improve significantly if this section specifically managed to do more.
+
Analogous to visual qualities, people were mixed on numerous gameplay elements as a consequence of the layout. For a track like this, it is very likely that significant gameplay changes would need to be enforced to significantly improve in CTGP ratings. That being said, some individuals praised the readdition of the lake shortcut, which served as nostalgia of the 2018 version of the same track. On the other hand, some people criticized the low air that one receives by this ramp, since it is impossible to make the lake shortcut while mini or without tricking on the ramp. One solution to improve this issue is to steepen the ramp so that the player receives more air, which would also decrease the strength that the cut currently has. Finally, most testers addressed changing the slippery road of the mud to light offroad, similar to the current version.
  
The underwater section following after is certainly much more interesting, but unfortunately has some weird jank; the geysers will often kill you if you take them the wrong way, the moguls will occasionally throw you sideways, etc. The curvy section after that is a bit awkward for some but ultimately doesn't provide many issues. The ending section of the track received little to no issues, aside from a couple of the ramps you cannot drift trick off of.
+
While this version was perceived to be an improvement over the current version's visuals and layout, it was ultimately deemed that this submission would need to make larger strides for this track to be more successful than it currently is.
 
 
This track has an immense amount of potential if the gameplay concerns can be fixed, but coming up with a solution to some of these problems is not incredibly easy, and the author has mentioned that he would like to focus his efforts elsewhere for the time being.
 
 
 
<u>'''General Notes & Bugs:'''</u>
 
* The invisible wall on the inside turn of the entrance to the rollercoaster should either be removed or given indication (fence, wall, etc.)
 
* The geysers in the water section are very inconsistent with how they were made; multiple people suggested referring to the geysers on Puppy Play Park if you need to know how to fix them to play better
 
* Time Trial lag by the end of the wooden section (before rollercoaster)
 
* Model hole on the left-most underwater split path
 
 
|-
 
|-
| [[WP Tanks!]]
+
| [[Stereo Madness]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 3.0
+
| Beta 1.2
| Moonview Highway
+
| SNES Mario Circuit 3
| Block Plaza
+
| SNES Battle Course 4
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While most of council thought that the theming of the track was promising, the underwhelming visuals and gameplay tanked the chances of this track getting into CTGP.
+
| Council was impressed by the effort of translating a Geometry Dash themed track into MKWii, but ultimately felt that the track's layout and simplicity could be further developed for the track to be accepted.
  
Numerous members of council addressed concerns about the lack of visuals, especially with respect to honoring the themes of the original game. Some people suggested adding more blocks around the track in to preserve the compactness of the original game and to help add walls to the ends of the track while removing the fences. While the moving tanks and their tracks were praised from a visual standpoint, some members believed that the tanks should have more of an impact on the layout. Whether by adding them to the background driving around or giving each color tank functioning properties like in the original game, the role of the tanks should be more sophisticated. In addition, the coloring used for the blocks could be more diverse, and there are several spots around the track that are lacking any visuals. It was concluded that the track did a fine job of preserving the core themes of Tanks!, but there was evident potential to incorporate more exciting concepts into the layout.
+
Many people found the concept of Geometry Dash styled visuals to be neat, though believed that more sophistication in the visuals could empower the overall presentation of the track. While the intent of the track was likely to portray version 1.0 of Geometry Dash, some members of Council believed that more elements could have been integrated. For example, the addition of particle animations, pulsing objects, improving saturation, and displaying a variety of 1.0-styled textures may create deeper connections to the original game. A few people addressed concerns about the emptiness of the background, believing that some simplistic additions could enhance visuals. One member mentioned some flickering in the background, primarily when the player falls off, which, combined with the saturation of colors, could pose vision-related concerns.
  
Furthermore, the gameplay was seen as simplistic and lackluster, especially with the potential that council recognized this track could have. While some individuals appreciated the simplicity of the layout, most members would have liked to see more engaging gameplay, whether through more interaction with the tanks or with more a more unique integration with the aspects of Tanks. Some members had concerns with how linear the track was, especially when some of the turns (primarily the spiral) are awkward to take. The ending tank shortcut was also a concern for some members, as it is easy to block the shortcut, and the ends of the tank are not trickable. The ending and beginning shortcuts can also be chained with a golden or star, which was labelled as a potential concern for online or competitive play.  
+
People also found the gameplay to be quite split, though most did not think that the current layout would work well in CTGP. A common setback that people had with the current layout was the frequency of tricks the player can obtain: getting 15 tricks per lap implies getting about one every 2.5 seconds. In addition, the notion of spikes counting the player out of bounds was heavily discussed among members. It was heavily agreed that the spikes should either have cactus kcl or be treated as a wall, and it is possible to sometimes touch the spikes in front of the yellow boost pads. Some of the spike placements were controversial to members; specifically, locations within the bottom section after the starting area and the turn after the cannon on the main route could cause a player to accidentally run into spikes.  
  
The majority of council believed that this version's faults mirrored those of the previous five submissions. Despite the changed layout, council felt that this version was lacking the standards of a CTGP-worthy track, with a few people concerned with the lack of feedback that was considered before the track was submitted. For a track of this theme to have a shot at CTGP, there needs to be significant developments in both the visual and gameplay aspects.  
+
Furthermore, some players were concerned about how some of the more difficult routes (such as the top route before the cannon and the bottom route at the beginning) were seen to lose time, thus serving the player nothing of benefit by taking those routes. The shroomless shortcut was seen to be a bit awkward, considering how close the wall is to where the player lands, the steepness of the ramp, and how the entire ramp is trickable in contrast to only the end being trickable.
|}
 
  
</spoiler>
+
Members of varying GD backgrounds praised the track's concepts and believed that this track could be a solid contender for CTGP in the future, should the author decide to continue to work on it. We would highly recommend exploring a more engaging and balanced layout to better cater to both the casual and competitive parts of the community.
<spoiler text="Rejected (Pre-2023)">
 
<!-- Please respect alphabetical order -->
 
{| class="wikitable sortable"
 
! width=10%| Track
 
! 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 Cheep Cheep Lagoon (Tock)]]
+
| [[Toadette's Castle (FunkyRacer)]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| 1.1
+
| 1.3-hotfix
| Koopa Cape
+
| Bowser's Castle
| Koopa Cape
+
| Bowser's Castle
| 3
+
| 2
 
| 1&times;
 
| 1&times;
| The remake in and of itself is well done, reviews were generally mixed between which version was better between ZPL’s and this. The problem is with the track itself, council almost unanimously agreed that the track does not work well without Mario Kart 7’s water physics, with the most common complaint towards this version specifically being the clams. Another common subjective issue with all Cheep Cheep Lagoon ports up to this point is that the left path that was originally a glider ramp serves no purpose in this game. For Cheep Cheep Lagoon to make it into CTGP, some serious remodelling must be done to make it play much better given MKWii's physics and how this game handles bumps and airtime.
+
| This track was viewed by Council to have immense potential for success in the pack, but was narrowly rejected due to needing a bit more polish to realize the track's full potential. Many members expressed hope that the author would continue development of the track in a feedback thread with an eye towards resubmission and eventual acceptance.
|-
+
 
| [[3DS Cheep Cheep Lagoon (Wexos & Crile)]]
+
This track was hailed by council as having a unique theme that would stand out in the pack. Furthermore, many members loved its gameplay, with technical driving aspects on both the main route and the shortcuts.
| {{no|Rejected}}
+
 
| RC1
+
In the visual department, atmosphere, lighting, and worldbuilding were brought up as areas for improvement. The interior of the castle should have some more decor to make the track feel a bit more alive and add identity to the repeated pink brick walls that otherwise make multiple areas in the castle feel samey. The lighting was judged to lack vibrancy and consistency, as some areas (such as the first offroad cut or the boost panel u-turn room right afterwards) being far too dark and others (especially the outside) feeling undersaturated.
| Koopa Cape
+
 
| Koopa Cape
+
Multiple council members felt that the outside area would work better as a brighter area with a happier mood that could contrast the more sinister interior and make the outside section "pop" some more, along with further vegetation in that area. The glass toadette window should be made less opaque so that seeing what comes after is a bit easier. Some other suggestions for visual elements were custom thwomps towards the end and in the room after the TwistedWay, decorative lava geysers or other dynamic visual decorations in the lava room, a prison area reminiscent of rBC, and other unique enemies. Overall, further expanding the theme and worldbuilding in the visual department would be highly beneficial for this track.
| 3
+
 
 +
This track was hailed as extremely fun to drive gameplay-wise, with unique tech that should be preserved as much as possible in future versions of the track. However, some notable gameplay issues hindered it:
 +
* Some of the driving lines were unfairly unintuitive to first-time players and alternate vehicle choices. The biggest culprit here was both sides of the split paths, in which one needs to hard drift right while tricking off of the stairs to not be sent into the wall. Though the idea of balanced split paths were appreciated, this section needs a rework so that tricking and driving normally does not send one into a wall.
 +
* Microbounces caused by un-smooth road geometry are present in some areas of the track, most notably in the road before the halfpipe, the lava room, and the grated road exiting the castle.
 +
* Multiple members suggested removing a shortcut: the one right before the split path was a popular option as a simple offroad cut with an unsatisfyingly difficult and tight exit.
 +
* The shortcut in the boost-panel u-turn room should not have a carpet texture, and its exit is a bit too harsh, as not taking it completely properly sends one into a wall.
 +
* Multiple members preferred the previous iteration of the flip ramp shorcut that was removed v1.1 as having a good risk-reward element and not being too broken, as well as preferring that boost ramp as a 1 flip ramp.  
 +
 
 +
Overall, with incremental improvements to the track, Council could see this track being extremely successful in CTGP.
 +
 
 +
<u>'''Other Issues:'''</u>
 +
* The smooth KCL of the stairs, while good, should be above the visual of the steps so the character does not appear to drive through the visual model.
 +
* The track still lags some, so further optimization may be needed.
 +
* The collision of the moving toads after the split path does not match their models.
 +
* PTBs in the lava room
 +
|-
 +
| [[Tranquility Temple]]
 +
| {{No|Rejected}}
 +
| 1.0.1
 +
| Maple Treeway
 +
| Maple Treeway
 +
| 7
 
| 1&times;
 
| 1&times;
| Generally speaking, testers didn't really like the layout of the track, which is pretty hard to fix for a retro without just making it a different track. This can certainly be reconsidered in the future if CTGP gains more track slots, which would allow us the ability to freely add a working version of every retro without taking slots away from other tracks.
+
| Council had split opinions about this submission, with some praising its simplistic layout and potential for action-packed races, whereas others feared that the track layout was too simplistic for what the track could offer to CTGP.
 +
 
 +
Like with other Metabus tracks, Council highly praised the visuals for effectively capturing the track's theming. However, the overall concern from most members was how the track would function in races. Being a short seven-lap track, some parallels were drawn to GCN Baby Park, with some members praising the added ambition of a split path and some minor shortcuts and strats. The idea of a split path for half of each lap was met with both praise and criticism, with a few people suggesting the potential for engaging and fast-paced races, while others worried about less player-to-player interactions in races. In addition, the concern about the time loss by switching paths was brought up, as it is optimal to stick to one side of the track to save the most time. However, a large percent of council agreed that the track would fare better with split paths in contrast to blocking one of them off.
 +
 
 +
The rest of the gameplay elements contained split opinions from council, though most people thought the track drove well with no major gameplay concerns. However, it was widely agreed that a non-retro track with this level of simplicity would likely not perform well in CTGP. A few people had minor concerns about both shroomcuts; for the one at the beginning, it was suggested to narrowen the cut while widening the main road on each side of the cut. For the second cut, a few people were concerned about the difficulty of making it onto the ledge and staying on the rail afterwards. Others mentioned that the split paths could utilize more objects than just boost panels to spice up the gameplay. With the overall layout being a square, members were concerned as to how to enhance the gameplay while maintaining the current length of the track.
 +
 
 +
As a whole, council admired the uniqueness and approach to provide an authentic seven-lap track, though the layout's simplicity was a major factor in the track's rejection.
 
|-
 
|-
| [[3DS Cheep Cheep Lagoon (ZPL)]]
+
| [[Twilight Highway]]
| {{no|Rejected}}
+
| {{No|Rejected}}
 
| 2.0
 
| 2.0
| Koopa Cape
+
| Moonview Highway
| Koopa Cape
+
| Moonview Highway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Since Cheep Cheep Lagoon is one of the only MK7 tracks not in MKWii, the council was pretty excited to try this out. The visual quality and polishing is something praised by pretty much everybody, but the gameplay left much to be desired. The amount of airtime you get off of the ramps made the track awkward to play for most. Many of the main strategies that were faster in MK7 are now slower here, making the alternate routes pointless to take, such as the right rail underwater. The main route is faster because of the amount of tricks you get, making the rail obsolete. The stick tricks in the water were said to cause all sorts of jank, sending you in directions you didn't want. Our testers also cited time trial lag and very messed up bullet routes hindering gameplay as well. Since not much was changed from the original design to help it work better in MKWii, the council felt like that the track in its current state was not fit for CTGP.
+
| Council believed that the track's simplicity was an important factor in their decision, and while some praised the basic nature of the track, the majority of council thought that the overall execution of the track missed the mark from being a CTGP-worthy track.
|-
+
 
| [[3DS DK Jungle (Skipper93653)]]
+
The current visuals were agreed by council to not be terrible, though lacking in creativity. Many members addressed concern with the similarity in visuals with other tracks with similar themes, with not enough attention addressing the uniqueness of the track. Some members addressed the lack of interesting visuals in the park and underwater sections, especially with regards to repetitive textures seen on other tracks. While the ending section was praised by most for its visuals, council agreed that the overall theming needed to be better expanded on. Also, the entry to the underwater section was suggested to be less opaque. Using similar textures to other tracks by the same author, such as Skyline Avenue and Superstar Dystopia, felt repetitive to most, especially when there is much potential to better incorporate the themes of the track.
| {{no|Rejected}}
+
 
| 1.2
+
The gameplay of the track was met with both praise and criticism, though most of council believed that the gameplay fell short. The ramp just in front of the start line served to have no benefit, and the park section was thought to be simplistic. A major issue that was brought up several times in council was the entry to the underwater section: the drop is completely blind, and thus, forces a quick reaction time since the turn afterwards is sudden. Also, shrooming at this area would make the player hit the wall. A suggestion that could be enforced is having sticky road with a steeper boost ramp, like in Abyssal Ruins.
| N64 DK's Jungle Parkway
+
 
| N64 DK's Jungle Parkway
+
Some members addressed concern about the the exit of the underwater area, as the stunt trick ramp - which could be removed - leads to another area very quickly. The split path was overall seen as an interesting concept, though the crate path was not seen as beneficial in its current state. In particular, one member suggested to move the flip trick ramp to the end of the dock instead of being in the middle, while other members were concerned about the invisible walls between the crates not being coordinated well enough. The ending section was viewed favorably by council, though this is unfortunately not enough to carry the overall gameplay currently presented.
| 3
+
 
| 1&times;
+
 
| This track was previously accepted, but this decision was narrowly overturned upon revaluation. While the consensus among council members was that the track had slightly better visuals, many of the biggest problems of the CTGP version remain. The main complaint with the track is that it fails to fix the bumpy road at the start, which can give wheelie locks and just feels awkward to drive in general. In addition, there are other issues introduced. Ramps, especially the 1st and last one, were also a big complaint, with the former being awkward due to sticky road, and the latter giving way too much air. Flickering textures were also noted, especially with the water in the ending section. Finally, the wallride was noted to be much easier in this version. While this wallride is really cool in time trials and should still exist if possible, having it be much easier would ultimately make the track revolve around taking it without getting shocked, further exacerbated by players being able to take the shroomless ramp for free. Overall, council was unconvinced that this was enough of an upgrade to place over the CTGP version. A new version addressing fixing these issues while maintaining or enhancing the visual upgrades would be a best-of-both-worlds scenario.
+
Overall, the track was perceived as decent, though not displaying enough creativity to be added into CTGP. Council has reviewed some fantastic tracks from SpyKid in the past, such as Obstagoon's Palace and Superstar Dystopia, but feel that this track should be elevated in both the visual and gameplay aspects to have it be considered for the pack.
 
|-
 
|-
| [[3DS Rainbow Road (Bladestorm227)]]
+
| [[Vacay Bay]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| 1.4.1
+
| 2.0
| Rainbow Road
+
| GCN Peach Beach
| Rainbow Road
+
| GCN Peach Beach
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision was unanimously overturned upon re-evaluation. Admittedly, it’s very confusing on how this track was accepted in its current state. The gameplay of this version was heavily criticized by many council members. Various ramps give too much air time, certain sections and turns are stretched vertically enough where wheelies couldn’t be maintained, the rock shortcut can’t be made at almost any angle, road material is corrupted, tricks off the craters can give random air, and the wheel doesn’t spin at the end. Furthermore, many council members found this to be inferior to the current CTGP version and would rather wait for an entirely different version or a version of Solar Edition that fixes its’ bugs. There are just too many issues with the track for it to be suitable for CTGP.
+
| As always with Squire tracks, every person on council praised the creativity of not only the theming but the visual style as well. It is rare to see such a unique beach theme stand out, but Vacay Bay does just that. The vast majority of the complaints for the track come from gameplay.  
|-
 
| [[3DS Toad Circuit (Bri)]]
 
| {{no|Rejected}}
 
| 1.0
 
| Daisy Circuit
 
| Luigi Circuit
 
| 3
 
| 1&times;
 
| This version of Toad Circuit was seen by many as an inferior version compared to the current CTGP version. The main things that the council brought up were the visuals and the shortcut. The visuals look very similar to the current version with little or no improvements, but it also came with a couple of very minor errors like a Z-fighting boost panel for example. The option of a night version was nice to have, but the shaded parts of the track were seen as being too dark. The second point of contention was the shortcut. The fact that the iconic shortcut didn't count the lap was seen as a huge turn-off for a majority of the testers, as it added a nice aspect of the track's gameplay that it wouldn't have had otherwise. The idea of patching it out was seen as ruining the track for the people who like Toad Circuit for that reason. Lastly, many council members thought that updating Toad Circuit to replace it with a version that doesn't add anything over the current version would be a wasted update slot, and not something that the playerbase would be happy with.
 
|-
 
| [[3DS Wario Shipyard (Skipper93653)]]
 
| {{no|Rejected}}
 
| 1.1
 
| Koopa Cape
 
| Wario's Gold Mine
 
| 3
 
| 1&times;
 
| This track was previously accepted but this decision has been overturned following re-evaluation. A new version of this track would be very ideal, as the CTGP version has several gameplay and drivability related issues, but those issues are not sufficiently addressed within this version.
 
  
There are some areas where this version is a clear upgrade. The visuals are considerably better than the CTGP version, with a better-fitting skybox, improved lighting, and added water effects. Bagging (in the warring scene) is way better with item boxes added to the ending section. Furthermore, the item box placement is a huge improvement, as almost all boxes can now be reached.
+
Starting at the beginning, it feels just a tad empty. This emptiness was echoed by many council members at several different sections, not just here but at the rollercoaster section as well. Some crabs potentially or other objects might make it more interesting. The stunt ramps are a somewhat low resolution in terms of texture, which feels very uncharacteristic for the track.
  
There are still major issues with this track that must be addressed before its addition. There are many sections (namely outside the cave and before the final flip ramp) that are extremely bumpy. This isn’t necessarily the fault of the author as most 3DS ports have this issue, but it’s still crucial to fix as it significantly hinders the track’s drivability. The pipe current is way too strong and needs to be toned down. The cannon section in MK7 does not translate well to MKWii, but the fix offered here is a lateral upgrade at most, as the invisible road feels jaggy, unpredictable, and awkward, while being very confusing for even experienced players to navigate. The issues with the “shipwreck” section still exist, namely the tight 180 degree turn and the narrow section before the cannon that can force you into the crabs or offroad. As one council member put it, the track feels more akin to “an obstacle course,” which should never be the intent for a modern-day custom track.  
+
The rest of the rollercoaster fit this feeling as well; the beginning feels much better, but the massive amount of air was very awkward for several players. The introduction of the conveyers was very nice, but still didn't seem to do enough to make the section as interesting as was desired. Perhaps most importantly, the fish cut was incredibly controversial. One quote describes it as a "prime example of something that's cool in concept but will damage how the track plays at a higher level while also being too hard for lower level players to make online anyway". The shortened length of the coaster definitely helps, but the track would improve significantly if this section specifically managed to do more.
  
Overall, council found that there were not enough upgrades here to warrant a commitment to this track via an update.
+
The underwater section following after is certainly much more interesting, but unfortunately has some weird jank; the geysers will often kill you if you take them the wrong way, the moguls will occasionally throw you sideways, etc. The curvy section after that is a bit awkward for some but ultimately doesn't provide many issues. The ending section of the track received little to no issues, aside from a couple of the ramps you cannot drift trick off of.
 +
 
 +
This track has an immense amount of potential if the gameplay concerns can be fixed, but coming up with a solution to some of these problems is not incredibly easy, and the author has mentioned that he would like to focus his efforts elsewhere for the time being.
 +
 
 +
<u>'''General Notes & Bugs:'''</u>
 +
* The invisible wall on the inside turn of the entrance to the rollercoaster should either be removed or given indication (fence, wall, etc.)
 +
* The geysers in the water section are very inconsistent with how they were made; multiple people suggested referring to the geysers on Puppy Play Park if you need to know how to fix them to play better
 +
* Time Trial lag by the end of the wooden section (before rollercoaster)
 +
* Model hole on the left-most underwater split path
 
|-
 
|-
| [[3DURCR Backyard Garden]]
+
| [[WP Tanks!]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| 1.0
+
| 3.0
| Maple Treeway
+
| Moonview Highway
| Maple Treeway
+
| Block Plaza
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was rejected due to poor theming and bland gameplay. Indeed, while some specific strats are fun to pull off, most of the lap does not feel very interesting. The grassy plains visuals are too generic and while they are executed decently, the track as a whole fails to differentiate itself from the myriad of similar tracks we have seen over the years.  
+
| While most of council thought that the theming of the track was promising, the underwhelming visuals and gameplay tanked the chances of this track getting into CTGP.
 +
 
 +
Numerous members of council addressed concerns about the lack of visuals, especially with respect to honoring the themes of the original game. Some people suggested adding more blocks around the track in to preserve the compactness of the original game and to help add walls to the ends of the track while removing the fences. While the moving tanks and their tracks were praised from a visual standpoint, some members believed that the tanks should have more of an impact on the layout. Whether by adding them to the background driving around or giving each color tank functioning properties like in the original game, the role of the tanks should be more sophisticated. In addition, the coloring used for the blocks could be more diverse, and there are several spots around the track that are lacking any visuals. It was concluded that the track did a fine job of preserving the core themes of Tanks!, but there was evident potential to incorporate more exciting concepts into the layout.
  
Other issues include how difficult it is to tell offroad from normal road at times, and how aggressive out of bounds is. The layout has independent sections very close to each other spatially, and it would have been far more intuitive if these sections were separated by a physical barrier (most likely a fence) rather than an OoB plane.
+
Furthermore, the gameplay was seen as simplistic and lackluster, especially with the potential that council recognized this track could have. While some individuals appreciated the simplicity of the layout, most members would have liked to see more engaging gameplay, whether through more interaction with the tanks or with more a more unique integration with the aspects of Tanks. Some members had concerns with how linear the track was, especially when some of the turns (primarily the spiral) are awkward to take. The ending tank shortcut was also a concern for some members, as it is easy to block the shortcut, and the ends of the tank are not trickable. The ending and beginning shortcuts can also be chained with a golden or star, which was labelled as a potential concern for online or competitive play.  
  
All in all, not a bad track, but the track council judged that it would fail to make an impact should it be added to the pack.
+
The majority of council believed that this version's faults mirrored those of the previous five submissions. Despite the changed layout, council felt that this version was lacking the standards of a CTGP-worthy track, with a few people concerned with the lack of feedback that was considered before the track was submitted. For a track of this theme to have a shot at CTGP, there needs to be significant developments in both the visual and gameplay aspects.
 +
|}
 +
</spoiler>
 +
<spoiler text="Rejected (Pre-2023)">
 +
<!-- Please respect alphabetical order -->
 +
{| class="wikitable sortable"
 +
! width=10%| Track
 +
! width=5%| Status
 +
! width-4%| Ver.
 +
! width=9%| Track Slot
 +
! width=9%| Music Slot
 +
! width=4%| Laps
 +
! width=4%| Speed Mod
 +
! width=55%| Notes
 
|-
 
|-
| [[Abandoned Space Construction]]
+
| [[3DS Cheep Cheep Lagoon (Tock)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.1
| Rainbow Road
+
| Koopa Cape
| Rainbow Road
+
| Koopa Cape
| 5
+
| 3
 +
| 1&times;
 +
| The remake in and of itself is well done, reviews were generally mixed between which version was better between ZPL’s and this. The problem is with the track itself, council almost unanimously agreed that the track does not work well without Mario Kart 7’s water physics, with the most common complaint towards this version specifically being the clams. Another common subjective issue with all Cheep Cheep Lagoon ports up to this point is that the left path that was originally a glider ramp serves no purpose in this game. For Cheep Cheep Lagoon to make it into CTGP, some serious remodelling must be done to make it play much better given MKWii's physics and how this game handles bumps and airtime.
 +
|-
 +
| [[3DS Cheep Cheep Lagoon (Wexos & Crile)]]
 +
| {{no|Rejected}}
 +
| RC1
 +
| Koopa Cape
 +
| Koopa Cape
 +
| 3
 
| 1&times;
 
| 1&times;
|  
+
| Generally speaking, testers didn't really like the layout of the track, which is pretty hard to fix for a retro without just making it a different track. This can certainly be reconsidered in the future if CTGP gains more track slots, which would allow us the ability to freely add a working version of every retro without taking slots away from other tracks.
Normally a track like this would’ve been rejected for failing basic quality checks, but since the author has specifically requested feedback and had submitted many tracks prior to this one, we figure it is worth giving some detailed feedback for this track.
 
 
 
Layout:
 
•    The track is 16 seconds long on average per lap, and even with 5 laps, clocks in at around 1 minute and 20 seconds. 16 seconds per lap is just far too short.
 
•    The layout is very rudimentary and lacks any depth, to the extent where all information on this track can be obtained through the minimap. There are no shortcuts, no off-road, no changes in the width of the road, and little changes in the elevation.
 
•    The gameplay offered by the layout is bare bones. Despite the turns within the construction, there is very little that prevents the track from feeling like a rainbow oval.
 
•    The turns within the construction are far too tight, with the last turn effectively being blind. The construction is also very narrow and gives little room for players to avoid items.
 
•    3 items per set is far too little, especially on a track like this where players will likely remain close to eachother for the entire race.
 
 
 
Visuals:
 
•    The lightmap in the construction gives this mixture of purple and light pink that mesh well together and makes the construction hard to see as a result.
 
•    No arrows in the construction makes in difficult to tell where to go, especially when the walls throughout are monochrome.
 
•    The atmosphere is lifeless. Council understands the area is supposed to be abandoned, but there could be far more done to the scenery and the atmosphere.
 
•    No mipmaps, no BLIGHT change, stretched UVs
 
•    The starbits don’t render properly when up close
 
 
 
Looking through the author’s work, it appears that many of their tracks have the same issues present. If they are serious about getting tracks into CTGP or improving as a creator, here’s some advice:
 
•    Think of more ambitious themes, designs and gimmicks.
 
•    Move towards more complex layouts. Standards have gotten high enough that if you’re going to make a simplistic layout, then the theming, atmosphere, and driving must be nailed.
 
•    Think of how to accommodate players of all skill levels. Ideally, a track should be simple enough for new players to complete a lap w/o continuously dying but have enough depth to keep an experienced player interested.
 
•    Put more time and detail into creating one track than multiple over a period of weeks.
 
 
|-
 
|-
| [[Acid Cliffs]]
+
| [[3DS Cheep Cheep Lagoon (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 2.0
 
| 2.0
| Rainbow Road
+
| Koopa Cape
| Rainbow Road
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was rejected, but council thought this was the author's best track to date.
+
| Since Cheep Cheep Lagoon is one of the only MK7 tracks not in MKWii, the council was pretty excited to try this out. The visual quality and polishing is something praised by pretty much everybody, but the gameplay left much to be desired. The amount of airtime you get off of the ramps made the track awkward to play for most. Many of the main strategies that were faster in MK7 are now slower here, making the alternate routes pointless to take, such as the right rail underwater. The main route is faster because of the amount of tricks you get, making the rail obsolete. The stick tricks in the water were said to cause all sorts of jank, sending you in directions you didn't want. Our testers also cited time trial lag and very messed up bullet routes hindering gameplay as well. Since not much was changed from the original design to help it work better in MKWii, the council felt like that the track in its current state was not fit for CTGP.
 
+
|-
Visually, the track looks good. The colour choices lead to a great mystical and enchanting atmosphere. The author is definitely improving in that regard and the potential is obvious. It should be noted however that the acid part of the name feels quite underused as there is no poison and no enemies that would reference it.
+
| [[3DS DK Jungle (Skipper93653)]]
 
 
Gameplay focuses on elevation changes with sudden slopes, slanted turns and the likes. That is a good idea and definitely one that could lead to a great track, but it feels under developped here. In that sense, the layout could definitely use some more sections that further push the concept. Moreover, excluding the unintended cuts at the end, the track lacks a fun way to leverage boost items, and considering the verticality, you'd expect some kind of gap and/or jump based shortcut.
 
 
 
Nevertheless, common issues present in other tracks from the author remain:
 
*There is a lack of cohesion in the theme of track. You are seemingly in space but climbing cliffs, encountering yoshis, minecraft dragons etc...
 
*The track is heavily stretched vertically. That creates some issues visually, as you cannot really appreciate the details in the background (they are masked by rocks) and gameplay wise, as it leads to bumpiness issues (wheelielocks most notably).
 
 
 
Overall, while the track falls short both visually and gameplay wise, there are ideas that are worth exploring some more and we can only encourage the author to keep persisting and improving.
 
|-
 
| [[Alone and Incomplete (The Journey to Fix a Broken Heart)|Alone and Incomplete]]
 
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.2
| DK Summit
+
| N64 DK's Jungle Parkway
| N64 Bowser's Castle
+
| N64 DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council was pleased by the uniqueness of the track’s overall theming and aesthetic, but felt that the track is missing just a few key components.
+
| This track was previously accepted, but this decision was narrowly overturned upon revaluation. While the consensus among council members was that the track had slightly better visuals, many of the biggest problems of the CTGP version remain. The main complaint with the track is that it fails to fix the bumpy road at the start, which can give wheelie locks and just feels awkward to drive in general. In addition, there are other issues introduced. Ramps, especially the 1st and last one, were also a big complaint, with the former being awkward due to sticky road, and the latter giving way too much air. Flickering textures were also noted, especially with the water in the ending section. Finally, the wallride was noted to be much easier in this version. While this wallride is really cool in time trials and should still exist if possible, having it be much easier would ultimately make the track revolve around taking it without getting shocked, further exacerbated by players being able to take the shroomless ramp for free. Overall, council was unconvinced that this was enough of an upgrade to place over the CTGP version. A new version addressing fixing these issues while maintaining or enhancing the visual upgrades would be a best-of-both-worlds scenario.
 
 
While the uniqueness and concept were praised, some testers found the visuals to be not cohesive enough. Despite the creative usage of translucent textures and a darker cave to contrast, the visuals were found to be a bit empty outside the cave due to the lack of background elements, and unexciting inside the cave as it is currently just pure black. As a result, some testers felt that the outside rainbow theming did not completely match the sense of despair that the track’s name indicated it was going for. Some testers mentioned the possibility of changing the theming inside the cave to fit the idea of incompleteness more. One idea that was brought up by multiple testers was the idea of broken and collapsing buildings, whether that be interactive like the tunnel or in the background.
 
 
 
Gameplaywise, the track has several things going for it. Testers praised the gameplay of the tunnel, stating that it is satisfying to drive. While some expressed concerns about the strength of the shortcut after the cave, the creativity of the shortcut was praised. The shroomless shortcuts were also commended. Testers also liked the ice platforms intertwined with the split platforms giving a sense of risk versus reward as well as multiple options on which way to go. However, testers also worried that the ice platforms particularly at the end were extremely powerful and would become the main route in an online setting, marking the main road obsolete. The exit out of the cave onto a mushroom pad into a right turn raised concerns for some. The reception on the floating platforms section as a whole outside of the cave was mixed, as some testers liked the idea of mixing and matching platforms while others expressed concern of unintuitive and unsmooth driving. The track also has up to 8 obtainable item sets per lap, making shroom glitch a possibility for lap 3. Testers recommend removing 2 or 3 sets.
 
 
 
Overall, track council thought this track was a nice breath of fresh air and has a lot of potential to be a great addition to CTGP, but is just missing the last few things it needs to get in. Council hopes that the author will continue to update the track to fix its concerns and is excited to see what the author decides to make in the future.
 
 
|-
 
|-
| [[Alternative N64 Bowser's Castle]]
+
| [[3DS Rainbow Road (Bladestorm227)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0.1
+
| 1.4.1
| N64 Bowser's Castle
+
| Rainbow Road
| N64 Bowser's Castle
+
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision was overturned upon revaluation. The author is currently working on an update of this track that address the issues that council members had with this version of the track. Until the update releases, this version will remain rejected.
+
| This track was previously accepted, but this decision was unanimously overturned upon re-evaluation. Admittedly, it’s very confusing on how this track was accepted in its current state. The gameplay of this version was heavily criticized by many council members. Various ramps give too much air time, certain sections and turns are stretched vertically enough where wheelies couldn’t be maintained, the rock shortcut can’t be made at almost any angle, road material is corrupted, tricks off the craters can give random air, and the wheel doesn’t spin at the end. Furthermore, many council members found this to be inferior to the current CTGP version and would rather wait for an entirely different version or a version of Solar Edition that fixes its’ bugs. There are just too many issues with the track for it to be suitable for CTGP.
 
|-
 
|-
| [[Aqua Dungeon]]
+
| [[3DS Toad Circuit (Bri)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.01
+
| 1.0
| N64 Bowser's Castle
+
| Daisy Circuit
| N64 Bowser's Castle
+
| Luigi Circuit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The author’s creation of a more complex and involved layout than usual was widely appreciated, but the track in its current state is just not ready for CTGP.
+
| This version of Toad Circuit was seen by many as an inferior version compared to the current CTGP version. The main things that the council brought up were the visuals and the shortcut. The visuals look very similar to the current version with little or no improvements, but it also came with a couple of very minor errors like a Z-fighting boost panel for example. The option of a night version was nice to have, but the shaded parts of the track were seen as being too dark. The second point of contention was the shortcut. The fact that the iconic shortcut didn't count the lap was seen as a huge turn-off for a majority of the testers, as it added a nice aspect of the track's gameplay that it wouldn't have had otherwise. The idea of patching it out was seen as ruining the track for the people who like Toad Circuit for that reason. Lastly, many council members thought that updating Toad Circuit to replace it with a version that doesn't add anything over the current version would be a wasted update slot, and not something that the playerbase would be happy with.
 
 
Council members widely praised the theme, as they saw it as unique and with a lot of potential for exploration and immersion. However, the current atmosphere does not feel fully developed/fleshed out. The visuals, while solid, become quickly repetitive and monotonous. This is all exacerbated by the length of the tracks. Some more variety within the visuals to encapsulate that dungeon-esque feel (cracks in walls, better positioning of the Pokemon statues, lanterns, etc.) would do wonders. The track should also have better lighting. While theme does call for the track the be darker than most, it is still very dark throughout the dungeon sections without the strobe lights. There is also a lamp that can clip through the camera, which should be addressed: [https://i.imgur.com/FCd3VYW.png]. Finally, the Koopa Cape-style pipe is cool but its interior doesn’t match the atmosphere. Council recommends that it’s modified to better match the dungeon-esque style of the track.
 
 
 
Many council members praised how well the track drove in Time Trials. However, there are various compounding issues that affect online play. The spiral should be widened, as you must enter very wide in order to not be sent into a wall. The is a distinct lack of shortcuts for its length, resulting in the gameplay revolving around getting shrooms to take the first shroom cut. Adding another shortcut in the mid-section of the track would significantly improve the gameplay. The amount of water currents may be a concern due their potential to cause significant lag online. While the shroomless at the end is cool, there are two types of KCL of the statue which can lead to the shortcut being unpredictable, and the landing should be made sticky road to prevent bad QM upon landing.
 
 
 
Despite this, Council recognizes the potential that this track has and looks forward to seeing a version with many of these issues addressed if the author desires.
 
 
|-
 
|-
| [[Arctic Chill]]
+
| [[3DS Wario Shipyard (Skipper93653)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.1
 
| 1.1
| N64 Sherbet Land
+
| Koopa Cape
| N64 Sherbet Land
+
| Wario's Gold Mine
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While this is certainly one of the more impressive submissions we've received from this author, we think there are still too many issues with the track for it to be considered for addition to CTGP. The most jarring issue the Council had was the slippery ice KCL present throughout the entire race; even though this is a snowy-themed track, having the entire track be ice KCL makes some of the turns unnecessarily difficult or even impossible on some vehicles. Testers were even having trouble making some hairpin turns with the Flame Runner, of all vehicles, so that would be an absolute requirement for an update. The finish line is also a metal grate KCL type, which doesn't really make any sense. A lot of the turns were extemely bumpy and didn't play very well as a result; this can be fixed by adding more triangles to the turn in the KCL model (make sure you update the visual model as well to match it, otherwise you would have issues like players floating or clipping through the ground). As far as shortcuts go, there might be a bit too many of them. Using a golden mushroom in certain spots can lead to you skipping 2 or 3 entire turns, which could save an obscene amount of time (and probably win you the race by default if you used it right). The shortcut that skips the last U-turn in particular is extremely broken; we suggest adding a fall boundary to prevent you from doing that. Some of the shortcuts through the snow also send you flying into the wall when exiting them, which can be fixed by adding sticky road to the area exiting it (be careful not to add too much sticky road, as that will screw over vehicles with a low drift stat like the Spear). As far as visuals go, it's not terrible by any means, but the scenery is fairly bland and doesn't have much going on. The skybox doesn't really fit the track all too well (it seems more "haunted" than "cold"), and the lighting of the track itself looks rather dingy and dark. Some of the downwards turns or slopes are very blind as well. We suggest going through and improving the visuals of the entire track (both the scenery around the track and within the track itself), and fixing those few things to give the track more visually appealing visuals. Remember, you aren't making a track and then just placing random stuff around it; you're making an actual environment, and creating a track within that environment. Additionally, there are some invisible walls that prevent you from doing certain things; instead of making these invisible walls, you should incorporate an actual wall or an object there that would block the player from passing it while still looking natural within the track itself. This track has a lot of potential, and we're looking forward to seeing what this could possibly turn into in the future! If you need examples of snowy tracks that have good scenery, take a look at tracks like DK Summit, [[Alpine Peak]], [[GCN Sherbet Land (Tock)|GCN Sherbet Land]], and Crash Team Racing's [https://www.youtube.com/watch?v=dV5MIt8vtu0 Polar Pass]. Additionally, here's a list of all the bugs we found:
+
| This track was previously accepted but this decision has been overturned following re-evaluation. A new version of this track would be very ideal, as the CTGP version has several gameplay and drivability related issues, but those issues are not sufficiently addressed within this version.
* Some no lap counts and issues with the finish line not extending all the way are present on the track (make sure the checkpoints are done properly!)
+
 
* Bullet Bill shouldn't drop you into any turns.
+
There are some areas where this version is a clear upgrade. The visuals are considerably better than the CTGP version, with a better-fitting skybox, improved lighting, and added water effects. Bagging (in the warring scene) is way better with item boxes added to the ending section. Furthermore, the item box placement is a huge improvement, as almost all boxes can now be reached.
* The goombas don't move, and they don't die when hit by an item, but they do still drop a shroom.
+
 
* Snow off-road has the wrong KCL type.
+
There are still major issues with this track that must be addressed before its addition. There are many sections (namely outside the cave and before the final flip ramp) that are extremely bumpy. This isn’t necessarily the fault of the author as most 3DS ports have this issue, but it’s still crucial to fix as it significantly hinders the track’s drivability. The pipe current is way too strong and needs to be toned down. The cannon section in MK7 does not translate well to MKWii, but the fix offered here is a lateral upgrade at most, as the invisible road feels jaggy, unpredictable, and awkward, while being very confusing for even experienced players to navigate. The issues with the “shipwreck” section still exist, namely the tight 180 degree turn and the narrow section before the cannon that can force you into the crabs or offroad. As one council member put it, the track feels more akin to “an obstacle course,” which should never be the intent for a modern-day custom track.  
* Some fall boundaries apparently have drivable road KCL?
+
 
 +
Overall, council found that there were not enough upgrades here to warrant a commitment to this track via an update.
 
|-
 
|-
| [[Area 64]]
+
| [[3DURCR Backyard Garden]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| N64 Bowser's Castle
+
| Maple Treeway
| N64 Bowser's Castle
+
| Maple Treeway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|The council determined that this track would not do well in CTGP in it's current state. A common opinion was that the gameplay was not up to par for CTGP standards.
+
| This track was rejected due to poor theming and bland gameplay. Indeed, while some specific strats are fun to pull off, most of the lap does not feel very interesting. The grassy plains visuals are too generic and while they are executed decently, the track as a whole fails to differentiate itself from the myriad of similar tracks we have seen over the years.  
  
Visually, there isn't much to say as it nails the atmosphere here and the theming itself is very unique. It would definitely stand out in the pack. It could do with some BLIGHT changes for when the player goes under the green beams.
+
Other issues include how difficult it is to tell offroad from normal road at times, and how aggressive out of bounds is. The layout has independent sections very close to each other spatially, and it would have been far more intuitive if these sections were separated by a physical barrier (most likely a fence) rather than an OoB plane.
  
Gameplay, however, is where it falls. The scaling for the track isn't consistent; some sections of the track have good scaling, whereas some sections are scaled too small. Sadly, a simple upscale would not fix this as it would ruin other sections of the track. The KCL of the track is inaccurate due to subdivision surface being applied to the road, leading to players driving through the floor on occasion. Even with that, some sections of the track feel bouncy. There are a few turns where it's unsure whether 1 or 2 miniturbos is optimal due to the length of the turn.
+
All in all, not a bad track, but the track council judged that it would fail to make an impact should it be added to the pack.
 
 
Overall, the theming of this track is incredible and it has a lot of potential, but with the current layout and gameplay issues, this track needs work before it is ready to be added to CTGP.
 
 
|-
 
|-
| [[A.S.D.F. City]]
+
| [[Abandoned Space Construction]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.2
| N64 Mario Raceway
+
| Rainbow Road
| N64 Mario Raceway
+
| Rainbow Road
 
| 5
 
| 5
 
| 1&times;
 
| 1&times;
| While council greatly appreciates the attempt to modernize ASDF_Course, we believe that this track isn’t enough of an upgrade to justify its inclusion. In terms of design, the consensus was that the visuals were slightly better, but still not up-to-standard, and the slight changes to the layout made driving more awkward than its predecessor. The ramp was also universally deemed to be downgrade, giving excessively big airtime and stalling the flow of the gameplay.
+
|  
 +
Normally a track like this would’ve been rejected for failing basic quality checks, but since the author has specifically requested feedback and had submitted many tracks prior to this one, we figure it is worth giving some detailed feedback for this track.
  
<s>On the topic of an ASDF remake in general, the consensus amongst council is that ASDF is solely in due to its sheer popularity (10th in combined popularity at the time of writing this). Any change to the layout that would be up to todays standards would likely change the spirit of the track, thus we would rather keep ASDF_Course in its current state. If it declines in popularity, we’d likely just remove it outright, since any track with its layout today would likely not even meet basic quality checks.</s>
+
Layout:
 +
•    The track is 16 seconds long on average per lap, and even with 5 laps, clocks in at around 1 minute and 20 seconds. 16 seconds per lap is just far too short.
 +
•    The layout is very rudimentary and lacks any depth, to the extent where all information on this track can be obtained through the minimap. There are no shortcuts, no off-road, no changes in the width of the road, and little changes in the elevation.  
 +
•    The gameplay offered by the layout is bare bones. Despite the turns within the construction, there is very little that prevents the track from feeling like a rainbow oval.
 +
•    The turns within the construction are far too tight, with the last turn effectively being blind. The construction is also very narrow and gives little room for players to avoid items.
 +
•    3 items per set is far too little, especially on a track like this where players will likely remain close to eachother for the entire race.
  
'''EDIT 26/1/22: Upon a re-read, the paragraph above is mostly bad info and shouldn’t count as the official feedback.'''
+
Visuals:
 +
•    The lightmap in the construction gives this mixture of purple and light pink that mesh well together and makes the construction hard to see as a result.
 +
•    No arrows in the construction makes in difficult to tell where to go, especially when the walls throughout are monochrome.
 +
•    The atmosphere is lifeless. Council understands the area is supposed to be abandoned, but there could be far more done to the scenery and the atmosphere.
 +
•    No mipmaps, no BLIGHT change, stretched UVs
 +
•    The starbits don’t render properly when up close
  
To address the status of the current CTGP version, ASDF_Course is currently unable to be removed from CTGP due to its sheer popularity in online play (20/218 as of writing). While Council encourages authors to attempt remakes such as these, any update to the track gunning for a slot in CTGP should attempt to keep the layout similar as possible to the gameplay while drastically improving the visuals to keep it at similar popularity. If the current version ever declined in popularity to the point where it could be removed, it will be.
+
Looking through the author’s work, it appears that many of their tracks have the same issues present. If they are serious about getting tracks into CTGP or improving as a creator, here’s some advice:
 +
•    Think of more ambitious themes, designs and gimmicks.
 +
•    Move towards more complex layouts. Standards have gotten high enough that if you’re going to make a simplistic layout, then the theming, atmosphere, and driving must be nailed.
 +
•    Think of how to accommodate players of all skill levels. Ideally, a track should be simple enough for new players to complete a lap w/o continuously dying but have enough depth to keep an experienced player interested.
 +
•    Put more time and detail into creating one track than multiple over a period of weeks.
 
|-
 
|-
| [[Autumn Path]]
+
| [[Acid Cliffs]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.03
+
| 2.0
| Maple Treeway
+
| Rainbow Road
| Maple Treeway
+
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The main issue with this track is a very distinct lack of polish. There is quite a lot of buggy behavior like wall collision not matching the model properly, poorly made respawn points, including one that saves time over the regular route, and awkward bounces along the main road that make it harder to drive than it looks (Some bugs were fixed in an update after submission though). Testers also cited the overdone theme of "maple treeway autumn" track, which already makes multiple appearances in CTGP and other tracks in the past.
+
| This track was rejected, but council thought this was the author's best track to date.
 +
 
 +
Visually, the track looks good. The colour choices lead to a great mystical and enchanting atmosphere. The author is definitely improving in that regard and the potential is obvious. It should be noted however that the acid part of the name feels quite underused as there is no poison and no enemies that would reference it.
 +
 
 +
Gameplay focuses on elevation changes with sudden slopes, slanted turns and the likes. That is a good idea and definitely one that could lead to a great track, but it feels under developped here. In that sense, the layout could definitely use some more sections that further push the concept. Moreover, excluding the unintended cuts at the end, the track lacks a fun way to leverage boost items, and considering the verticality, you'd expect some kind of gap and/or jump based shortcut.
 +
 
 +
Nevertheless, common issues present in other tracks from the author remain:
 +
*There is a lack of cohesion in the theme of track. You are seemingly in space but climbing cliffs, encountering yoshis, minecraft dragons etc...
 +
*The track is heavily stretched vertically. That creates some issues visually, as you cannot really appreciate the details in the background (they are masked by rocks) and gameplay wise, as it leads to bumpiness issues (wheelielocks most notably).  
 +
 
 +
Overall, while the track falls short both visually and gameplay wise, there are ideas that are worth exploring some more and we can only encourage the author to keep persisting and improving.
 
|-
 
|-
| [[Back to the 80s]]
+
| [[Alone and Incomplete (The Journey to Fix a Broken Heart)|Alone and Incomplete]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Rainbow Road
+
| DK Summit
| Rainbow Road
+
| N64 Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been nearly unanimously overturned following reevaluation.
+
| The council was pleased by the uniqueness of the track’s overall theming and aesthetic, but felt that the track is missing just a few key components.
The overall aesthetic is unique and appealing, but the elements that compose it are problematic, with poor, often difficult to look at texture choices, sloppy UV mapping, and amateurishly altered objects. The layout is not to standards either; although much of it is rather basic, it is brought down significantly by awkward ramps and terribly balanced shortcuts, particularly the cut at the start that is faster shroomless and the field of offroad at the end.
+
 
 +
While the uniqueness and concept were praised, some testers found the visuals to be not cohesive enough. Despite the creative usage of translucent textures and a darker cave to contrast, the visuals were found to be a bit empty outside the cave due to the lack of background elements, and unexciting inside the cave as it is currently just pure black. As a result, some testers felt that the outside rainbow theming did not completely match the sense of despair that the track’s name indicated it was going for. Some testers mentioned the possibility of changing the theming inside the cave to fit the idea of incompleteness more. One idea that was brought up by multiple testers was the idea of broken and collapsing buildings, whether that be interactive like the tunnel or in the background.
 +
 
 +
Gameplaywise, the track has several things going for it. Testers praised the gameplay of the tunnel, stating that it is satisfying to drive. While some expressed concerns about the strength of the shortcut after the cave, the creativity of the shortcut was praised. The shroomless shortcuts were also commended. Testers also liked the ice platforms intertwined with the split platforms giving a sense of risk versus reward as well as multiple options on which way to go. However, testers also worried that the ice platforms particularly at the end were extremely powerful and would become the main route in an online setting, marking the main road obsolete. The exit out of the cave onto a mushroom pad into a right turn raised concerns for some. The reception on the floating platforms section as a whole outside of the cave was mixed, as some testers liked the idea of mixing and matching platforms while others expressed concern of unintuitive and unsmooth driving. The track also has up to 8 obtainable item sets per lap, making shroom glitch a possibility for lap 3. Testers recommend removing 2 or 3 sets.
 +
 
 +
Overall, track council thought this track was a nice breath of fresh air and has a lot of potential to be a great addition to CTGP, but is just missing the last few things it needs to get in. Council hopes that the author will continue to update the track to fix its concerns and is excited to see what the author decides to make in the future.
 
|-
 
|-
| [[Beagle Plains (Lovelifeandtpose024)]]
+
| [[Alternative N64 Bowser's Castle]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.2
+
| 2.0.1
| DS Peach Gardens
+
| N64 Bowser's Castle
| DS Peach Gardens
+
| N64 Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation. This remake of Beagle Plains was generally criticized for being a mediocre luck track, which CTGP already has a good number of. The ending section was brought up by the majority of testers, who said the blind and tight turns were frustrating and created problems for outside drifting vehicles and the spear. It was suggested this be less windy and a bit more visible to prevent these problems. Removing some of the ending grass shortcuts was suggested as well, to prevent some of the luck endings. The exit of the greenhouse had some issues as well. Testers found that going off the left side of the ramp lands the player in offroad, and suggested this be a stunt trick, as a flip trick gives lots of air. This track had some visual concerns as well. Many testers didn’t like how most of the textures were taken directly from the nintendo tracks, saying this gave the track a very generic feel and some things felt out of place. It was also brought up that the water animation doesn’t loop and isn’t synced, which was off putting. Overall, this track would need a visual overhaul along with a lot of gameplay changes.
+
| This track was previously accepted, but this decision was overturned upon revaluation. The author is currently working on an update of this track that address the issues that council members had with this version of the track. Until the update releases, this version will remain rejected.
 
|-
 
|-
| [[Beanstalk Castle]]
+
| [[Aqua Dungeon]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.01
| Mushroom Gorge
+
| N64 Bowser's Castle
| Mushroom Gorge
+
| N64 Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While this is a great base, there just isn’t enough polish in the visuals or the gameplay to justify its inclusion into CTGP as it stands.
+
| The author’s creation of a more complex and involved layout than usual was widely appreciated, but the track in its current state is just not ready for CTGP.
  
The theming is excellent, as Council praises its creativity and differentiation from most castle-themed tracks. However, the conveyance of the atmosphere and the visuals within the immediate layout fall short. Council specifically points out the lightmap and UV-mapping as issues. The lightmap makes certain sections of the track (namely the white and blue road) too bright and overpowers the shader that is used in certain sections. Furthermore, the UV-mapping is off specifically at the castle sections and the finish line. These contribute the tracks’ visuals looking very unpolished.
+
Council members widely praised the theme, as they saw it as unique and with a lot of potential for exploration and immersion. However, the current atmosphere does not feel fully developed/fleshed out. The visuals, while solid, become quickly repetitive and monotonous. This is all exacerbated by the length of the tracks. Some more variety within the visuals to encapsulate that dungeon-esque feel (cracks in walls, better positioning of the Pokemon statues, lanterns, etc.) would do wonders. The track should also have better lighting. While theme does call for the track the be darker than most, it is still very dark throughout the dungeon sections without the strobe lights. There is also a lamp that can clip through the camera, which should be addressed: [https://i.imgur.com/FCd3VYW.png]. Finally, the Koopa Cape-style pipe is cool but its interior doesn’t match the atmosphere. Council recommends that it’s modified to better match the dungeon-esque style of the track.
  
The gameplay and layout could also be refined. The road in the beanstalk sections is overscaled, and give way too much space for the racer, decreasing racer interaction. The leaf shortcuts are good in concept, but the lack of offroad on the leaves makes both overpowered as a shroomless (2nd one) and/or awkward to take. The split paths could use some more balancing, as the left path currently saves significant time over the right path. The most common complaint is the ending castle section, which is far too wide and the most optimal path involves going straight in a line and making 4 consecutive tricks. This section should almost certainly be reworked.
+
Many council members praised how well the track drove in Time Trials. However, there are various compounding issues that affect online play. The spiral should be widened, as you must enter very wide in order to not be sent into a wall. The is a distinct lack of shortcuts for its length, resulting in the gameplay revolving around getting shrooms to take the first shroom cut. Adding another shortcut in the mid-section of the track would significantly improve the gameplay. The amount of water currents may be a concern due their potential to cause significant lag online. While the shroomless at the end is cool, there are two types of KCL of the statue which can lead to the shortcut being unpredictable, and the landing should be made sticky road to prevent bad QM upon landing.
  
This track has a lot of potential, as the theming is nailed and the feedback within the threads provides many suggestions for the author. But as of right now the needs some visual and layout work to become CTGP-quality.
+
Despite this, Council recognizes the potential that this track has and looks forward to seeing a version with many of these issues addressed if the author desires.
 
|-
 
|-
| [[Blossoming Ruins]]
+
| [[Arctic Chill]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| Beta
+
| 1.1
| Maple Treeway
+
| N64 Sherbet Land
| Maple Treeway
+
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council deemed this track as a good start but needs work to be a polished track that would work well in CTGP.
+
| While this is certainly one of the more impressive submissions we've received from this author, we think there are still too many issues with the track for it to be considered for addition to CTGP. The most jarring issue the Council had was the slippery ice KCL present throughout the entire race; even though this is a snowy-themed track, having the entire track be ice KCL makes some of the turns unnecessarily difficult or even impossible on some vehicles. Testers were even having trouble making some hairpin turns with the Flame Runner, of all vehicles, so that would be an absolute requirement for an update. The finish line is also a metal grate KCL type, which doesn't really make any sense. A lot of the turns were extemely bumpy and didn't play very well as a result; this can be fixed by adding more triangles to the turn in the KCL model (make sure you update the visual model as well to match it, otherwise you would have issues like players floating or clipping through the ground). As far as shortcuts go, there might be a bit too many of them. Using a golden mushroom in certain spots can lead to you skipping 2 or 3 entire turns, which could save an obscene amount of time (and probably win you the race by default if you used it right). The shortcut that skips the last U-turn in particular is extremely broken; we suggest adding a fall boundary to prevent you from doing that. Some of the shortcuts through the snow also send you flying into the wall when exiting them, which can be fixed by adding sticky road to the area exiting it (be careful not to add too much sticky road, as that will screw over vehicles with a low drift stat like the Spear). As far as visuals go, it's not terrible by any means, but the scenery is fairly bland and doesn't have much going on. The skybox doesn't really fit the track all too well (it seems more "haunted" than "cold"), and the lighting of the track itself looks rather dingy and dark. Some of the downwards turns or slopes are very blind as well. We suggest going through and improving the visuals of the entire track (both the scenery around the track and within the track itself), and fixing those few things to give the track more visually appealing visuals. Remember, you aren't making a track and then just placing random stuff around it; you're making an actual environment, and creating a track within that environment. Additionally, there are some invisible walls that prevent you from doing certain things; instead of making these invisible walls, you should incorporate an actual wall or an object there that would block the player from passing it while still looking natural within the track itself. This track has a lot of potential, and we're looking forward to seeing what this could possibly turn into in the future! If you need examples of snowy tracks that have good scenery, take a look at tracks like DK Summit, [[Alpine Peak]], [[GCN Sherbet Land (Tock)|GCN Sherbet Land]], and Crash Team Racing's [https://www.youtube.com/watch?v=dV5MIt8vtu0 Polar Pass]. Additionally, here's a list of all the bugs we found:
 
+
* Some no lap counts and issues with the finish line not extending all the way are present on the track (make sure the checkpoints are done properly!)
Visually, this is a very good base, however, could have improvements. There are good overall ideas such as the day-night cycle, which is effective when done well. However, it has some imperfections such as z-fighting, unaligned UVs, model holes, and the player clipping through desynced geometry i.e., the carpet. The "blossoming" aspect of the track is developed, however the "ruins" part could do with some more development. The BLIGHT might also require some thought as it doesn't fit the night theming. This could perhaps be resolved with VolcanoPiece/venice_saku moving a BLIGHT effect trigger to change it after a period of time.
+
* Bullet Bill shouldn't drop you into any turns.
 
+
* The goombas don't move, and they don't die when hit by an item, but they do still drop a shroom.
Gameplay is where this track needs the most consideration. There are a few turns that some found flowed well outside, but inside the many 90° turns which were closely proceeded by a ramp can be awkward to drive. There were other ramps that were mentioned which were considered issues: the flip ramp into the water stream which was deemed not useful; the very first trick which gives a ton airtime and should be a flip ramp. On the other hand, the addition of a water stream was appreciated as it made the simpler layout a bit more dynamic.
+
* Snow off-road has the wrong KCL type.
 
+
* Some fall boundaries apparently have drivable road KCL?
Overall, this track has a good start on visuals and a mostly acceptable layout which needs some changes to improve it. The main issues with the gameplay were the turns in the castle and the ramps giving too much air. Visually, the council thinks it could both develop the overall theming more, and polish the textures and general visuals i.e., UVs of the track.
 
 
|-
 
|-
| [[Botania]]
+
| [[Area 64]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.0
| GCN DK Mountain
+
| N64 Bowser's Castle
| Moo Moo Meadows
+
| N64 Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|
+
|The council determined that this track would not do well in CTGP in it's current state. A common opinion was that the gameplay was not up to par for CTGP standards.
* Textures and overall visuals need MAJOR updates (author is already working on this).
+
 
* Possibly re-evaluate what parts of the track have sticky road? Multiple testers said that there were sections where the sticky road made the track more annoying to play on.
+
Visually, there isn't much to say as it nails the atmosphere here and the theming itself is very unique. It would definitely stand out in the pack. It could do with some BLIGHT changes for when the player goes under the green beams.
* The road is way too bumpy.
+
 
* If you get hit by an item while trying to take the ramp shortcut near the end, you get completely screwed and have to go backwards. This should be fixed.
+
Gameplay, however, is where it falls. The scaling for the track isn't consistent; some sections of the track have good scaling, whereas some sections are scaled too small. Sadly, a simple upscale would not fix this as it would ruin other sections of the track. The KCL of the track is inaccurate due to subdivision surface being applied to the road, leading to players driving through the floor on occasion. Even with that, some sections of the track feel bouncy. There are a few turns where it's unsure whether 1 or 2 miniturbos is optimal due to the length of the turn.
 +
 
 +
Overall, the theming of this track is incredible and it has a lot of potential, but with the current layout and gameplay issues, this track needs work before it is ready to be added to CTGP.
 
|-
 
|-
| [[Bowser's Gothic Castle]]
+
| [[A.S.D.F. City]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Grumble Volcano
+
| N64 Mario Raceway
| N64 Bowser's Castle
+
| N64 Mario Raceway
| 3
+
| 5
 
| 1&times;
 
| 1&times;
| Compared to the previous submission from this author, this is a massive step up. The track is much better in terms of structure, driveability, and visuals, but unfortunately this one still doesn't meet CTGP standards quite yet. The texturing is all too similar all across the track, and doesn't fit the theme that the name suggests. There are plenty of long falls and bad respawn points, as well as item route issues that cause the bullet to get stuck in a few places. The shape of the walls cause you to get stuck if you get bumped into it the wrong way, and combined with a lot of blind turns, it doesn't make for the best racing experience. Regardless, massive props for the very quick improvement in custom track making, and we hope that you can improve even further going forward.
+
| While council greatly appreciates the attempt to modernize ASDF_Course, we believe that this track isn’t enough of an upgrade to justify its inclusion. In terms of design, the consensus was that the visuals were slightly better, but still not up-to-standard, and the slight changes to the layout made driving more awkward than its predecessor. The ramp was also universally deemed to be downgrade, giving excessively big airtime and stalling the flow of the gameplay.
|-
+
 
| [[Bowser's Lava Lair]]
+
<s>On the topic of an ASDF remake in general, the consensus amongst council is that ASDF is solely in due to its sheer popularity (10th in combined popularity at the time of writing this). Any change to the layout that would be up to todays standards would likely change the spirit of the track, thus we would rather keep ASDF_Course in its current state. If it declines in popularity, we’d likely just remove it outright, since any track with its layout today would likely not even meet basic quality checks.</s>
| {{no|Rejected}}
+
 
| 1.7
+
'''EDIT 26/1/22: Upon a re-read, the paragraph above is mostly bad info and shouldn’t count as the official feedback.'''
| Bowser's Castle
+
 
| Bowser's Castle
+
To address the status of the current CTGP version, ASDF_Course is currently unable to be removed from CTGP due to its sheer popularity in online play (20/218 as of writing). While Council encourages authors to attempt remakes such as these, any update to the track gunning for a slot in CTGP should attempt to keep the layout similar as possible to the gameplay while drastically improving the visuals to keep it at similar popularity. If the current version ever declined in popularity to the point where it could be removed, it will be.
 +
|-
 +
| [[Autumn Path]]
 +
| {{no|Rejected}}
 +
| 1.03
 +
| Maple Treeway
 +
| Maple Treeway
 +
| 3
 +
| 1&times;
 +
| The main issue with this track is a very distinct lack of polish. There is quite a lot of buggy behavior like wall collision not matching the model properly, poorly made respawn points, including one that saves time over the regular route, and awkward bounces along the main road that make it harder to drive than it looks (Some bugs were fixed in an update after submission though). Testers also cited the overdone theme of "maple treeway autumn" track, which already makes multiple appearances in CTGP and other tracks in the past.
 +
|-
 +
| [[Back to the 80s]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| Rainbow Road
 +
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation. While the track has potential and drives decently, both the visuals and the gameplay of this track were criticized. Visually, the track is too similar to a SNES or GBA bowser’s castle course, and would need a major visual overhaul to ugprade its looks to modern standards. From a gameplay perspective, the various shroomless cuts (skipping the 2nd turn, going up the rail on the slow ramps section, going top route at the end) save too much time while being easily blockable. Most notably, the gap cut shortcut can easily be performed shroomless and basically becomes the main route. The main shroom cut is massive, but is quite difficult to pull off and also is very easily blocked on the shroomless path.The lava gap after the first turn and the fireballs spit by the bowser statue were also criticized for being too sudden and therefore causing lots of problems for beginners. Testers found the slow ramps to be too small, making low tricks far too inconsistent. Finally, the shock shortcut also stood out as being too situational and too powerful, allowing racers who were just in the right position at the right time to gain time for free.
+
| This track was previously accepted, but this decision has been nearly unanimously overturned following reevaluation.
* Most split paths are a source of item route issues, causing bullet bills to go straight in the lava or to drive into a wall.
+
The overall aesthetic is unique and appealing, but the elements that compose it are problematic, with poor, often difficult to look at texture choices, sloppy UV mapping, and amateurishly altered objects. The layout is not to standards either; although much of it is rather basic, it is brought down significantly by awkward ramps and terribly balanced shortcuts, particularly the cut at the start that is faster shroomless and the field of offroad at the end.
* The rail at the end after the last few ramps has an invisible KCL at the end of it ([https://cdn.discordapp.com/attachments/199262819089121281/745276429117161482/2020-08-06_11-18-46.gif Discord])
 
* Camera glitch if you fall short of the upper path, might not be fixable unless the path gets raised or something.
 
* The shock shortcut can be done with the Honeycoupe.
 
* The outro cameras are messed up, supposedly due to an outdated Wiimm's Tools function that has scaling issues on player based cameras.
 
 
|-
 
|-
| [[Castle of Hope]]
+
| [[Beagle Plains (Lovelifeandtpose024)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.5.03
+
| 2.2
 
| DS Peach Gardens
 
| DS Peach Gardens
 
| DS Peach Gardens
 
| DS Peach Gardens
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| This track demonstrates some potential; its distinctly vibrant visuals for a castle track are appreciated, and in some ways driving the track can be fun, especially due to the well-balanced shortcuts.
+
| This track was previously accepted, but this decision has been overturned following reevaluation. This remake of Beagle Plains was generally criticized for being a mediocre luck track, which CTGP already has a good number of. The ending section was brought up by the majority of testers, who said the blind and tight turns were frustrating and created problems for outside drifting vehicles and the spear. It was suggested this be less windy and a bit more visible to prevent these problems. Removing some of the ending grass shortcuts was suggested as well, to prevent some of the luck endings. The exit of the greenhouse had some issues as well. Testers found that going off the left side of the ramp lands the player in offroad, and suggested this be a stunt trick, as a flip trick gives lots of air. This track had some visual concerns as well. Many testers didn’t like how most of the textures were taken directly from the nintendo tracks, saying this gave the track a very generic feel and some things felt out of place. It was also brought up that the water animation doesn’t loop and isn’t synced, which was off putting. Overall, this track would need a visual overhaul along with a lot of gameplay changes.
 
 
Unfortunately, many testers, including some who received the track positively, found the visuals to be bland out of repetition without much decoration. Critically, this repetition extends to the track design, especially with its large scale and numerous spirals, resulting in a track some describe as long and boring. Graphics lack polish, most prominently in regards to UV mapping issues and Z-fighting on the start line banner. The slope before the bridge lacks necessary sticky road, and the turn after is blind. A few testers described many other turns as blind as well. The use of heavy off-road without visual distinction was also found to be a problem.
 
 
 
Due to these issues, this track was narrowly rejected. For future evaluation, we would like to see an extra layer of polish in addition to the layout being reworked into one that is shorter, less repetitive, and doesn't demand a large scale.
 
 
|-
 
|-
| [[Chill Hill 2]]
+
| [[Beanstalk Castle]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.0
| DK Summit
+
| Mushroom Gorge
| DK Summit
+
| Mushroom Gorge
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Despite the track having little to no detail or scenery, it definitely hits the mark pretty well gameplay-wise. Before acceptance, though, the track would most likely need a visual overhaul.
+
| While this is a great base, there just isn’t enough polish in the visuals or the gameplay to justify its inclusion into CTGP as it stands.
* The sloped turns need a lot more tris.
+
 
* The off-road and out-of-bounds need proper distinction, and should not be the same texture.
+
The theming is excellent, as Council praises its creativity and differentiation from most castle-themed tracks. However, the conveyance of the atmosphere and the visuals within the immediate layout fall short. Council specifically points out the lightmap and UV-mapping as issues. The lightmap makes certain sections of the track (namely the white and blue road) too bright and overpowers the shader that is used in certain sections. Furthermore, the UV-mapping is off specifically at the castle sections and the finish line. These contribute the tracks’ visuals looking very unpolished.
* The ice part doesn't seem like you're driving on ice, which confused a lot of the testers.
+
 
* Bugs with Item Routes, KCL.
+
The gameplay and layout could also be refined. The road in the beanstalk sections is overscaled, and give way too much space for the racer, decreasing racer interaction. The leaf shortcuts are good in concept, but the lack of offroad on the leaves makes both overpowered as a shroomless (2nd one) and/or awkward to take. The split paths could use some more balancing, as the left path currently saves significant time over the right path. The most common complaint is the ending castle section, which is far too wide and the most optimal path involves going straight in a line and making 4 consecutive tricks. This section should almost certainly be reworked.
 +
 
 +
This track has a lot of potential, as the theming is nailed and the feedback within the threads provides many suggestions for the author. But as of right now the needs some visual and layout work to become CTGP-quality.
 
|-
 
|-
| [[Circuit Speedway]]
+
| [[Blossoming Ruins]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| Beta
| N64 Mario Raceway
+
| Maple Treeway
| N64 Mario Raceway
+
| Maple Treeway
| &ndash;
 
| &ndash;
 
| The layout isn't bad, but any playability is immediately ruined by the lack of tris on the curved sections, and by the sheet amount of boost panels that were randomly scattered along the track.
 
* All animated textures should loop properly.
 
* There should be proper indication on what is road and what isn't road. A few things that look like road are actually wall, and vice-versa.
 
* Water has the Moonview Highway LED shader by accident.
 
* Bugs with KCL, Position Tracking.
 
|-
 
| [[Christmas Wish (Jiyuu)]]
 
| {{no|Rejected}}
 
| 2.0
 
| DK Summit
 
| DK Summit
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision was narrowly overturned upon revaluation. The concept and layout were widely praised, especially for being able to take a Christmas Tree and making a working, intuitive, and fun layout for driving. However, there are a couple of issues with the track that need to be addressed before its inclusion. The unanimous complaint about this track is the shortcut at the top of the tree way. The cut saves over a second if done shroomless, and even more if done with the intended one shroom. This cut either needs to be modified to require multiple shrooms or just removed entirely. Furthermore, the track has way too many item boxes, with shroom glitch being possible at the start of L3 if the most possible boxes per lap are taken. The lighting was also criticized, with the ice section and town being very dim. Finally, the last time this track received an official update was two-and-a-half years ago, which indicates that there are no plans to fix the above issues. There is a lot of potential here and desire to add this track as part of a Christmas update if ready, but for now, it will remain rejected.
+
| The council deemed this track as a good start but needs work to be a polished track that would work well in CTGP.
|-
+
 
| [[Cliffside Circuit]]
+
Visually, this is a very good base, however, could have improvements. There are good overall ideas such as the day-night cycle, which is effective when done well. However, it has some imperfections such as z-fighting, unaligned UVs, model holes, and the player clipping through desynced geometry i.e., the carpet. The "blossoming" aspect of the track is developed, however the "ruins" part could do with some more development. The BLIGHT might also require some thought as it doesn't fit the night theming. This could perhaps be resolved with VolcanoPiece/venice_saku moving a BLIGHT effect trigger to change it after a period of time.
 +
 
 +
Gameplay is where this track needs the most consideration. There are a few turns that some found flowed well outside, but inside the many 90° turns which were closely proceeded by a ramp can be awkward to drive. There were other ramps that were mentioned which were considered issues: the flip ramp into the water stream which was deemed not useful; the very first trick which gives a ton airtime and should be a flip ramp. On the other hand, the addition of a water stream was appreciated as it made the simpler layout a bit more dynamic.
 +
 
 +
Overall, this track has a good start on visuals and a mostly acceptable layout which needs some changes to improve it. The main issues with the gameplay were the turns in the castle and the ramps giving too much air. Visually, the council thinks it could both develop the overall theming more, and polish the textures and general visuals i.e., UVs of the track.
 +
|-
 +
| [[Botania]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0
+
| 1.2
| Mushroom Gorge
+
| GCN DK Mountain
| Mushroom Gorge
+
| Moo Moo Meadows
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council was overwhelmingly neutral on this track. While there isn't anything wrong with it besides a few KCL bugs and some flickering here and there, the bland theming and lack of any real excitement made this track seem just okay for many testers. The misleading mushrooms were also rather confusing, since the visuals would indicate that the mushrooms would be bouncy or not bouncy given the colors used, however none of them are even trickable to begin with. Not bad, but not good enough for CTGP standards.
+
|
 +
* Textures and overall visuals need MAJOR updates (author is already working on this).
 +
* Possibly re-evaluate what parts of the track have sticky road? Multiple testers said that there were sections where the sticky road made the track more annoying to play on.
 +
* The road is way too bumpy.
 +
* If you get hit by an item while trying to take the ramp shortcut near the end, you get completely screwed and have to go backwards. This should be fixed.
 
|-
 
|-
| [[Constellation Cliffs]]
+
| [[Bowser's Gothic Castle]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| 1.0
| Rainbow Road
+
| Grumble Volcano
| Rainbow Road
+
| N64 Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| After being updated from it's initial CT Jam version, this track looked very promising at first. The way it played was praised the most, as gameplay is very smooth and not hard to figure out. Visually, while the night theme and sky box make the track appealing, it lacks a clear direction, texture diversity and background decorations, which makes the track feel repetitive. Moreover, even though the work on light maps was appreciated, it also makes the track generally too dark. While the gameplay is good, it was also seen by many testers as rather one-dimensional, as the whole track followed the same formula for its turns and ramps, making it play the same the entire way through. Some crucial bugs were also found during testing such as a no lap count respawn and some out of bounds clipping onto the main road. One sentiment that a lot of the council shared was that the potential for a really good track is still there, so perhaps with an overhaul of this design, it could be accepted some time in the future.
+
| Compared to the previous submission from this author, this is a massive step up. The track is much better in terms of structure, driveability, and visuals, but unfortunately this one still doesn't meet CTGP standards quite yet. The texturing is all too similar all across the track, and doesn't fit the theme that the name suggests. There are plenty of long falls and bad respawn points, as well as item route issues that cause the bullet to get stuck in a few places. The shape of the walls cause you to get stuck if you get bumped into it the wrong way, and combined with a lot of blind turns, it doesn't make for the best racing experience. Regardless, massive props for the very quick improvement in custom track making, and we hope that you can improve even further going forward.
 
|-
 
|-
| [[Coral Cape (Terron)]]
+
| [[Bowser's Lava Lair]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.7
| Koopa Cape
+
| Bowser's Castle
| Koopa Cape
+
| Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This remake is solidly put-together, but the nearly unanimous opinion is that Coral Cape fundamentally offers neither a theme nor a layout unique enough to meet current standards. Many testers highly praise the cleanly executed visuals, but certain assets, due to being used to death recently, only serves to amplify how generic the final product ends up seeming. Similarly, although this layout is old, it now seems to represent the epitome of the recent trend of short, simple track designs, especially when distinct features like the ending mushrooms and the tunnel shortcut have been sanitized away (even if they weren't originally used well, they still introduced some character). The track is already overly lacklustre, which leaves a wide variety of gameplay issues to tip the scales overwhelmingly against this track's favour. For example, offroad is generally difficult to navigate, yet arguably overpowered; the road contours are unintuitive, tending to conceal themselves and other things like boost panels; the use of trickable road on the edges at the beach is highly questionable; various no-lap-count shortcuts are possible; and the ending ramp is still awkward.
+
| This track was previously accepted, but this decision has been overturned following reevaluation. While the track has potential and drives decently, both the visuals and the gameplay of this track were criticized. Visually, the track is too similar to a SNES or GBA bowser’s castle course, and would need a major visual overhaul to ugprade its looks to modern standards. From a gameplay perspective, the various shroomless cuts (skipping the 2nd turn, going up the rail on the slow ramps section, going top route at the end) save too much time while being easily blockable. Most notably, the gap cut shortcut can easily be performed shroomless and basically becomes the main route. The main shroom cut is massive, but is quite difficult to pull off and also is very easily blocked on the shroomless path.The lava gap after the first turn and the fireballs spit by the bowser statue were also criticized for being too sudden and therefore causing lots of problems for beginners. Testers found the slow ramps to be too small, making low tricks far too inconsistent. Finally, the shock shortcut also stood out as being too situational and too powerful, allowing racers who were just in the right position at the right time to gain time for free.
 +
* Most split paths are a source of item route issues, causing bullet bills to go straight in the lava or to drive into a wall.
 +
* The rail at the end after the last few ramps has an invisible KCL at the end of it ([https://wiiki-content.acaruso.xyz/199262819089121281/745276429117161482/2020-08-06_11-18-46.gif Discord])
 +
* Camera glitch if you fall short of the upper path, might not be fixable unless the path gets raised or something.
 +
* The shock shortcut can be done with the Honeycoupe.
 +
* The outro cameras are messed up, supposedly due to an outdated Wiimm's Tools function that has scaling issues on player based cameras.
 
|-
 
|-
| [[Cosmo Garden]]
+
| [[Castle of Hope]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0
+
| 1.5.03
| Rainbow Road
 
 
| DS Peach Gardens
 
| DS Peach Gardens
| 3
+
| DS Peach Gardens
 +
| 2
 
| 1&times;
 
| 1&times;
| For the creator's first custom track, this track displays a lot of potential, but does not fit CTGP's standards in its current state. Visually, it falls short of the mark. It uses a lot of Rainbow Road assets, is too similar to Cherry Blossom Garden, and feels more like a night-time garden. However the main area the track suffers in is gameplay. While its simple layout was praised, the track is scaled too big, especially vertically with most ramps sending the racers too high. The walls of flowers remove any counterplay around items by masking them. This item issue is further reflected by the blind turns and slopes, most notably the 1st slope that uses sticky road and can easily be trapped. The underwater section uses banked walls which make driving awkward. The cuts also stood out as being very unbalanced. The 1st cut boundaries are unclear as the out of bounds section uses the same grass texture as the driveable portion. Moreover, one shroom is barely not enough to clear the cut, forcing racers to use two despite the cut saving less than the 2nd cut, that many council members thought should be nerfed.
+
| This track demonstrates some potential; its distinctly vibrant visuals for a castle track are appreciated, and in some ways driving the track can be fun, especially due to the well-balanced shortcuts.
*The coordinates of the track currently go to ±125000 on both the X and Z axis, which will cause items to stop working online.
 
*The track has no intro or outro cameras.
 
*There is a weird blue hue that appears in the skybox at high Y positions.
 
*The underwater section should not be coloured differently on the minimap.
 
*The item boxes are spread out too far and more should be added at each set.
 
*The bullet bill should not take the 2nd cut by default.
 
*Some checkpoints do not cover the whole width of the track and will lead to position tracker issues.
 
|-
 
| [[Crazy-8 Circuit]]
 
| {{no|Rejected}}
 
| Alpha 2
 
| Luigi Circuit
 
| Funky Stadium
 
| 4
 
| 1&times;
 
| Visually, this track looks like yet another generic Mario Kart track, and this is a massive liability. Many people are immediately turned off by this first impression and find nothing appealing about this exhaustively well-treaded theme, especially in the track's current state where its appearance is a worse version of our existing DS Figure-8 Circuit. The intended irony is not worth wasting the track's visuals in such a way; see Rezway II for an extreme example of how unpopular this problem could cause a track to be. A very significant number of no votes would be flipped to yes solely if this track were given a distinct and polished visual style, perhaps one that complements the wacky track design rather than (intentionally) contrasting it, e.g. a circus theme.
 
  
Many council members found much potential in this track's unique layout, making visuals the most outstanding concern--but a decent number had gameplay reservations. Some found the track surprisingly intuitive, but others suffered much confusion. The arrow signs are a good start, but it is still potentially too difficult both to gather an understanding of where things are in general and to simply figure out where it's okay to go next. Arrows on the road are a necessity, arrows elsewhere need some tweaks, and the track could benefit from better landmarks that help players realize where things are. One particular problem that has no clear solution is that players may think they are going the wrong way when they see other racers driving against them, starting on lap 3.
+
Unfortunately, many testers, including some who received the track positively, found the visuals to be bland out of repetition without much decoration. Critically, this repetition extends to the track design, especially with its large scale and numerous spirals, resulting in a track some describe as long and boring. Graphics lack polish, most prominently in regards to UV mapping issues and Z-fighting on the start line banner. The slope before the bridge lacks necessary sticky road, and the turn after is blind. A few testers described many other turns as blind as well. The use of heavy off-road without visual distinction was also found to be a problem.
  
Beyond the clarity problems related to the core concept, other gameplay issues were noted. In contrast to the shortcuts such as those involving the bouncy mushroom which testers found fun, the rest of the layout may be a bit plain to drive. The final turn of the lap, which is driven 4 times per race (unless you take a lap 4 ending strat) and does not have split paths like much of the course does, was cited as a particularly dull example. The three ramps towards the start of lap 1 may be a step in the wrong direction to improve this base layout, as a few testers noted them as abrupt and awkward. Path balance is quite suspect; for the lap 1 route, the wooden bridge shortcut is weak enough that it may even be invalidated by using the mushroom on the left split, and the lap 2 route's shroomless access to the Cataquack platform makes it excessively strong. Bullet Bills have been observed to go backwards on occasion; this seems to always be related to respawn point recalculations, so adjusting their positions relative to item routes should be able to fix that. Varying checkpoint distributions cause the game to be rather bad at position tracking players on different routes relative to each other.
+
Due to these issues, this track was narrowly rejected. For future evaluation, we would like to see an extra layer of polish in addition to the layout being reworked into one that is shorter, less repetitive, and doesn't demand a large scale.
 
 
Although this track was rejected quite decisively, the concept drew favourable comparisons to tracks like GCN Luigi Circuit and most of the council found it potentially suitable for CTGP. A visual overhaul is desparately warranted though, and the base layout would benefit greatly from various adjustments.
 
 
|-
 
|-
| [[Crystal Cove]]
+
| [[Chill Hill 2]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.2
| Wario's Gold Mine
+
| DK Summit
| Wario's Gold Mine
+
| DK Summit
| 5
+
| 3
 
| 1&times;
 
| 1&times;
| While this track looks very well-made and plays very smoothly, the council found this one to be very bland and boring to race on. The cave feels rather bland and same-y, and the races don't have much going on in them, which makes this track feel a lot like a very polished Brown Loop. 5 laps is a bit overkill as well. If this track had more going on and was reduced to 3 laps, then it would be a lot better. Some other small things we found:
+
| Despite the track having little to no detail or scenery, it definitely hits the mark pretty well gameplay-wise. Before acceptance, though, the track would most likely need a visual overhaul.
* The boost panels don't show up on the minimap
+
* The sloped turns need a lot more tris.
* Light offroad on some turns should be heavier
+
* The off-road and out-of-bounds need proper distinction, and should not be the same texture.
* Some turns are a bit blind if not for the large minimap
+
* The ice part doesn't seem like you're driving on ice, which confused a lot of the testers.
 +
* Bugs with Item Routes, KCL.
 
|-
 
|-
| [[CTR Hot Air Skyway]]
+
| [[Circuit Speedway]]
 +
| {{no|Rejected}}
 +
| 1.2
 +
| N64 Mario Raceway
 +
| N64 Mario Raceway
 +
| &ndash;
 +
| &ndash;
 +
| The layout isn't bad, but any playability is immediately ruined by the lack of tris on the curved sections, and by the sheet amount of boost panels that were randomly scattered along the track.
 +
* All animated textures should loop properly.
 +
* There should be proper indication on what is road and what isn't road. A few things that look like road are actually wall, and vice-versa.
 +
* Water has the Moonview Highway LED shader by accident.
 +
* Bugs with KCL, Position Tracking.
 +
|-
 +
| [[Christmas Wish (Jiyuu)]]
 +
| {{no|Rejected}}
 +
| 2.0
 +
| DK Summit
 +
| DK Summit
 +
| 3
 +
| 1&times;
 +
| This track was previously accepted, but this decision was narrowly overturned upon revaluation. The concept and layout were widely praised, especially for being able to take a Christmas Tree and making a working, intuitive, and fun layout for driving. However, there are a couple of issues with the track that need to be addressed before its inclusion. The unanimous complaint about this track is the shortcut at the top of the tree way. The cut saves over a second if done shroomless, and even more if done with the intended one shroom. This cut either needs to be modified to require multiple shrooms or just removed entirely. Furthermore, the track has way too many item boxes, with shroom glitch being possible at the start of L3 if the most possible boxes per lap are taken. The lighting was also criticized, with the ice section and town being very dim. Finally, the last time this track received an official update was two-and-a-half years ago, which indicates that there are no plans to fix the above issues. There is a lot of potential here and desire to add this track as part of a Christmas update if ready, but for now, it will remain rejected.
 +
|-
 +
| [[Cliffside Circuit]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| v1.0
+
| 2.0
 
| Mushroom Gorge
 
| Mushroom Gorge
 
| Mushroom Gorge
 
| Mushroom Gorge
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This is a well-executed recreation of a layout that is ultimately a drag to play.
+
| The council was overwhelmingly neutral on this track. While there isn't anything wrong with it besides a few KCL bugs and some flickering here and there, the bland theming and lack of any real excitement made this track seem just okay for many testers. The misleading mushrooms were also rather confusing, since the visuals would indicate that the mushrooms would be bouncy or not bouncy given the colors used, however none of them are even trickable to begin with. Not bad, but not good enough for CTGP standards.
 
 
This track's layout can be summed up as turns, hilly geometry, random trickable surfaces, some boost panels, and the occasional ramp. Throughout its minute-long laps, there are a lack of distinct places that require a different approach or enable some kind of unique tech; the closest thing to a shakeup is a simple shroomless cut that might as well be the main route. An enjoyable driving flow is not attained either, as the turns are often concealed by the road itself (also reducing clarity) and preceded or overlapped by wheelie-locking and slipdrift-inducing bounciness.
 
 
 
Furthermore, with a winding layout, no offroad, and no shroom cuts at all, this track has few opportunities for item play besides traps. This makes online races so frontrun-centric they might as well be time trials, which would already result in rather dull races even without the monotonous track design. Even the handful of testers who found this fun to drive tended to demand the addition of at least one shroom cut, e.g. adding offroad to the current shroomless cut.
 
 
 
The visuals are quite good. Conceptually, the track takes an already relatively unexplored theme (sky) into a very creative direction; as of the recent update, this is brought to life in MKW with quite impressive fidelity including nice lighting and various animated details. Unfortunately, even this aspect lacks variation, as the whole track lacks in landmarks and uses the same assets.
 
 
|-
 
|-
| [[CTR Slide Coliseum]]
+
| [[Constellation Cliffs]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.1
 
| 1.1
| GCN Waluigi Stadium
+
| Rainbow Road
| GCN Waluigi Stadium
+
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The 125% upscale still causes problems on non-Mach vehicles. We could try upscaling it further, but the blandness of the track lead all of the testers to the general consensus that the track is better off just left alone.
+
| After being updated from it's initial CT Jam version, this track looked very promising at first. The way it played was praised the most, as gameplay is very smooth and not hard to figure out. Visually, while the night theme and sky box make the track appealing, it lacks a clear direction, texture diversity and background decorations, which makes the track feel repetitive. Moreover, even though the work on light maps was appreciated, it also makes the track generally too dark. While the gameplay is good, it was also seen by many testers as rather one-dimensional, as the whole track followed the same formula for its turns and ramps, making it play the same the entire way through. Some crucial bugs were also found during testing such as a no lap count respawn and some out of bounds clipping onto the main road. One sentiment that a lot of the council shared was that the potential for a really good track is still there, so perhaps with an overhaul of this design, it could be accepted some time in the future.
 
|-
 
|-
| [[CTR Tiny Arena]]
+
| [[Coral Cape (Terron)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| GCN Waluigi Stadium
+
| Koopa Cape
| Funky Stadium
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track would be generally okay in Time Trials, but online it would be a nightmare, especially for outside-drifting vehicles. Too many bumps and tricks would lead to everyone getting split, and it would generally just be a mess. It's a cool track, but it doesn't translate well into Mario Kart Wii.
+
| This remake is solidly put-together, but the nearly unanimous opinion is that Coral Cape fundamentally offers neither a theme nor a layout unique enough to meet current standards. Many testers highly praise the cleanly executed visuals, but certain assets, due to being used to death recently, only serves to amplify how generic the final product ends up seeming. Similarly, although this layout is old, it now seems to represent the epitome of the recent trend of short, simple track designs, especially when distinct features like the ending mushrooms and the tunnel shortcut have been sanitized away (even if they weren't originally used well, they still introduced some character). The track is already overly lacklustre, which leaves a wide variety of gameplay issues to tip the scales overwhelmingly against this track's favour. For example, offroad is generally difficult to navigate, yet arguably overpowered; the road contours are unintuitive, tending to conceal themselves and other things like boost panels; the use of trickable road on the edges at the beach is highly questionable; various no-lap-count shortcuts are possible; and the ending ramp is still awkward.
 
|-
 
|-
| [[Desert Creek]]
+
| [[Cosmo Garden]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.5
+
| 2.0
| Dry Dry Ruins
+
| Rainbow Road
| Dry Dry Ruins
+
| DS Peach Gardens
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision was unanimously overturned upon revaluation. There isn’t really anything going for this track and looking back it was a very questionable acceptance. There are massive drivability issues throughout the entire track. Many of the turns are small and tight, making it borderline impossible for some vehicles to make the turns w/o hitting offroad. It doesn’t help that these types of turns show up throughout the entire track. The boost panels being inside the turns makes it so that its faster to go through offroad on certain turns. Walls can be clipped through in various sections. 9 item sets per lap is just way too much and needs to be cut almost in half. Thematically, it doesn’t do anything unique, and it isn’t presented in an outstanding manner that meets 2021 standards. Put bluntly, this needs a lot of work to be reconsidered.
+
| For the creator's first custom track, this track displays a lot of potential, but does not fit CTGP's standards in its current state. Visually, it falls short of the mark. It uses a lot of Rainbow Road assets, is too similar to Cherry Blossom Garden, and feels more like a night-time garden. However the main area the track suffers in is gameplay. While its simple layout was praised, the track is scaled too big, especially vertically with most ramps sending the racers too high. The walls of flowers remove any counterplay around items by masking them. This item issue is further reflected by the blind turns and slopes, most notably the 1st slope that uses sticky road and can easily be trapped. The underwater section uses banked walls which make driving awkward. The cuts also stood out as being very unbalanced. The 1st cut boundaries are unclear as the out of bounds section uses the same grass texture as the driveable portion. Moreover, one shroom is barely not enough to clear the cut, forcing racers to use two despite the cut saving less than the 2nd cut, that many council members thought should be nerfed.
 +
*The coordinates of the track currently go to ±125000 on both the X and Z axis, which will cause items to stop working online.
 +
*The track has no intro or outro cameras.
 +
*There is a weird blue hue that appears in the skybox at high Y positions.
 +
*The underwater section should not be coloured differently on the minimap.
 +
*The item boxes are spread out too far and more should be added at each set.
 +
*The bullet bill should not take the 2nd cut by default.
 +
*Some checkpoints do not cover the whole width of the track and will lead to position tracker issues.
 
|-
 
|-
| [[Desert Cross (FunkyDude15)]]
+
| [[Crazy-8 Circuit]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| Alpha 2
| Dry Dry Ruins
+
| Luigi Circuit
| Dry Dry Ruins '''OR''' Thwomp Desert
+
| Funky Stadium
| 3
+
| 4
 
| 1&times;
 
| 1&times;
| This track has a ton of potential, but the 2 cannons and the weird zippers throw everything off. This track would be amazing if those things were to get fixes, and would surely be a strong contender for being accepted.
+
| Visually, this track looks like yet another generic Mario Kart track, and this is a massive liability. Many people are immediately turned off by this first impression and find nothing appealing about this exhaustively well-treaded theme, especially in the track's current state where its appearance is a worse version of our existing DS Figure-8 Circuit. The intended irony is not worth wasting the track's visuals in such a way; see Rezway II for an extreme example of how unpopular this problem could cause a track to be. A very significant number of no votes would be flipped to yes solely if this track were given a distinct and polished visual style, perhaps one that complements the wacky track design rather than (intentionally) contrasting it, e.g. a circus theme.
 +
 
 +
Many council members found much potential in this track's unique layout, making visuals the most outstanding concern--but a decent number had gameplay reservations. Some found the track surprisingly intuitive, but others suffered much confusion. The arrow signs are a good start, but it is still potentially too difficult both to gather an understanding of where things are in general and to simply figure out where it's okay to go next. Arrows on the road are a necessity, arrows elsewhere need some tweaks, and the track could benefit from better landmarks that help players realize where things are. One particular problem that has no clear solution is that players may think they are going the wrong way when they see other racers driving against them, starting on lap 3.
 +
 
 +
Beyond the clarity problems related to the core concept, other gameplay issues were noted. In contrast to the shortcuts such as those involving the bouncy mushroom which testers found fun, the rest of the layout may be a bit plain to drive. The final turn of the lap, which is driven 4 times per race (unless you take a lap 4 ending strat) and does not have split paths like much of the course does, was cited as a particularly dull example. The three ramps towards the start of lap 1 may be a step in the wrong direction to improve this base layout, as a few testers noted them as abrupt and awkward. Path balance is quite suspect; for the lap 1 route, the wooden bridge shortcut is weak enough that it may even be invalidated by using the mushroom on the left split, and the lap 2 route's shroomless access to the Cataquack platform makes it excessively strong. Bullet Bills have been observed to go backwards on occasion; this seems to always be related to respawn point recalculations, so adjusting their positions relative to item routes should be able to fix that. Varying checkpoint distributions cause the game to be rather bad at position tracking players on different routes relative to each other.
 +
 
 +
Although this track was rejected quite decisively, the concept drew favourable comparisons to tracks like GCN Luigi Circuit and most of the council found it potentially suitable for CTGP. A visual overhaul is desparately warranted though, and the base layout would benefit greatly from various adjustments.
 
|-
 
|-
| [[Distant Dimension]]
+
| [[Crystal Cove]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| N64 Bowser's Castle
+
| Wario's Gold Mine
| N64 Bowser's Castle
+
| Wario's Gold Mine
| 3
+
| 5
 
| 1&times;
 
| 1&times;
| In general, the track council had plenty of great things to say about this track. It's clearly a big step up from this author's previous work, as they wanted to try and branch out with their track designs to make something that everybody can enjoy. The quality of this track is a nice upgrade, as the author has been taking our previous feedback and applying it here. Visually, the track is spectacular as always, and the shortcuts added to the track are overall really good. The shroomless shortcut that skips part of the boardwalk was a nice addition, giving a much needed element of strategy to spice up gameplay.
+
| While this track looks very well-made and plays very smoothly, the council found this one to be very bland and boring to race on. The cave feels rather bland and same-y, and the races don't have much going on in them, which makes this track feel a lot like a very polished Brown Loop. 5 laps is a bit overkill as well. If this track had more going on and was reduced to 3 laps, then it would be a lot better. Some other small things we found:
 
+
* The boost panels don't show up on the minimap
However, with all of that being said, this track still misses the mark for what is desired in track creation nowadays. Visually, the track goes a bit too far while still sticking to a generic lava-themed course, something that is of no shortage in CTGP already. Similarities to Magmatic Sanctuary were brought up a lot as it uses a lot of the same textures while having that signature strong post effect, but with purple instead of red. While a lot was done to make gameplay much better, it's still rather simple to drive, consisting mostly of boost ramps for its gameplay elements. There is a noticeable lack of technical strategies on this track outside of the rails and the shroomless cut, despite the author's best efforts to spice up gameplay. According to many council members, this factor is what this track is missing the most, as more complex and technical layouts are what people desire to be added to CTGP in the current era. Other smaller things noted was that the offroad and the main road are a bit hard to distinguish at times due to the darkness of the track, and a no lap count respawn at the beginning of the track that skips two key checkpoints.
+
* Light offroad on some turns should be heavier
 
+
* Some turns are a bit blind if not for the large minimap
It's quite clear that this track still has a lot of potential, and the council would love to see this track re-submitted in the future if the track receives updates based on the feedback given during the review period.
 
 
|-
 
|-
| [[Divine Paradise]]
+
| [[CTR Hot Air Skyway]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.2
+
| v1.0
| Koopa Cape
+
| Mushroom Gorge
| Koopa Cape
+
| Mushroom Gorge
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted but this decision has been overturned following re-evaluation.
+
| This is a well-executed recreation of a layout that is ultimately a drag to play.
  
In contrast to when it was first accepted, this type of track doesn’t suffice for what council and the community are currently looking for tracks nowadays. While the visuals were widely praised by council members, the track doesn’t do enough to stand out from its stylistic contemporaries. Many council members commented on its visual similarities to tracks such as Sky High Island, Fishdom Island, and Secluded Island. In terms of gameplay, simplistic gameplay is never bad, but it plays almost identical to many 'loop' tracks that have been added or updated within the past year, such as Saltwater Lake or Water Village, both of which have not been very popularly received. This has led to concerns amongst the vast majority of council about its long-term viability within the pack after its potential addition.
+
This track's layout can be summed up as turns, hilly geometry, random trickable surfaces, some boost panels, and the occasional ramp. Throughout its minute-long laps, there are a lack of distinct places that require a different approach or enable some kind of unique tech; the closest thing to a shakeup is a simple shroomless cut that might as well be the main route. An enjoyable driving flow is not attained either, as the turns are often concealed by the road itself (also reducing clarity) and preceded or overlapped by wheelie-locking and slipdrift-inducing bounciness.
  
Aside from popularity, there are still a few issues with the layout and gameplay. Certain sections were noted to be very unintuitive for testers to navigate; namely, the drivable walls at the beginning, the blind OOB water, and the blind ramp leading into the beach. These types of things should never exist in a track designed to be friendly for newer players. At the end, the shroomless ramp does not function well, as going off straight on the left side leads to instant death. The theme of the track was also noted by many players, arguing that a "divine" track probably shouldn't be in the middle of a rainstorm.
+
Furthermore, with a winding layout, no offroad, and no shroom cuts at all, this track has few opportunities for item play besides traps. This makes online races so frontrun-centric they might as well be time trials, which would already result in rather dull races even without the monotonous track design. Even the handful of testers who found this fun to drive tended to demand the addition of at least one shroom cut, e.g. adding offroad to the current shroomless cut.
  
All in all, there’s just not much going for this track as is. It would likely need model adjustments and/or a different theme/atmosphere to garner serious consideration for inclusion to CTGP.
+
The visuals are quite good. Conceptually, the track takes an already relatively unexplored theme (sky) into a very creative direction; as of the recent update, this is brought to life in MKW with quite impressive fidelity including nice lighting and various animated details. Unfortunately, even this aspect lacks variation, as the whole track lacks in landmarks and uses the same assets.
 
|-
 
|-
| [[Divine Temple]]
+
| [[CTR Slide Coliseum]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 3.0
+
| 1.1
| Mushroom Gorge
+
| GCN Waluigi Stadium
| Rainbow Road
+
| GCN Waluigi Stadium
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| While some of the gameplay ideas seen in this track appealed to a few council members, the track got rejected due to outdated looks and numerous layout issues.
+
| The 125% upscale still causes problems on non-Mach vehicles. We could try upscaling it further, but the blandness of the track lead all of the testers to the general consensus that the track is better off just left alone.
 
 
The track has not evolved a ton since its initial 2015 release, and it shows. It's mostly composed of a bunch of box-shaped rooms linked together by corridors. Combined with the overuse of the beige colour, it makes the overall setting quite repetitive. This is not helped by a lack of distinct theme. The track goes for a sky temple, but lacks strong elements that would remind players of the theme such as columns, reliefs, sculptures, a pediment... Some of the rooms go for a completely different approach with child toys, objects everywhere, which leaves the overall composition incoherent. If this were trying to go for a chaotic direction like a Mansion of Madness, it would need to go much further and to have striking, very different sections. Finally, there are UV mapping issues, like on the metal fences in the room at the start. Overall, the track does not look appealing and pleasing to look at.
 
 
Gameplay wise, the track also has a lot of issues. Some parts, like the shroomless cut, are very interesting, but similarly to the visuals, a lot of the layout feels repetitive and the races drawn out especially with such long laps. This is mostly caused by the long straights which feel like they are just trying to link parts together.
 
The turns themselves are not satisfying, either being super wide or extremely tight. The sticky tricks before some of them are not only very inconsistent but also send the player very wide. The most notable example of the turn problem is of course the halfpipe turn, where the fog completely masks where to go. Going for the halfpipe is an option, but it loses a lot of time, leaves players vulnerable to items on landing and also makes them hit the roof on the subsequent trick. The track also lacks a clear cut, and while it's not a mandatory element to have, it leaves players starving for a way to use their boost items when the average lap is so long.
 
KMP wise, some of the objects have completely unpredictable routes, and if the online test is any indication, they do not play well online. Other objects are placed seemingly randomly, like the goombas and the crates right before the end.
 
 
 
Ultimately, it's difficult to find simple changes that would change the reception of this track. The visuals are nowhere near where we'd want a track to be. The theme is heavily undevelopped. The gameplay has striking issues where some parts should be removed, but other parts upscaled.
 
 
|-
 
|-
| [[DKR Frosty Village]]
+
| [[CTR Tiny Arena]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.0
| DK Summit
+
| GCN Waluigi Stadium
| N64 Sherbet Land
+
| Funky Stadium
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While this recreation from scratch is certainly appreciated as it makes the track less awkward for this game's gameplay, council still decided it was not worth a slot. The visuals were generally praised as they kept that DKR feel while still adding a lot of details that make the track feel more alive. However, the theme is still something that we have seen multiple times in the past and therefore from that point of view the track certainly does not feel unique.
+
| This track would be generally okay in Time Trials, but online it would be a nightmare, especially for outside-drifting vehicles. Too many bumps and tricks would lead to everyone getting split, and it would generally just be a mess. It's a cool track, but it doesn't translate well into Mario Kart Wii.
 
 
Nevertheless, the track is ultimately hampered by its layout. It alternates between sections such as the cave which are way too narrow and prone to backspam and then extremely wide sections where there is not much to do. The latter also happen to be very bouncy and inconsistent, as is usual with DKR tracks, which creates a lot of frustration in time trials as getting good tricks is hard to control. Finally, a lot of boost panels are placed in locations where you can either not see them boost panel (and traps that would be on them) or where it's very awkward to get to them.
 
 
 
Overall, this track does nothing exactly wrong, but its simple and straightforward gameplay does not align with what a lot of players are looking for nowadays. In that regard, the
 
In that regard, the most interesting elements of the track, the left side in the village and the shortcut at the end are currently not viable strategies to go for since they lose time which would at least need to be addressed as the track loses a lot of its charms without them.  
 
 
|-
 
|-
| [[Dolphin Harbor]]
+
| [[Desert Creek]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.5
| DS Delfino Square
+
| Dry Dry Ruins
| DS Delfino Square
+
| Dry Dry Ruins
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This is certainly a visual upgrade from the previous version submitted, but the track still contains many of the gameplay issues that caused the track to be rejected in its beta stage. Council understands that this is a remake, and it’ll be similar to the original 2012 version, but the layout as a whole is still seen as very cookie-cutter and feels transplanted directly from 2012 with its right angle turns and sudden changes of elevation. There are several objective issues with the track, as the trees do not have collision and the spilt paths are unbalanced. The potential of the track getting into CTGP depends heavily of the author’s willingness to make changes that modernize it, which ultimately might require a ground-up remake.
+
| This track was previously accepted, but this decision was unanimously overturned upon revaluation. There isn’t really anything going for this track and looking back it was a very questionable acceptance. There are massive drivability issues throughout the entire track. Many of the turns are small and tight, making it borderline impossible for some vehicles to make the turns w/o hitting offroad. It doesn’t help that these types of turns show up throughout the entire track. The boost panels being inside the turns makes it so that its faster to go through offroad on certain turns. Walls can be clipped through in various sections. 9 item sets per lap is just way too much and needs to be cut almost in half. Thematically, it doesn’t do anything unique, and it isn’t presented in an outstanding manner that meets 2021 standards. Put bluntly, this needs a lot of work to be reconsidered.
 
|-
 
|-
| [[DS Shroom Ridge (SquireTurnbolt)]]
+
| [[Desert Cross (FunkyDude15)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Moonview Highway
+
| Dry Dry Ruins
| DS Twilight House
+
| Dry Dry Ruins '''OR''' Thwomp Desert
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| A high quality version of the track, but ultimately it was always going to be compared to the very popular version current in CTGP, and most council members judged it fared worse in that regard.
+
| This track has a ton of potential, but the 2 cannons and the weird zippers throw everything off. This track would be amazing if those things were to get fixes, and would surely be a strong contender for being accepted.
 
 
Visually, it's difficult to argue this is any worse than the current version, but at the same time it's not clear it's definitely better. Most players have a love or hate relationship with the current version because it has such a unique style. This goes for a more generic theming, which pleases people who strongly dislike the current style but at the same time tends to alienate those who do. While this doesn't use the usual generic assets we see in grassy plains tracks, it still fails to replicate that uniqueness.The track also has a lot of smaller issues, such as a pipe smoke ending abrubtly and generally a mediocre lightmap that makes the track look flat and also creates weird dark spots (such as under the flowers). Moreover, some of the modelling likely led to bounciness issues which forced the KCL to be quite inaccurate at times.
 
 
 
Gameplay wise, the track also fails to be a clear ugprade over current. A lot of council members appreciated some of the choices, such as removing the bomb cars as well as reducing the amount and the size of the cars, though the latter still wasn't a majority and the rest of council felt it took away from the hectic and chaotic races associated with the current version. Nonetheless, the biggest criticism was by far the first shroomcut now being one shroom. The pipe idea isn't bad per se, as obviously gliders aren't a thing in this game. However, it is non intuitive and there is no indication that it is mushroom pad KCL. It being one shroom only also creates massive concerns over the item balance of the track, which is currently great as such a strong cut is best kept behind high position items.
 
 
 
Ultimately, this isn't a bad retro, and had the current not been as popular and iconic, it would have likely gotten accepted, or close to. It was always going to be very hard to dislodge the current version. At best, this is a sidegrade and most of the chocies made were perceived negatively by the track council. Most members mentioned that they would currently rather update current to fix some of its issues such as the bomb cars.
 
 
|-
 
|-
| [[DS Tick-Tock Clock (ZPL)]]
+
| [[Distant Dimension]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Toad’s Factory
+
| N64 Bowser's Castle
| N64 Skyscraper
+
| N64 Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|This track ended up being highly controversial amongst council members. A lot of council members believe that it is at best a slight upgrade but more likely a sidegrade which makes it a risky prospect considering the version currently in CTGP is highly liked and also one of the most popular tracks.
+
| In general, the track council had plenty of great things to say about this track. It's clearly a big step up from this author's previous work, as they wanted to try and branch out with their track designs to make something that everybody can enjoy. The quality of this track is a nice upgrade, as the author has been taking our previous feedback and applying it here. Visually, the track is spectacular as always, and the shortcuts added to the track are overall really good. The shroomless shortcut that skips part of the boardwalk was a nice addition, giving a much needed element of strategy to spice up gameplay.
  
To begin with, the visuals were expectedly highly criticized by council members who like the retro feel of the current DS port. Nevertheless, a lot of members appreciated the new look of the track as well as the animated elements which make the track look vibrant and thought this added personality really gives the track a modern and posh look. However, even amongst these members, some issues were highlighted. The track currently has a lot of space and void, akin to the MKDS version, but uses assets from MK8, which creates a mix that gives the overall product a flat look. These assets, such as the pendulum, end up looking out of place relative to their surroundings and using custom ones would go a long way to improve the visuals.
+
However, with all of that being said, this track still misses the mark for what is desired in track creation nowadays. Visually, the track goes a bit too far while still sticking to a generic lava-themed course, something that is of no shortage in CTGP already. Similarities to Magmatic Sanctuary were brought up a lot as it uses a lot of the same textures while having that signature strong post effect, but with purple instead of red. While a lot was done to make gameplay much better, it's still rather simple to drive, consisting mostly of boost ramps for its gameplay elements. There is a noticeable lack of technical strategies on this track outside of the rails and the shroomless cut, despite the author's best efforts to spice up gameplay. According to many council members, this factor is what this track is missing the most, as more complex and technical layouts are what people desire to be added to CTGP in the current era. Other smaller things noted was that the offroad and the main road are a bit hard to distinguish at times due to the darkness of the track, and a no lap count respawn at the beginning of the track that skips two key checkpoints.
Gameplay wise, while the track is mostly the same as current, the few differences ended up being a major point of contention. Most notably the moving gears felt great to some members and completely unnecessary to others, who argue that they make any kind of item hit very punishing. The added trickable clock hands were less controversial but still disliked by some players who would have preferred the static red hand present in current version. Most members agreed that the track could use a slight downscale to feel even more similar to current.
 
  
All in all, this track may have gotten accepted had the current version not been such a staple of CTGP. This makes any new version controversial by nature as few people actively dislike the DS port.
+
It's quite clear that this track still has a lot of potential, and the council would love to see this track re-submitted in the future if the track receives updates based on the feedback given during the review period.
 
|-
 
|-
| [[Elemental Solstice]]
+
| [[Divine Paradise]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 2.2
| N64 Sherbet Land
+
| Koopa Cape
| N64 Sherbet Land
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track goes for an ambitious and relatively unexplored theme. On first playthroughs many members were impressed by the overall atmosphere it creates. Nevertheless, it is hindered by major issues that would need to be addressed if it wants to reach its full potential.
+
| This track was previously accepted but this decision has been overturned following re-evaluation.
 +
 
 +
In contrast to when it was first accepted, this type of track doesn’t suffice for what council and the community are currently looking for tracks nowadays. While the visuals were widely praised by council members, the track doesn’t do enough to stand out from its stylistic contemporaries. Many council members commented on its visual similarities to tracks such as Sky High Island, Fishdom Island, and Secluded Island. In terms of gameplay, simplistic gameplay is never bad, but it plays almost identical to many 'loop' tracks that have been added or updated within the past year, such as Saltwater Lake or Water Village, both of which have not been very popularly received. This has led to concerns amongst the vast majority of council about its long-term viability within the pack after its potential addition.
 +
 
 +
Aside from popularity, there are still a few issues with the layout and gameplay. Certain sections were noted to be very unintuitive for testers to navigate; namely, the drivable walls at the beginning, the blind OOB water, and the blind ramp leading into the beach. These types of things should never exist in a track designed to be friendly for newer players. At the end, the shroomless ramp does not function well, as going off straight on the left side leads to instant death. The theme of the track was also noted by many players, arguing that a "divine" track probably shouldn't be in the middle of a rainstorm.
  
Visually, the modelling is decent. The animations are really unique and combined with the lighting they give a lot of character to the cave sections, albeit it should be noted that a common complaint has been that the track is far too dark.  However, some improvements could bring the track to a much higher standing. The second cave section is virtually identical to the first, and with how many paths the track has, more texturing diversity would help a lot, especially since offroad (the snow) and walls (in the caves) are sometimes quite similar to the road texture itself. There could be a water based section, a fiery/volcano section, and even without going that far, just more different textures in the caves. Moreover, the track lacks details, which are ultimately limited to the fire and water crystals. Adding more elements referencing  the theme (coloured rune paintings on the walls, magic circles, more distinct stone formations, etc...) would give life to the track. In the same vein, KMP objects usage could be improved. There are almost no moving elements or custom objects to go along with the theme and they do not always fit the atmosphere, like the goombas or the crates in the caves. Finally, the two distinct visual styles, the snow areas and the caves, transition into each other far too abruptly. Similar to how games like Super Mario Galaxy do it, as you approach cave entries, there could be small puddles of mud or lava and the snow could get progressively darker.
+
All in all, there’s just not much going for this track as is. It would likely need model adjustments and/or a different theme/atmosphere to garner serious consideration for inclusion to CTGP.
 
Gameplay wise, the track had to abide by the split paths rule which is hindering it. There are simply too many which not only lead to a ton of checkpoint and item route issues but create a dilemma. They can be balanced time-wise but it tends to lower player interaction a lot, they can be balanced via item sets, or they can just be very slow and relatively useless. The track tends to go for option 2 and as a consequence you only get 2 boxes in 55s (roughly the length of a lap online) if you go for the fastest path. That's not enough, but having more boxes would then render the side paths useless. It might be better to just block some of the paths completely, but another option would be to go for an Incendia Castle style, where trees could fall (or a lava pool could rise) and block the faster paths on subsequent laps. Moreover, a lot of the side paths are not particularly unique or interesting to drive compared to the main path, with some driving almost exactly the same.
 
The other major problem is the entire second cave section. It is littered with turns that are far too wide and/or have an awkward shape, such as the right turn before the Grumble Volcano-like split path, and the very long upwards spiral. The section needs to be made more interesting somehow, as it really pales in comparison to the rest of the layout.
 
The lack of KMP objects also affects gameplay; there is a clear lack of interaction with the track itself and the laps could be a lot more exciting with some more strats included.
 
 
All in all, this track holds a ton of potential, but it needs to be polished. The visuals are a strong base to build upon, but they feel too repetitive currently. Gameplay is also solid, but the second half of the track does not feel dynamic enough.
 
As an aside, the track was played online and we found out that it lags quite a lot, most notably at the start.
 
 
|-
 
|-
| [[Evening Harbor]]
+
| [[Divine Temple]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 4.6
+
| 3.0
| Daisy Circuit
+
| Mushroom Gorge
| DS Delfino Square
+
| Rainbow Road
| 3
+
| 2
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation.
+
| While some of the gameplay ideas seen in this track appealed to a few council members, the track got rejected due to outdated looks and numerous layout issues.
The biggest gripe the council had with this track were the over-abundance of shortcuts and shroomless cuts. Many were described as being overpowered or unnecessary. The first shroom cut on the track cannot be taken with karts or outside drift bikes without hitting a wall, and the ramps send you off if you don't trick them. The main shroomless saves too much time for how simple it is to do. Many parts of the track could be remade to better accomodate more vehicles, as a lot of parts are very narrow, including the cave spiral section. While the visuals are not bad, they lack mipmaps and use texturing that is now outdated.
+
 
|-
+
The track has not evolved a ton since its initial 2015 release, and it shows. It's mostly composed of a bunch of box-shaped rooms linked together by corridors. Combined with the overuse of the beige colour, it makes the overall setting quite repetitive. This is not helped by a lack of distinct theme. The track goes for a sky temple, but lacks strong elements that would remind players of the theme such as columns, reliefs, sculptures, a pediment... Some of the rooms go for a completely different approach with child toys, objects everywhere, which leaves the overall composition incoherent. If this were trying to go for a chaotic direction like a Mansion of Madness, it would need to go much further and to have striking, very different sections. Finally, there are UV mapping issues, like on the metal fences in the room at the start. Overall, the track does not look appealing and pleasing to look at.
| [[Flooded Cavern]]
+
 +
Gameplay wise, the track also has a lot of issues. Some parts, like the shroomless cut, are very interesting, but similarly to the visuals, a lot of the layout feels repetitive and the races drawn out especially with such long laps. This is mostly caused by the long straights which feel like they are just trying to link parts together.
 +
The turns themselves are not satisfying, either being super wide or extremely tight. The sticky tricks before some of them are not only very inconsistent but also send the player very wide. The most notable example of the turn problem is of course the halfpipe turn, where the fog completely masks where to go. Going for the halfpipe is an option, but it loses a lot of time, leaves players vulnerable to items on landing and also makes them hit the roof on the subsequent trick. The track also lacks a clear cut, and while it's not a mandatory element to have, it leaves players starving for a way to use their boost items when the average lap is so long.
 +
KMP wise, some of the objects have completely unpredictable routes, and if the online test is any indication, they do not play well online. Other objects are placed seemingly randomly, like the goombas and the crates right before the end.
 +
 
 +
Ultimately, it's difficult to find simple changes that would change the reception of this track. The visuals are nowhere near where we'd want a track to be. The theme is heavily undevelopped. The gameplay has striking issues where some parts should be removed, but other parts upscaled.
 +
|-
 +
| [[DKR Frosty Village]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.2
 
| 1.2
| N64 DK's Jungle Parkway
+
| DK Summit
| N64 DK's Jungle Parkway
+
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation.
+
| While this recreation from scratch is certainly appreciated as it makes the track less awkward for this game's gameplay, council still decided it was not worth a slot. The visuals were generally praised as they kept that DKR feel while still adding a lot of details that make the track feel more alive. However, the theme is still something that we have seen multiple times in the past and therefore from that point of view the track certainly does not feel unique.
Unfortunately this track gives off more of a "beta stage" vibe that is very hard to ignore. The very flat and outdated visuals make the track look unfinished as a lot of textures look like placeholders. Layout wise, this track suffers from a lot of racing issues. The cave section has a lot of blind turns making navigation and avoiding items rather difficult, and there are two split paths on the track that both have obvious fast and slow routes. Our testers also cited many harsh respawn points all around the track. The track's use of mushrooms is very wonky since the ramps only barely send you far enough, basically requiring that you trick off ramps onto the mushrooms, which would normally be very slow on any other track. While the use of the cross mushroom section is very unique, it also comes with a couple of no lap count shortcuts since you can skip to parts further along the track. Overall this track still needs a lot more refinement and work to bring it up to modern standards.
+
 
 +
Nevertheless, the track is ultimately hampered by its layout. It alternates between sections such as the cave which are way too narrow and prone to backspam and then extremely wide sections where there is not much to do. The latter also happen to be very bouncy and inconsistent, as is usual with DKR tracks, which creates a lot of frustration in time trials as getting good tricks is hard to control. Finally, a lot of boost panels are placed in locations where you can either not see them boost panel (and traps that would be on them) or where it's very awkward to get to them.
 +
 
 +
Overall, this track does nothing exactly wrong, but its simple and straightforward gameplay does not align with what a lot of players are looking for nowadays. In that regard, the
 +
In that regard, the most interesting elements of the track, the left side in the village and the shortcut at the end are currently not viable strategies to go for since they lose time which would at least need to be addressed as the track loses a lot of its charms without them.  
 
|-
 
|-
| [[Flooded Mario Circuit]]
+
| [[Dolphin Harbor]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| 1.0
| SNES Mario Circuit 3
+
| DS Delfino Square
| SNES Mario Circuit 3
+
| DS Delfino Square
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was unanimously rejected due to the sheer amount of layout issues and technical problems this track faces. Countless bugs suck as softlocks, NLCs, among other things made this track incredibly hard to play. The layout was criticized for being too much of a mach bike track, and having ramps that can kill you if you aren't prepared for them, such as the triple ramp section and the big one that you can't make while small. The theming of the track was a nice idea, but visually it could use a lot of work, as it felt very bland and hardly felt like you were underwater at all. This track will need a complete overhaul before it has a chance to be accepted in the future.
+
| This is certainly a visual upgrade from the previous version submitted, but the track still contains many of the gameplay issues that caused the track to be rejected in its beta stage. Council understands that this is a remake, and it’ll be similar to the original 2012 version, but the layout as a whole is still seen as very cookie-cutter and feels transplanted directly from 2012 with its right angle turns and sudden changes of elevation. There are several objective issues with the track, as the trees do not have collision and the spilt paths are unbalanced. The potential of the track getting into CTGP depends heavily of the author’s willingness to make changes that modernize it, which ultimately might require a ground-up remake.
 
|-
 
|-
| [[Forest Island]]
+
| [[DS Shroom Ridge (SquireTurnbolt)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.0
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| &ndash;
 
| &ndash;
 
| This track is very close to being extremely good, but there's a few spots in the track that just don't play well at all. The track itself is fairly large (a downscale would help significantly), and a few turns and sections don't really work well within Mario Kart Wii's physics.
 
|-
 
| [[Frantic Funyard]]
 
| {{no|Rejected}}
 
| 1.1
 
 
| Moonview Highway
 
| Moonview Highway
| Maple Treeway
+
| DS Twilight House
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| Many Council members state this as one of the toughest tracks to evaluate in recent memory. The visuals and atmosphere of this track were hailed as one of the best they’ve ever seen within any Custom Track via the custom objects, attention to detail, and the immersion that the racer is shrunken into a home garden. However, the layout in the context of a race and the overall gameplay has this track ultimately fall short of acceptance.
+
| A high quality version of the track, but ultimately it was always going to be compared to the very popular version current in CTGP, and most council members judged it fared worse in that regard.
 +
 
 +
Visually, it's difficult to argue this is any worse than the current version, but at the same time it's not clear it's definitely better. Most players have a love or hate relationship with the current version because it has such a unique style. This goes for a more generic theming, which pleases people who strongly dislike the current style but at the same time tends to alienate those who do. While this doesn't use the usual generic assets we see in grassy plains tracks, it still fails to replicate that uniqueness.The track also has a lot of smaller issues, such as a pipe smoke ending abrubtly and generally a mediocre lightmap that makes the track look flat and also creates weird dark spots (such as under the flowers). Moreover, some of the modelling likely led to bounciness issues which forced the KCL to be quite inaccurate at times.
  
The main issue with this track is simply how big it is. It makes various sections feel like they go on for far longer than necessary. An example of this is the spiral at the beginning. Many members found it to be awkward due to its length and width, which results in a dull sequence w/ a lack of player-to-player interaction. The track also contained many straights that were categorized as “too wide and too long” also resulting in lack of player-to-player interaction. The concept of the sandbox is incredible but was deemed to be awkward to drive due to inconsistencies with its bounces and tricks. Ramps throughout the track give far too much airtime and could be altered to give less height, which would speed up the pace of the track. You can land on the RC cars, which is an issue as their location often blind when tricking and hitting them loses a significant amount of time. Lastly, the bottom route of the split path is also a concern, with there being no visual indication of the bottom route’s existence, the cramped turns, and its loss of time compared to the upper route.
+
Gameplay wise, the track also fails to be a clear ugprade over current. A lot of council members appreciated some of the choices, such as removing the bomb cars as well as reducing the amount and the size of the cars, though the latter still wasn't a majority and the rest of council felt it took away from the hectic and chaotic races associated with the current version. Nonetheless, the biggest criticism was by far the first shroomcut now being one shroom. The pipe idea isn't bad per se, as obviously gliders aren't a thing in this game. However, it is non intuitive and there is no indication that it is mushroom pad KCL. It being one shroom only also creates massive concerns over the item balance of the track, which is currently great as such a strong cut is best kept behind high position items.
  
The atmosphere and visual detail within are absolutely nailed, but with the standards of new CTs becoming so high, it is hard to accept that doesn’t a full package of gameplay and visuals. Council would love to see a version of this track that is better suited for MKWii’s core gameplay.
+
Ultimately, this isn't a bad retro, and had the current not been as popular and iconic, it would have likely gotten accepted, or close to. It was always going to be very hard to dislodge the current version. At best, this is a sidegrade and most of the chocies made were perceived negatively by the track council. Most members mentioned that they would currently rather update current to fix some of its issues such as the bomb cars.
 
|-
 
|-
| [[GBA Cheep-Cheep Island (SquireTurnbolt & Kozakura)]]
+
| [[DS Tick-Tock Clock (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Daisy Circuit
+
| Toad’s Factory
| GBA Shy Guy Beach
+
| N64 Skyscraper
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Similarly to Luca's recently submitted GBA Sky Garden, almost everyone on council found this to be a very solid recreation of a Tour design that was butchered compared to the GBA original. This lacks many of the interesting alignments, split routes, and cut dynamics that are present in GBA-based versions. The abridged layout is in a sourspot of length and does not provide unique gameplay. The idea of the Cheep Cheep cut was very well-received, but some players found that it works too unpredictably and needs some tweaking, and sticking it onto an otherwise inferior layout isn't enough to salvage it.
+
|This track ended up being highly controversial amongst council members. A lot of council members believe that it is at best a slight upgrade but more likely a sidegrade which makes it a risky prospect considering the version currently in CTGP is highly liked and also one of the most popular tracks.
 +
 
 +
To begin with, the visuals were expectedly highly criticized by council members who like the retro feel of the current DS port. Nevertheless, a lot of members appreciated the new look of the track as well as the animated elements which make the track look vibrant and thought this added personality really gives the track a modern and posh look. However, even amongst these members, some issues were highlighted. The track currently has a lot of space and void, akin to the MKDS version, but uses assets from MK8, which creates a mix that gives the overall product a flat look. These assets, such as the pendulum, end up looking out of place relative to their surroundings and using custom ones would go a long way to improve the visuals.
 +
Gameplay wise, while the track is mostly the same as current, the few differences ended up being a major point of contention. Most notably the moving gears felt great to some members and completely unnecessary to others, who argue that they make any kind of item hit very punishing. The added trickable clock hands were less controversial but still disliked by some players who would have preferred the static red hand present in current version. Most members agreed that the track could use a slight downscale to feel even more similar to current.
  
The visuals were generally very well appreciated, but some testers found the lighting too harsh. Objects lack this lighting, such as the crabs, which a few testers noted for different reasons like stiff animation, inaccurate collision, and overly large size. There are also many KCL problems: out-of-bounds and invisible walls are in unpredictable arrangements, leading to late respawns, unclearly blocked shortcuts, and even unintended possible shortcuts. There is an abundance of horizontal walls, some allowing invisible wall bypasses, and the sticky road causes issues and should likely be removed.
+
All in all, this track may have gotten accepted had the current version not been such a staple of CTGP. This makes any new version controversial by nature as few people actively dislike the DS port.
 
|-
 
|-
| [[GBA Cheese Land (ZPL)]]
+
| [[Elemental Solstice]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 3.0
+
| 1.0
| DS Desert Hills
+
| N64 Sherbet Land
| DS Desert Hills
+
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This is a refreshing and unique take on GBA Cheese Land. However, the council decided that the execution of this version just misses the mark, and it feels like more of a side-grade than an upgrade.
+
| This track goes for an ambitious and relatively unexplored theme. On first playthroughs many members were impressed by the overall atmosphere it creates. Nevertheless, it is hindered by major issues that would need to be addressed if it wants to reach its full potential.
  
Visually, members mentioned how the colours are very desaturated making the track feel quite dull. It was also mentioned how the track loses its detail from the Mario Kart 8 rendition, however, has nothing to replace it. This makes the track feel quite static in comparison. It was stated that objects such as spectators could give the track a potential lift. There are also visual artifacts such as Z-fighting on the start line banner, and some other banners such as the red shell banner being quite crusty due to downscaling. There are also some lighting discrepancies such as there being no BLIGHT changes, the shadows being quite dark, and the mouse model not having the same lighting as other objects.
+
Visually, the modelling is decent. The animations are really unique and combined with the lighting they give a lot of character to the cave sections, albeit it should be noted that a common complaint has been that the track is far too dark.  However, some improvements could bring the track to a much higher standing. The second cave section is virtually identical to the first, and with how many paths the track has, more texturing diversity would help a lot, especially since offroad (the snow) and walls (in the caves) are sometimes quite similar to the road texture itself. There could be a water based section, a fiery/volcano section, and even without going that far, just more different textures in the caves. Moreover, the track lacks details, which are ultimately limited to the fire and water crystals. Adding more elements referencing  the theme (coloured rune paintings on the walls, magic circles, more distinct stone formations, etc...) would give life to the track. In the same vein, KMP objects usage could be improved. There are almost no moving elements or custom objects to go along with the theme and they do not always fit the atmosphere, like the goombas or the crates in the caves. Finally, the two distinct visual styles, the snow areas and the caves, transition into each other far too abruptly. Similar to how games like Super Mario Galaxy do it, as you approach cave entries, there could be small puddles of mud or lava and the snow could get progressively darker.
 
+
Gameplaywise, this track offers much more of a smooth path with a few shortcuts. The smooth nature of the path was much appreciated; however, it was mentioned that some of the shortcuts feel rather awkward, and people prefer the current version’s mounds to get low tricks, and these being missing was considered unfortunate and removed driving engagement for members. Also, the mice objects do not move due to the speed being put into the wrong KMP setting. There are some places where OOB can be skipped. It was also mentioned that it could add interest if the first chain chomp was reinstated.
+
Gameplay wise, the track had to abide by the split paths rule which is hindering it. There are simply too many which not only lead to a ton of checkpoint and item route issues but create a dilemma. They can be balanced time-wise but it tends to lower player interaction a lot, they can be balanced via item sets, or they can just be very slow and relatively useless. The track tends to go for option 2 and as a consequence you only get 2 boxes in 55s (roughly the length of a lap online) if you go for the fastest path. That's not enough, but having more boxes would then render the side paths useless. It might be better to just block some of the paths completely, but another option would be to go for an Incendia Castle style, where trees could fall (or a lava pool could rise) and block the faster paths on subsequent laps. Moreover, a lot of the side paths are not particularly unique or interesting to drive compared to the main path, with some driving almost exactly the same.
 
+
The other major problem is the entire second cave section. It is littered with turns that are far too wide and/or have an awkward shape, such as the right turn before the Grumble Volcano-like split path, and the very long upwards spiral. The section needs to be made more interesting somehow, as it really pales in comparison to the rest of the layout.  
Overall, the track is determined to be quite good, however does not quite reach the standard that council is looking for when it comes to bringing the Mario Kart 8 version to life and improving upon that initial layout. It also was not seen as a general upgrade to the current version as it was mildly underdeveloped in a few places.
+
The lack of KMP objects also affects gameplay; there is a clear lack of interaction with the track itself and the laps could be a lot more exciting with some more strats included.
 +
 +
All in all, this track holds a ton of potential, but it needs to be polished. The visuals are a strong base to build upon, but they feel too repetitive currently. Gameplay is also solid, but the second half of the track does not feel dynamic enough.
 +
As an aside, the track was played online and we found out that it lags quite a lot, most notably at the start.
 
|-
 
|-
| [[GBA Lakeside Park (Flint & Hman6516)]]
+
| [[Evening Harbor]]
 +
| {{no|Rejected}}
 +
| 4.6
 +
| Daisy Circuit
 +
| DS Delfino Square
 +
| 3
 +
| 1&times;
 +
| This track was previously accepted, but this decision has been overturned following reevaluation.
 +
The biggest gripe the council had with this track were the over-abundance of shortcuts and shroomless cuts. Many were described as being overpowered or unnecessary. The first shroom cut on the track cannot be taken with karts or outside drift bikes without hitting a wall, and the ramps send you off if you don't trick them. The main shroomless saves too much time for how simple it is to do. Many parts of the track could be remade to better accomodate more vehicles, as a lot of parts are very narrow, including the cave spiral section. While the visuals are not bad, they lack mipmaps and use texturing that is now outdated.
 +
|-
 +
| [[Flooded Cavern]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0-hotfix
+
| 1.2
 
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The concept and the creativity with its execution were praised by numerous council members, but it wasn’t enough to overcome some of the major issues with the viability of this track within CTGP and the track itself.
+
| This track was previously accepted, but this decision has been overturned following reevaluation.
 
+
Unfortunately this track gives off more of a "beta stage" vibe that is very hard to ignore. The very flat and outdated visuals make the track look unfinished as a lot of textures look like placeholders. Layout wise, this track suffers from a lot of racing issues. The cave section has a lot of blind turns making navigation and avoiding items rather difficult, and there are two split paths on the track that both have obvious fast and slow routes. Our testers also cited many harsh respawn points all around the track. The track's use of mushrooms is very wonky since the ramps only barely send you far enough, basically requiring that you trick off ramps onto the mushrooms, which would normally be very slow on any other track. While the use of the cross mushroom section is very unique, it also comes with a couple of no lap count shortcuts since you can skip to parts further along the track. Overall this track still needs a lot more refinement and work to bring it up to modern standards.
The track’s layout has some significant issues in drivability. The geometry of the road is super bumpy, which can cause an abundance of wheelie locks and unintentional slip drifts. There are no shortcuts outside of ramp at the end, which causes both too much reliance on one shortcut and potential for players in top three spots to just stay in the front. Turns fluctuate between too wide and too tight. Furthermore, some meteors come in so fast that its hard to swerve away from their drop point.
 
 
 
It was also a wide consensus amongst council members that the track went too far away from the original design. The volcanic mountain-style visuals are an extreme contrast to the grassy jungle-like visuals that the original and the current CTGP version contains. There is very little distinction in visuals throughout the entire track. Notably absent is the various wide-open patches of grass that can be used a shortcuts and the ramp cut at the end, the latter being an iconic part of the track.  
 
 
 
Furthermore, we must consider the status of the current version in CTGP. It is the second-most popular GBA in CTWWs and is considered a staple in competitive play. The CTGP version is by no means perfect, but replacing it with a track that looks and plays very differently would not be a wise move. A new version would preferably be very similar in gameplay and visuals, while providing some sort of nerf to the ramp cut.
 
 
 
Various members of council did say they like the visual style of the track and that they would love to see it polished up and re-used in an original layout. But as GBA Lakeside Park, it’s just not something we can accept.
 
 
|-
 
|-
| [[GBA Luigi Circuit (ZPL)]]
+
| [[Flooded Mario Circuit]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.1
| N64 Mario Raceway
+
| SNES Mario Circuit 3
| N64 Mario Raceway
+
| SNES Mario Circuit 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While this is a fine remake, the reception of this version within Council is very lukewarm. The majority did not believe there's enough here to justify an update over the current version.
+
| This track was unanimously rejected due to the sheer amount of layout issues and technical problems this track faces. Countless bugs suck as softlocks, NLCs, among other things made this track incredibly hard to play. The layout was criticized for being too much of a mach bike track, and having ramps that can kill you if you aren't prepared for them, such as the triple ramp section and the big one that you can't make while small. The theming of the track was a nice idea, but visually it could use a lot of work, as it felt very bland and hardly felt like you were underwater at all. This track will need a complete overhaul before it has a chance to be accepted in the future.
 
 
The visuals here are solid, as many Council members agree that they are an upgrade. However, a lot of the “GBA Luigi Circuit” identity was lost. The lack of background elements, namely the Luigi Blimp, airport, clouds, etc. are all missing in this version. There also is a lack of polish, as there isn't any shading, a considerable lack of details on the track, and certain puddles clip through the floor.
 
 
 
The gameplay is the main issue with the track. The core gameplay of GBA Luigi Circuit is met here; an item-based circuit track with many sharp turns and shortcuts. But many council members note various issues with some of the changes to the layout. While we commend the author for attempting to make the track more interesting, the changes here don’t make the track drive better. The banked turns and slight elevation changes throughout are more awkward to drive. Combined with the widening of the road, it makes the track feel a lot longer in length than it really is.
 
 
 
Many council members note that the track here doesn’t solve the main issue with GBA Luigi Circuit, that being its redundancy when compared to the various other circuit-style retros in the pack. While the current version won’t be removed from CTGP any time soon (due to its status as a retro), the track desperately needs a modernization in the style of GBA Snow Land or GBA Boo Lake to gain relevancy within CTGP.
 
 
|-
 
|-
| [[GBA Peach Circuit (ScyHigh & KawaiiDawn)]]
+
| [[Forest Island]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.2
| GCN Mario Circuit
+
| N64 DK's Jungle Parkway
| GCN Mario Circuit
+
| N64 DK's Jungle Parkway
| 3
+
| &ndash;
 +
| &ndash;
 +
| This track is very close to being extremely good, but there's a few spots in the track that just don't play well at all. The track itself is fairly large (a downscale would help significantly), and a few turns and sections don't really work well within Mario Kart Wii's physics.
 +
|-
 +
| [[Frantic Funyard]]
 +
| {{no|Rejected}}
 +
| 1.1
 +
| Moonview Highway
 +
| Maple Treeway
 +
| 2
 
| 1&times;
 
| 1&times;
| A remake of GBA Peach Circuit with more dynamic and vibrant visuals, while retaining the gameplay of the current CTGP version would be absolutely welcome. This version attempts to do that and gets somewhat close but ultimately there is still a lot of work to be done here.
+
| Many Council members state this as one of the toughest tracks to evaluate in recent memory. The visuals and atmosphere of this track were hailed as one of the best they’ve ever seen within any Custom Track via the custom objects, attention to detail, and the immersion that the racer is shrunken into a home garden. However, the layout in the context of a race and the overall gameplay has this track ultimately fall short of acceptance.
  
The visuals of the track were praised for being dynamic and modern w/o copying from an MK8 style, but there could be some work here. The background elements need some work, as the trees feel extremely out-of-place visually compared to the rest of the model, and the size of the bushes, tunnels, and cliffs being excessive. Inconsistent lighting exists in the tunnel compared to the rest of track. The road needs some fixes too, as the white lines are incredibly jagged and the road texture itself looks similar to Rezway II and other CTs from that era. Model holes were found everywhere throughout the track too and need to be patched before any sort of consideration from CTGP.
+
The main issue with this track is simply how big it is. It makes various sections feel like they go on for far longer than necessary. An example of this is the spiral at the beginning. Many members found it to be awkward due to its length and width, which results in a dull sequence w/ a lack of player-to-player interaction. The track also contained many straights that were categorized as “too wide and too long” also resulting in lack of player-to-player interaction. The concept of the sandbox is incredible but was deemed to be awkward to drive due to inconsistencies with its bounces and tricks. Ramps throughout the track give far too much airtime and could be altered to give less height, which would speed up the pace of the track. You can land on the RC cars, which is an issue as their location often blind when tricking and hitting them loses a significant amount of time. Lastly, the bottom route of the split path is also a concern, with there being no visual indication of the bottom route’s existence, the cramped turns, and its loss of time compared to the upper route.
  
There were also some issues found in the drivability. This track desperately needs an upscale. One lap is around 20-22 seconds shroomless and can be way less due to the abundance of shroom cuts. An upscale to where it adds about 7-10 seconds per lap would be significantly appreciated. The first turn needs a complete rework. The turn itself is very bumpy due to inconsistent geometry and the cut saves ~4 seconds per lap from one shroom, which is way too much for a track of this length. The tunnel also has inconsistent geometry compared to the road and gave testers various wheelie locks. 2 item sets are far too little and another should be added (note that GV2 has 3 item sets in itself and it’s a shorter track).
+
The atmosphere and visual detail within are absolutely nailed, but with the standards of new CTs becoming so high, it is hard to accept that doesn’t a full package of gameplay and visuals. Council would love to see a version of this track that is better suited for MKWii’s core gameplay.
 
 
Overall, this is a nice concept and we encourage the authors to keep going at CT creation whether it’s this track or another layout. For this particular track though, a remodel would be conducive to achieve all these suggestions but with the same theme and general layout.
 
 
|-
 
|-
| [[GBA Peach Circuit (ZPL)]]
+
| [[GBA Cheep-Cheep Island (SquireTurnbolt & Kozakura)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| SNES Mario Circuit 3
+
| Daisy Circuit
| SNES Mario Circuit 3
+
| GBA Shy Guy Beach
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This new version of Peach Circuit was seen as inferior to the current CTGP version. While the current one doesn't pop up that often outside of competitive play, it provides exciting races nonetheless. This new version, while it's very visually impressive, lacks the gameplay elements that make the current one great online. The main issue is the fact that this version only has 2 item sets on the track, which is not enough for a track that has ~30 seconds laps like this one. Less item boxes on tracks like this makes races a bit lacking. The grass shortcuts on the track have also been cut down in size, and the scale of the track has become smaller as well. In general, the council felt like the visual upgrade did not outweigh the changes in gameplay that this version offers.
+
| Similarly to Luca's recently submitted GBA Sky Garden, almost everyone on council found this to be a very solid recreation of a Tour design that was butchered compared to the GBA original. This lacks many of the interesting alignments, split routes, and cut dynamics that are present in GBA-based versions. The abridged layout is in a sourspot of length and does not provide unique gameplay. The idea of the Cheep Cheep cut was very well-received, but some players found that it works too unpredictably and needs some tweaking, and sticking it onto an otherwise inferior layout isn't enough to salvage it.
 +
 
 +
The visuals were generally very well appreciated, but some testers found the lighting too harsh. Objects lack this lighting, such as the crabs, which a few testers noted for different reasons like stiff animation, inaccurate collision, and overly large size. There are also many KCL problems: out-of-bounds and invisible walls are in unpredictable arrangements, leading to late respawns, unclearly blocked shortcuts, and even unintended possible shortcuts. There is an abundance of horizontal walls, some allowing invisible wall bypasses, and the sticky road causes issues and should likely be removed.
 
|-
 
|-
| [[GBA Riverside Park (ZPL)]]
+
| [[GBA Cheese Land (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 3.0
| N64 DK's Jungle Parkway
+
| DS Desert Hills
| N64 DK's Jungle Parkway
+
| DS Desert Hills
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The most common opinion of council members is that this new version of riverside park is not a clear upgrade over the current CTGP version.
+
| This is a refreshing and unique take on GBA Cheese Land. However, the council decided that the execution of this version just misses the mark, and it feels like more of a side-grade than an upgrade.
  
This version is executed decently, but it has some issues. It tries to expand of the park theme with tents and villages, but in doing so it loses the identity of the original version. Indeed, the GBA blocks are gone and the jungle atmosphere is completely absent. This led to this version feeling more generic and too similar to other tracks in the pack.
+
Visually, members mentioned how the colours are very desaturated making the track feel quite dull. It was also mentioned how the track loses its detail from the Mario Kart 8 rendition, however, has nothing to replace it. This makes the track feel quite static in comparison. It was stated that objects such as spectators could give the track a potential lift. There are also visual artifacts such as Z-fighting on the start line banner, and some other banners such as the red shell banner being quite crusty due to downscaling. There are also some lighting discrepancies such as there being no BLIGHT changes, the shadows being quite dark, and the mouse model not having the same lighting as other objects.
  
Gameplay wise, the reception was also quite mixed. The removal of the slow ramp was appreciated but most council members would have wanted the new cut to keep some sort of difficulty to it. Moreover, this new cut unfortunately creates an extremely strong golden strategy that involves doing both cuts, and that golden strat essentially forces players to come to a stop in the middle of the cut to make the turn on the bowser bike. There is also a shroomless cut that a lot of council members judged did not play well.  
+
Gameplaywise, this track offers much more of a smooth path with a few shortcuts. The smooth nature of the path was much appreciated; however, it was mentioned that some of the shortcuts feel rather awkward, and people prefer the current version’s mounds to get low tricks, and these being missing was considered unfortunate and removed driving engagement for members. Also, the mice objects do not move due to the speed being put into the wrong KMP setting. There are some places where OOB can be skipped. It was also mentioned that it could add interest if the first chain chomp was reinstated.
  
Overall, this version isn't bad at all and some parts of it are an upgrade over current. However, it comes with negatives and the latest track rating form clearly indicated that players are satisfied with the current version.
+
Overall, the track is determined to be quite good, however does not quite reach the standard that council is looking for when it comes to bringing the Mario Kart 8 version to life and improving upon that initial layout. It also was not seen as a general upgrade to the current version as it was mildly underdeveloped in a few places.
 
|-
 
|-
| [[GBA Sunset Wilds (Flint)]]
+
| [[GBA Lakeside Park (Flint & Hman6516)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.0-hotfix
| Moo Moo Meadows
+
| N64 DK's Jungle Parkway
| Moo Moo Meadows
+
| N64 DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| As it stands, this version is a downgrade from the CTGP version both in visuals and gameplay. Visually, the town and train station at the beginning is a nice addition, but the rest of track is a sea of canyons and sand that becomes very repetitive and monotonous outside of the shy guy tents. A lot of the gameplay is stripped from the current CTGP version as well. This is most notable in the sections after the footprint tricks. Notably absent are the shy guy tents and boost panels, which provided a lot of interaction between the track and the player. Many council members thought the shroomless cut drove worse than the original and cut out a key part of the track’s identity at the end. The last turn was also considered to be awkward, with it being nearly 270 degrees and going far too long. This version could 100% get to a standard that eclipses the CTGP version, but it will need a lot of further work to get to that point.
+
| The concept and the creativity with its execution were praised by numerous council members, but it wasn’t enough to overcome some of the major issues with the viability of this track within CTGP and the track itself.
 +
 
 +
The track’s layout has some significant issues in drivability. The geometry of the road is super bumpy, which can cause an abundance of wheelie locks and unintentional slip drifts. There are no shortcuts outside of ramp at the end, which causes both too much reliance on one shortcut and potential for players in top three spots to just stay in the front. Turns fluctuate between too wide and too tight. Furthermore, some meteors come in so fast that its hard to swerve away from their drop point.
 +
 
 +
It was also a wide consensus amongst council members that the track went too far away from the original design. The volcanic mountain-style visuals are an extreme contrast to the grassy jungle-like visuals that the original and the current CTGP version contains. There is very little distinction in visuals throughout the entire track. Notably absent is the various wide-open patches of grass that can be used a shortcuts and the ramp cut at the end, the latter being an iconic part of the track.
 +
 
 +
Furthermore, we must consider the status of the current version in CTGP. It is the second-most popular GBA in CTWWs and is considered a staple in competitive play. The CTGP version is by no means perfect, but replacing it with a track that looks and plays very differently would not be a wise move. A new version would preferably be very similar in gameplay and visuals, while providing some sort of nerf to the ramp cut.
 +
 
 +
Various members of council did say they like the visual style of the track and that they would love to see it polished up and re-used in an original layout. But as GBA Lakeside Park, it’s just not something we can accept.
 
|-
 
|-
| [[GBA Sky Garden (Luca)]]
+
| [[GBA Luigi Circuit (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0.2
+
| 1.0
| SNES Mario Circuit 3
+
| N64 Mario Raceway
| Mushroom Gorge
+
| N64 Mario Raceway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Unfortunately, council almost uninamously agreed that while this version of GBA Sky Garden is definitely high quality, the Mario Kart Tour is significantly inferior to the original. The iconic strats and cuts are gone and the track feels far less interesting to play. The author did as much as was realistically possible to adapt the layout to Mario Kart Wii, but some turns feel quite wide and the replacement for the glider does not feel very engaging.
+
| While this is a fine remake, the reception of this version within Council is very lukewarm. The majority did not believe there's enough here to justify an update over the current version.
Visually, this is high quality as per usual with Luca's tracks, but the current CTGP version also has nice visuals and gameplay was therefore the core reason as to why this track was rejected.
+
 
 +
The visuals here are solid, as many Council members agree that they are an upgrade. However, a lot of the “GBA Luigi Circuit” identity was lost. The lack of background elements, namely the Luigi Blimp, airport, clouds, etc. are all missing in this version. There also is a lack of polish, as there isn't any shading, a considerable lack of details on the track, and certain puddles clip through the floor.
 +
 
 +
The gameplay is the main issue with the track. The core gameplay of GBA Luigi Circuit is met here; an item-based circuit track with many sharp turns and shortcuts. But many council members note various issues with some of the changes to the layout. While we commend the author for attempting to make the track more interesting, the changes here don’t make the track drive better. The banked turns and slight elevation changes throughout are more awkward to drive. Combined with the widening of the road, it makes the track feel a lot longer in length than it really is.  
 +
 
 +
Many council members note that the track here doesn’t solve the main issue with GBA Luigi Circuit, that being its redundancy when compared to the various other circuit-style retros in the pack. While the current version won’t be removed from CTGP any time soon (due to its status as a retro), the track desperately needs a modernization in the style of GBA Snow Land or GBA Boo Lake to gain relevancy within CTGP.
 
|-
 
|-
| [[GBA Yoshi Desert (MysterE99)]]
+
| [[GBA Peach Circuit (ScyHigh & KawaiiDawn)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| RC3
+
| 1.0
| DS Desert Hills
+
| GCN Mario Circuit
| DS Desert Hills
+
| GCN Mario Circuit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
+
| A remake of GBA Peach Circuit with more dynamic and vibrant visuals, while retaining the gameplay of the current CTGP version would be absolutely welcome. This version attempts to do that and gets somewhat close but ultimately there is still a lot of work to be done here.
Generally speaking, the track council was not fond of the idea of adding GBA Yoshi Desert back to the pack, as it was removed in the past for being one of the least played tracks in the pack. That being said, the gameplay of this version is generally much better as the slow ramps are now regular ramps instead, making for more fast paced gameplay. However the layout of the track is the same as it always has been, and many testers found it to be very long and repetitive. This is not fault of the track author, since this just follows the layout of the original track. Speaking of which, the big shortcut still saves too much time, and you can even skip the slow ramp to make it even faster. Many have complained that this leads to unbalanced races as it makes running the track incredibly difficult. The texturing of the track is too bright for some players and is kinda hard to look at for longer periods of time, and the large ad billboards are distracting while racing. If the layout of this old retro was changed to fit better in MKWii, along with some more touching up, maybe we could see it added back to the pack in the future.
 
|-
 
| [[GBA Yoshi Desert (ZPL)]]
 
| {{no|Rejected}}
 
| 1.1
 
| Dry Dry Ruins
 
| Dry Dry Ruins
 
| 3
 
| 1&times;
 
|The track council has determined that this would not fare well in CTGP. A common opinion was that it was visually repetitive and the gameplay was not quite interesting enough.
 
  
Visually, it doesn't look bad, but it reuses a lot of assets such as pyramids and obelisks causing the track to feel monotonous and takes away from the staples of the track such as the sphynx and oases. The execution of visuals are good but can be improved. The UVs don't always line up and the scaling on some objects are reflecting in the scaled UVs. To change up the scenery by dividing the track in sections that are distinct visually; for example the players could drive through a pyramid.
+
The visuals of the track were praised for being dynamic and modern w/o copying from an MK8 style, but there could be some work here. The background elements need some work, as the trees feel extremely out-of-place visually compared to the rest of the model, and the size of the bushes, tunnels, and cliffs being excessive. Inconsistent lighting exists in the tunnel compared to the rest of track. The road needs some fixes too, as the white lines are incredibly jagged and the road texture itself looks similar to Rezway II and other CTs from that era. Model holes were found everywhere throughout the track too and need to be patched before any sort of consideration from CTGP.
  
In terms of gameplay, this is about as far as the base layout can go: the nerfed cut is appreciated, there are some good elements such as the small ramps (being nice to low-trick) but the sheer amount of them can make them a bit frustrating at least for time trials. However, it is not enough and the author might need to take liberties to make the layout more interesting. The layout has been compared a lot to GBA Sunset Wilds, meaning it doesn't offer much in terms of uniqueness given Sunset Wilds is already in CTGP.
+
There were also some issues found in the drivability. This track desperately needs an upscale. One lap is around 20-22 seconds shroomless and can be way less due to the abundance of shroom cuts. An upscale to where it adds about 7-10 seconds per lap would be significantly appreciated. The first turn needs a complete rework. The turn itself is very bumpy due to inconsistent geometry and the cut saves ~4 seconds per lap from one shroom, which is way too much for a track of this length. The tunnel also has inconsistent geometry compared to the road and gave testers various wheelie locks. 2 item sets are far too little and another should be added (note that GV2 has 3 item sets in itself and it’s a shorter track).
  
Overall, this isn't a bad retro remake by any means, but the layout to begin with isn't that interesting and the monotony of the visuals really takes away from its potential. If the gameplay could be tweaked to become more interesting and there were a good amount of scenery changes to keep the player engaged, this could have a ton of potential.
+
Overall, this is a nice concept and we encourage the authors to keep going at CT creation whether it’s this track or another layout. For this particular track though, a remodel would be conducive to achieve all these suggestions but with the same theme and general layout.
 
|-
 
|-
| [[GCN Baby Park (Bruh de la Boi)]]
+
| [[GBA Peach Circuit (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0
+
| 1.0
| Mario Circuit
+
| SNES Mario Circuit 3
| GCN Cookie Land
+
| SNES Mario Circuit 3
| 7
+
| 3
 
| 1&times;
 
| 1&times;
| This track was judged to be inferior to the CTGP version. While the visuals are amazing and the track council appreciated the effort put into it, the current version is one of the most complete track visually, and this track feels empty compared to it. Furthermore, the colours are a bit washed and faded. These two factors combined make the track feel less lively compared to the CTGP version. Moreover, the gameplay was heavily criticized. The added grass patches are awkward to drive as the road going into them uses sticky road. This makes them inconsistent as you will sometimes be sent way out to the outside and other times you will stick. These grass patches can also be cut shroomless by using TF inputs, effectively forcing the players to do these inputs 14 times per race. Finally, the track itself was made wider, which most council members felt does not fit the concept of GCN Baby Park as it makes the races less chaotic.
+
| This new version of Peach Circuit was seen as inferior to the current CTGP version. While the current one doesn't pop up that often outside of competitive play, it provides exciting races nonetheless. This new version, while it's very visually impressive, lacks the gameplay elements that make the current one great online. The main issue is the fact that this version only has 2 item sets on the track, which is not enough for a track that has ~30 seconds laps like this one. Less item boxes on tracks like this makes races a bit lacking. The grass shortcuts on the track have also been cut down in size, and the scale of the track has become smaller as well. In general, the council felt like the visual upgrade did not outweigh the changes in gameplay that this version offers.
Major:
 
-The track lags in both TTs and online races.
 
Moderate:
 
-The track has a lot of flickering issues.
 
 
|-
 
|-
| [[GCN Yoshi Circuit (ZPL)]]
+
| [[GBA Riverside Park (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.02
+
| 1.0
| GCN Mario Circuit
+
| N64 DK's Jungle Parkway
| GCN Mario Circuit
+
| N64 DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While this is a good version of GCN Yoshi Circuit, Council doesn't see much reason to add this version into CTGP. With tracks that have versions already in CTGP, it can be difficult to not compare versions. But with Tock’s GCN Yoshi Circuit being as well-liked and established within CTGP, it is borderline impossible to not compare these versions side-by-side. Therefore, this write-up will mostly focus on what this version improves on and what this version lacks in comparison.
+
| The most common opinion of council members is that this new version of riverside park is not a clear upgrade over the current CTGP version.
  
The visuals have a mixed reception amongst Council members. Some find the visuals here to be considerably superior to the current version, noting the lighting (outside of the tunnels), road texture, and background elements. Others saw the version as a downgrade, noting the lack of lighting in the tunnels, the size of the rock formations in the background, lack of vibrant colors like the visuals in MK:DD, etc. The consensus is that the visuals are not a clear upgrade to justify its addition.
+
This version is executed decently, but it has some issues. It tries to expand of the park theme with tents and villages, but in doing so it loses the identity of the original version. Indeed, the GBA blocks are gone and the jungle atmosphere is completely absent. This led to this version feeling more generic and too similar to other tracks in the pack.
  
This version is also a mixed bag in terms of gameplay. Many Council members appreciate the re-addition of the turnskip, but there are various areas changed throughout the rest of the track. The beginning cut doesn’t give a trick, which makes the cut considerably more awkward to take and land. The tunnel shortcut is considerably narrower, making it much easier to cover the road with one Fake Item Box. Various members also note the smaller scale, making it hard for karts to take turns. Overall, despite the re-addition of the turnskip, there are many areas of the track that play inferior to the current version.
+
Gameplay wise, the reception was also quite mixed. The removal of the slow ramp was appreciated but most council members would have wanted the new cut to keep some sort of difficulty to it. Moreover, this new cut unfortunately creates an extremely strong golden strategy that involves doing both cuts, and that golden strat essentially forces players to come to a stop in the middle of the cut to make the turn on the bowser bike. There is also a shroomless cut that a lot of council members judged did not play well.  
  
This is a solid take, but the consensus amongst Council is that it would be a lateral upgrade or downgrade to the version we currently have in CTGP.
+
Overall, this version isn't bad at all and some parts of it are an upgrade over current. However, it comes with negatives and the latest track rating form clearly indicated that players are satisfied with the current version.
 
|-
 
|-
| [[GP Pac Mountain (Riidefi)|GP Pac Mountain]]
+
| [[GBA Sunset Wilds (Flint)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| Beta 3
+
| 1.0
 +
| Moo Moo Meadows
 
| Moo Moo Meadows
 
| Moo Moo Meadows
| &ndash;
 
 
| 3
 
| 3
| 2&times;
+
| 1&times;
| This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
+
| As it stands, this version is a downgrade from the CTGP version both in visuals and gameplay. Visually, the town and train station at the beginning is a nice addition, but the rest of track is a sea of canyons and sand that becomes very repetitive and monotonous outside of the shy guy tents. A lot of the gameplay is stripped from the current CTGP version as well. This is most notable in the sections after the footprint tricks. Notably absent are the shy guy tents and boost panels, which provided a lot of interaction between the track and the player. Many council members thought the shroomless cut drove worse than the original and cut out a key part of the track’s identity at the end. The last turn was also considered to be awkward, with it being nearly 270 degrees and going far too long. This version could 100% get to a standard that eclipses the CTGP version, but it will need a lot of further work to get to that point.
Several testers that already disliked GP Mario Beach found this track to suffer from similar problems in regards to having bland design and theming, believing that the track would result in poor races online mostly due to the speed mod and that it would be a forgettable use of a slot.
+
|-
The most prominent concerns were with the elevated grass edges and the trickable red/white borders. Their fully detailed collision models result in erratic and difficult to control behaviour, sending racers in strange directions and causing unwanted airtime.
+
| [[GBA Sky Garden (Luca)]]
A growing number of testers voiced displeasure with having a speed modded track in general, and even some that were okay with the concept took issue with its use here. It may be necessary to tone down the speed mod for better gameplay balance and to preserve controllability, as the aforementioned collision issues, combined with the difficulty of certain narrower sections of the track, made the track feel chaotic and punishing to properly navigate.
+
| {{no|Rejected}}
 +
| 1.0.2
 +
| SNES Mario Circuit 3
 +
| Mushroom Gorge
 +
| 3
 +
| 1&times;
 +
| Unfortunately, council almost uninamously agreed that while this version of GBA Sky Garden is definitely high quality, the Mario Kart Tour is significantly inferior to the original. The iconic strats and cuts are gone and the track feels far less interesting to play. The author did as much as was realistically possible to adapt the layout to Mario Kart Wii, but some turns feel quite wide and the replacement for the glider does not feel very engaging.
 +
Visually, this is high quality as per usual with Luca's tracks, but the current CTGP version also has nice visuals and gameplay was therefore the core reason as to why this track was rejected.
 
|-
 
|-
| [[Haunted Woods (ChaosShadow23)]]
+
| [[GBA Yoshi Desert (MysterE99)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.01
+
| RC3
| SNES Ghost Valley 2
+
| DS Desert Hills
| SNES Ghost Valley 2
+
| DS Desert Hills
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was narrowly rejected after evaluation from council. However, the author has been consistently receiving feedback and plans to update the course to make it better. Until the update comes out, this track will remain rejected.
+
| This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
 +
Generally speaking, the track council was not fond of the idea of adding GBA Yoshi Desert back to the pack, as it was removed in the past for being one of the least played tracks in the pack. That being said, the gameplay of this version is generally much better as the slow ramps are now regular ramps instead, making for more fast paced gameplay. However the layout of the track is the same as it always has been, and many testers found it to be very long and repetitive. This is not fault of the track author, since this just follows the layout of the original track. Speaking of which, the big shortcut still saves too much time, and you can even skip the slow ramp to make it even faster. Many have complained that this leads to unbalanced races as it makes running the track incredibly difficult. The texturing of the track is too bright for some players and is kinda hard to look at for longer periods of time, and the large ad billboards are distracting while racing. If the layout of this old retro was changed to fit better in MKWii, along with some more touching up, maybe we could see it added back to the pack in the future.
 
|-
 
|-
| [[Harvest Harbor]]
+
| [[GBA Yoshi Desert (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.1
 
| 1.1
| Maple Treeway
+
| Dry Dry Ruins
| Maple Treeway
+
| Dry Dry Ruins
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Testers struggled to find much that this track could offer to CTGP. Thematically, the track relies entirely on vanilla assets that are tired even by the standards of vanilla assets--the Maple Treeway/Delfino Square combination is not interesting in part nor as a whole. CTGP standards now necessitate some memorable and unique centrepieces or ovearching aesthetics and nothing of the sort is evident here. The modeling is quite basic and the track authors among the testers immediately recognized how closely it adheres to the limitations of SketchUp.
+
|The track council has determined that this would not fare well in CTGP. A common opinion was that it was visually repetitive and the gameplay was not quite interesting enough.
  
The core layout is also too basic to be particularly fun, and its one main draw of many offroad shortcuts is excessive in a way that would only diminish the track's popularity. The U-turn grass cut at the southwest corner of the track is so powerful that it is faster shroomless, and virtually any power items decimate the already short layout via the various other cuts in the area. Similarly to Pianta Plaza, the Delfino Square section of the track is somewhat Brobdingnagian, and the dock cut results in much airtime spent falling in addition to its awkward exit.
+
Visually, it doesn't look bad, but it reuses a lot of assets such as pyramids and obelisks causing the track to feel monotonous and takes away from the staples of the track such as the sphynx and oases. The execution of visuals are good but can be improved. The UVs don't always line up and the scaling on some objects are reflecting in the scaled UVs. To change up the scenery by dividing the track in sections that are distinct visually; for example the players could drive through a pyramid.
  
Additionally, there is a powerful respawn in the water fountain that would be abused as a shockdodge strat, the Bullet split route at the mud cut is problematic, and there is a weird invisible wall on the last turn.
+
In terms of gameplay, this is about as far as the base layout can go: the nerfed cut is appreciated, there are some good elements such as the small ramps (being nice to low-trick) but the sheer amount of them can make them a bit frustrating at least for time trials. However, it is not enough and the author might need to take liberties to make the layout more interesting. The layout has been compared a lot to GBA Sunset Wilds, meaning it doesn't offer much in terms of uniqueness given Sunset Wilds is already in CTGP.
 +
 
 +
Overall, this isn't a bad retro remake by any means, but the layout to begin with isn't that interesting and the monotony of the visuals really takes away from its potential. If the gameplay could be tweaked to become more interesting and there were a good amount of scenery changes to keep the player engaged, this could have a ton of potential.
 
|-
 
|-
| [[Honeymoon Lune]]
+
| [[GCN Baby Park (Bruh de la Boi)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 2.0
 
| 2.0
| Rainbow Road
+
| Mario Circuit
| Rainbow Road
+
| GCN Cookie Land
 +
| 7
 +
| 1&times;
 +
| This track was judged to be inferior to the CTGP version. While the visuals are amazing and the track council appreciated the effort put into it, the current version is one of the most complete track visually, and this track feels empty compared to it. Furthermore, the colours are a bit washed and faded. These two factors combined make the track feel less lively compared to the CTGP version. Moreover, the gameplay was heavily criticized. The added grass patches are awkward to drive as the road going into them uses sticky road. This makes them inconsistent as you will sometimes be sent way out to the outside and other times you will stick. These grass patches can also be cut shroomless by using TF inputs, effectively forcing the players to do these inputs 14 times per race. Finally, the track itself was made wider, which most council members felt does not fit the concept of GCN Baby Park as it makes the races less chaotic.
 +
Major:
 +
-The track lags in both TTs and online races.
 +
Moderate:
 +
-The track has a lot of flickering issues.
 +
|-
 +
| [[GCN Yoshi Circuit (ZPL)]]
 +
| {{no|Rejected}}
 +
| 2.02
 +
| GCN Mario Circuit
 +
| GCN Mario Circuit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| While this track certainly appeals to Super Mario Odyssey fans, it was ultimately rejected over gameplay concerns.
+
| While this is a good version of GCN Yoshi Circuit, Council doesn't see much reason to add this version into CTGP. With tracks that have versions already in CTGP, it can be difficult to not compare versions. But with Tock’s GCN Yoshi Circuit being as well-liked and established within CTGP, it is borderline impossible to not compare these versions side-by-side. Therefore, this write-up will mostly focus on what this version improves on and what this version lacks in comparison.
The visuals of the track are decent, and obviously a track inspired from the aforementioned game will always have potential. That potential is mostly realized, with a lot of references to Honeylune Ridge such as the chapel, the airship as well as various objects which are more than enough to break the monotony of the grey moon. Some textures look a bit blurry, likely because they were downscaled but overall the fantasy is fulfilled quite nicely.
+
 
 +
The visuals have a mixed reception amongst Council members. Some find the visuals here to be considerably superior to the current version, noting the lighting (outside of the tunnels), road texture, and background elements. Others saw the version as a downgrade, noting the lack of lighting in the tunnels, the size of the rock formations in the background, lack of vibrant colors like the visuals in MK:DD, etc. The consensus is that the visuals are not a clear upgrade to justify its addition.
  
However, the layout itself is where the issues lie. The track as a whole has a lot of jank: you can straight up fly over some of the ramps, most notably entering the chapel or exiting the airship section and the craters are very inconsistent. The latter are also oddly positioned, often right before a tight turn which means it's better not to trick off them. The turns alternate between being too tight and too wide, with the left u-turn before the chapel being the most criticized one due to how narrow it is.
+
This version is also a mixed bag in terms of gameplay. Many Council members appreciate the re-addition of the turnskip, but there are various areas changed throughout the rest of the track. The beginning cut doesn’t give a trick, which makes the cut considerably more awkward to take and land. The tunnel shortcut is considerably narrower, making it much easier to cover the road with one Fake Item Box. Various members also note the smaller scale, making it hard for karts to take turns. Overall, despite the re-addition of the turnskip, there are many areas of the track that play inferior to the current version.
The shortcuts are also rather uninteresting and can be combined for too big of a time gain. Using three shrooms pulled at the last item set, you can completely skip the first few turns to save upwards of 7s while just cutting accross offroad. This goes along with the feeling that a lot of sections feel too similar to one another. That is mostly a result of how the first section is built, where you're essentially driving a series of turn for no actual reason as the chapel entry is very close to the start line. While the airship and the chapel try to break that blandness, the latter is too short and should really be transformed into a proper castle section with turns, as it's currently just a small straight. Finally, a lot of sections are slight uphills, which makes most turns relatively blind and thereby the track is quite awkward online.
 
  
Overall, we can see this theme shine and be a major hit if it eventually gets into CTGP. Luncheon Tour has proven that Super Mario Odyssey tracks are highly sought after. However, the gameplay needs to be improved quite a lot to feel more natural in this game. Making the chapel a true section of its own and adding more strats should contribute to that goal, which would guarantee even players who are not particularly appealed by the theme can enjoy the track.
+
This is a solid take, but the consensus amongst Council is that it would be a lateral upgrade or downgrade to the version we currently have in CTGP.
 
|-
 
|-
| [[Icestone Shaft]]
+
| [[GP Pac Mountain (Riidefi)|GP Pac Mountain]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.5.4
+
| Beta 3
| DK Summit
+
| Moo Moo Meadows
| DK Summit
+
| &ndash;
 
| 3
 
| 3
| 1&times;
+
| 2&times;
| This track was previously accepted, but this decision was near-unanimously overturned upon revaluation. Unfortunately, this track has remained in bugfix hell long enough to the point where it’s become outdated both visually and drivability. Even with the amount of bugfixes done to the track, there remains many fatal issues. The cave exit needs to be reworked entirely, as the turn out from it is blind, and the cut that’s straight ahead saves 4 seconds per lap with one shroom. The halfpipe section is overscaled and awkward to drive, with the zippers giving landings that can shoot the player off into random directions. There is a cut around the lake that saves 9 seconds with just two shrooms or one star, which makes it a must-take to win races. The cannon feels out-of-place and an underwhelming end to an involved track. Outside of the track’s drivability, there are countless bugs found throughout the entire track, such as KCL in the mine, halfpipe collision, inconsistent trick at lake cracks, etc. Council does commend the amount of updates that rinorocks made to get the track into CTGP, but with the track being in its current state after two and half years (and no updates since October 2020), it’s probably for the best to remove it from the backlog.
+
| This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
|-
+
Several testers that already disliked GP Mario Beach found this track to suffer from similar problems in regards to having bland design and theming, believing that the track would result in poor races online mostly due to the speed mod and that it would be a forgettable use of a slot.
| [[Intergalactic Lair]]
+
The most prominent concerns were with the elevated grass edges and the trickable red/white borders. Their fully detailed collision models result in erratic and difficult to control behaviour, sending racers in strange directions and causing unwanted airtime.
| {{no|Rejected}}
+
A growing number of testers voiced displeasure with having a speed modded track in general, and even some that were okay with the concept took issue with its use here. It may be necessary to tone down the speed mod for better gameplay balance and to preserve controllability, as the aforementioned collision issues, combined with the difficulty of certain narrower sections of the track, made the track feel chaotic and punishing to properly navigate.
| Beta
+
|-
| Rainbow Road
+
| [[Haunted Woods (ChaosShadow23)]]
| Rainbow Road
+
| {{no|Rejected}}
 +
| 1.01
 +
| SNES Ghost Valley 2
 +
| SNES Ghost Valley 2
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council voted to reject this track based on the fact it doesn't look quite finished and some of the visuals are not up to scratch for CTGP.
+
| This track was narrowly rejected after evaluation from council. However, the author has been consistently receiving feedback and plans to update the course to make it better. Until the update comes out, this track will remain rejected.
 
 
Visually, the rainbow section has a unique road texture, but lacks in visuals/differentiation, and only contains the same asteroid object. This leads it to it feeling bare and monotonous. The "lair" section doesn't have good texture choices, as well as being very basically modelled. It has a lot of reused assets, huge rooms where nothing really happens, and walls everywhere that really give this enclosed feel  that doesn't really fit the lair aspect.
 
 
 
Gameplay-wise, the rainbow section is modelled in such a way where most uphills and turns are completely blind, and wheelie-locks are very common. Most turns are quite awkward to navitgate as it's unclear where they end. It's complexity can sometimes lead to awkwardness in its design. The castle section is quite uneventful and offers no interesting strat or section to spice things up. There aren't many available shortcuts, and the ones that are available are either awkward (such as the halfpipe shortcut exit), or are completely blind (such as driving through the wall in the castle section). There is also no indication near the end that the block island is offroad, leading to situations where the player gets stuck in offroad.
 
 
 
Overall, this feels like an unfinished track, and the theming and visuals have a long way to go before this is considered for CTGP.
 
 
|-
 
|-
| [[Interstellar Laboratory]]
+
| [[Harvest Harbor]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.1
| Rainbow Road
+
| Maple Treeway
| Rainbow Road
+
| Maple Treeway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council deemed that, while this track's concept offers a lot of potential, it wasn't quite delivering enough to be considered for CTGP.
+
| Testers struggled to find much that this track could offer to CTGP. Thematically, the track relies entirely on vanilla assets that are tired even by the standards of vanilla assets--the Maple Treeway/Delfino Square combination is not interesting in part nor as a whole. CTGP standards now necessitate some memorable and unique centrepieces or ovearching aesthetics and nothing of the sort is evident here. The modeling is quite basic and the track authors among the testers immediately recognized how closely it adheres to the limitations of SketchUp.
  
Visually, it's a bit lacking. The beginning section is lots of Rainbow Road assets which don't quite fit the atmosphere of the rest of the track. The lab is interesting for a theme but looks quite flat due to the lack of shading in a lot of places, which would help to break up the large amount of white walls. The theme could be much more explored with the use of objects i.e. mechs inside the laboratory. This track's lack of objects do make it quite static and boring to look at most of the time.
+
The core layout is also too basic to be particularly fun, and its one main draw of many offroad shortcuts is excessive in a way that would only diminish the track's popularity. The U-turn grass cut at the southwest corner of the track is so powerful that it is faster shroomless, and virtually any power items decimate the already short layout via the various other cuts in the area. Similarly to Pianta Plaza, the Delfino Square section of the track is somewhat Brobdingnagian, and the dock cut results in much airtime spent falling in addition to its awkward exit.
  
Gameplay-wise, this doesn't offer a lot in terms of interest. The beginning sections are ok, but don't offer much in terms of excitement, and the lab's split paths do not offer anything in terms of a time save (meaning it being on the minimap is also odd if it's supposed to be faster). The half-pipe at the end can throw player off-course and is a bit out of the way, serving no purpose. The track would need some good and unique gameplay ideas that engage the player for it to be interesting to drive.
+
Additionally, there is a powerful respawn in the water fountain that would be abused as a shockdodge strat, the Bullet split route at the mud cut is problematic, and there is a weird invisible wall on the last turn.
 
 
Unless a major rework of this concept is executed, this is deemed to not have a place in CTGP.
 
 
|-
 
|-
| [[Jungle Safari (Questorian)]]
+
| [[Honeymoon Lune]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 2.0
 
| 2.0
| Mushroom Gorge
+
| Rainbow Road
| Mushroom Gorge '''or''' GCN DK Mountain
+
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This is an impressive remake for sure, but the track has many issues holding it back. The track council was not a fan of the mushroom section and many felt like goldens were too overpowered. But the main issue was the amount of lag the track had (mostly due to fog), even in single player time trials. This is a huge no-no when it comes to track testing, and the track author should've realized how bad it was before submitting the track. Additional scenery detail would also be appreciated greatly.
+
| While this track certainly appeals to Super Mario Odyssey fans, it was ultimately rejected over gameplay concerns.
 +
The visuals of the track are decent, and obviously a track inspired from the aforementioned game will always have potential. That potential is mostly realized, with a lot of references to Honeylune Ridge such as the chapel, the airship as well as various objects which are more than enough to break the monotony of the grey moon. Some textures look a bit blurry, likely because they were downscaled but overall the fantasy is fulfilled quite nicely.
 +
 
 +
However, the layout itself is where the issues lie. The track as a whole has a lot of jank: you can straight up fly over some of the ramps, most notably entering the chapel or exiting the airship section and the craters are very inconsistent. The latter are also oddly positioned, often right before a tight turn which means it's better not to trick off them. The turns alternate between being too tight and too wide, with the left u-turn before the chapel being the most criticized one due to how narrow it is.
 +
The shortcuts are also rather uninteresting and can be combined for too big of a time gain. Using three shrooms pulled at the last item set, you can completely skip the first few turns to save upwards of 7s while just cutting accross offroad. This goes along with the feeling that a lot of sections feel too similar to one another. That is mostly a result of how the first section is built, where you're essentially driving a series of turn for no actual reason as the chapel entry is very close to the start line. While the airship and the chapel try to break that blandness, the latter is too short and should really be transformed into a proper castle section with turns, as it's currently just a small straight. Finally, a lot of sections are slight uphills, which makes most turns relatively blind and thereby the track is quite awkward online.
 +
 
 +
Overall, we can see this theme shine and be a major hit if it eventually gets into CTGP. Luncheon Tour has proven that Super Mario Odyssey tracks are highly sought after. However, the gameplay needs to be improved quite a lot to feel more natural in this game. Making the chapel a true section of its own and adding more strats should contribute to that goal, which would guarantee even players who are not particularly appealed by the theme can enjoy the track.
 
|-
 
|-
| [[Lavaflow Volcano (Jasperr & ZPL)]]
+
| [[Icestone Shaft]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0
+
| 1.5.4
| Grumble Volcano
+
| DK Summit
| Grumble Volcano
+
| DK Summit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was originally accepted with the sole condition that it directly replaces Red Loop. However, given the knowledge that (if the Council were to decide to remove it) Red Loop would be removed regardless of whether this track gets accepted or not, the votes changed from generally positive to overwhelmingly neutral. We figure it's not a good idea to add a track if it's so neutrally received (we have a rule of thumb of 2/3rds majority vote). It should also be noted that items currently disappear when playing online; not sure if this is due to object overload or due to the track being out of normal values or what.
+
| This track was previously accepted, but this decision was near-unanimously overturned upon revaluation. Unfortunately, this track has remained in bugfix hell long enough to the point where it’s become outdated both visually and drivability. Even with the amount of bugfixes done to the track, there remains many fatal issues. The cave exit needs to be reworked entirely, as the turn out from it is blind, and the cut that’s straight ahead saves 4 seconds per lap with one shroom. The halfpipe section is overscaled and awkward to drive, with the zippers giving landings that can shoot the player off into random directions. There is a cut around the lake that saves 9 seconds with just two shrooms or one star, which makes it a must-take to win races. The cannon feels out-of-place and an underwhelming end to an involved track. Outside of the track’s drivability, there are countless bugs found throughout the entire track, such as KCL in the mine, halfpipe collision, inconsistent trick at lake cracks, etc. Council does commend the amount of updates that rinorocks made to get the track into CTGP, but with the track being in its current state after two and half years (and no updates since October 2020), it’s probably for the best to remove it from the backlog.
 
|-
 
|-
| [[Lunar Lantern Festival]]
+
| [[Intergalactic Lair]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.02
+
| Beta
| Grumble Volcano
+
| Rainbow Road
| Grumble Volcano
+
| Rainbow Road
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| Council praises the author for taking a creative and unique theme and making it into a such a dynamic track via its atmosphere and usage of custom objects. However, there are a few sections that hold back the track from acceptance into CTGP.
+
| The council voted to reject this track based on the fact it doesn't look quite finished and some of the visuals are not up to scratch for CTGP.
  
The biggest issues with the track are the two long straights and the section from the hairpin turn to the figure-8. Having a long straightaway on a track is never a bad thing if needed, but all three of these sections together unfortunately kill the racing flow that any track attempts to achieve in the context of a racing game. There’s very little exciting going on in each of these sections outside of the thwomps or awkward bumps, with each taking a while to traverse. There is a lot more that can be done with each of these sections to make them more dynamic and engaging.
+
Visually, the rainbow section has a unique road texture, but lacks in visuals/differentiation, and only contains the same asteroid object. This leads it to it feeling bare and monotonous. The "lair" section doesn't have good texture choices, as well as being very basically modelled. It has a lot of reused assets, huge rooms where nothing really happens, and walls everywhere that really give this enclosed feel  that doesn't really fit the lair aspect.
  
The spiral is a nice deviation away from the abundant N64 BC style spirals within CTs, but the way it is currently models forces the racer to go in a specific wide-to-tight line that makes racers in the back exceptionally vulnerable to hitting traps. This is also an issue for more casual players that may find themselves consistently hitting the wall by attempting to take the spiral tight. The spiral is just not user-friendly in its current state.
+
Gameplay-wise, the rainbow section is modelled in such a way where most uphills and turns are completely blind, and wheelie-locks are very common. Most turns are quite awkward to navitgate as it's unclear where they end. It's complexity can sometimes lead to awkwardness in its design. The castle section is quite uneventful and offers no interesting strat or section to spice things up. There aren't many available shortcuts, and the ones that are available are either awkward (such as the halfpipe shortcut exit), or are completely blind (such as driving through the wall in the castle section). There is also no indication near the end that the block island is offroad, leading to situations where the player gets stuck in offroad.
  
The final turn is still an issue if you don’t do the turnskip strat, with it being very difficult for even inside-drifting bikes to take. This turn may be a further issue is the player is using a kart or is playing the track for the first time.
+
Overall, this feels like an unfinished track, and the theming and visuals have a long way to go before this is considered for CTGP.
 
 
There is a lot of potential for this track, but it needs some model edits within said sections for it to fully reach said potential.
 
 
|-
 
|-
| [[Midnight Museum]]
+
| [[Interstellar Laboratory]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| Almost-v1.0
+
| 1.2
| N64 DK's Jungle Parkway
+
| Rainbow Road
| N64 DK's Jungle Parkway
+
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This summary will ignore visual issues as most of them were a result of the lack of lightmap, that the author was intentionally holding off while the track was being reviewed.
+
| The council deemed that, while this track's concept offers a lot of potential, it wasn't quite delivering enough to be considered for CTGP.
  
While the theme of the track was widely praised by council, the track was ultimately rejected over gameplay concerns, with the overarching feeling that it feels more like a visual display first, with the layout being a result of how the elements were arranged visually, which results in many awkward sections to navigate.  
+
Visually, it's a bit lacking. The beginning section is lots of Rainbow Road assets which don't quite fit the atmosphere of the rest of the track. The lab is interesting for a theme but looks quite flat due to the lack of shading in a lot of places, which would help to break up the large amount of white walls. The theme could be much more explored with the use of objects i.e. mechs inside the laboratory. This track's lack of objects do make it quite static and boring to look at most of the time.
 +
 
 +
Gameplay-wise, this doesn't offer a lot in terms of interest. The beginning sections are ok, but don't offer much in terms of excitement, and the lab's split paths do not offer anything in terms of a time save (meaning it being on the minimap is also odd if it's supposed to be faster). The half-pipe at the end can throw player off-course and is a bit out of the way, serving no purpose. The track would need some good and unique gameplay ideas that engage the player for it to be interesting to drive.
 +
 
 +
Unless a major rework of this concept is executed, this is deemed to not have a place in CTGP.
 +
|-
 +
| [[Jungle Safari (Questorian)]]
 +
| {{no|Rejected}}
 +
| 2.0
 +
| Mushroom Gorge
 +
| Mushroom Gorge '''or''' GCN DK Mountain
 +
| 3
 +
| 1&times;
 +
| This is an impressive remake for sure, but the track has many issues holding it back. The track council was not a fan of the mushroom section and many felt like goldens were too overpowered. But the main issue was the amount of lag the track had (mostly due to fog), even in single player time trials. This is a huge no-no when it comes to track testing, and the track author should've realized how bad it was before submitting the track. Additional scenery detail would also be appreciated greatly.
 +
|-
 +
| [[Lavaflow Volcano (Jasperr & ZPL)]]
 +
| {{no|Rejected}}
 +
| 2.0
 +
| Grumble Volcano
 +
| Grumble Volcano
 +
| 3
 +
| 1&times;
 +
| This track was originally accepted with the sole condition that it directly replaces Red Loop. However, given the knowledge that (if the Council were to decide to remove it) Red Loop would be removed regardless of whether this track gets accepted or not, the votes changed from generally positive to overwhelmingly neutral. We figure it's not a good idea to add a track if it's so neutrally received (we have a rule of thumb of 2/3rds majority vote). It should also be noted that items currently disappear when playing online; not sure if this is due to object overload or due to the track being out of normal values or what.
 +
|-
 +
| [[Lunar Lantern Festival]]
 +
| {{no|Rejected}}
 +
| 1.02
 +
| Grumble Volcano
 +
| Grumble Volcano
 +
| 2
 +
| 1&times;
 +
| Council praises the author for taking a creative and unique theme and making it into a such a dynamic track via its atmosphere and usage of custom objects. However, there are a few sections that hold back the track from acceptance into CTGP.
 +
 
 +
The biggest issues with the track are the two long straights and the section from the hairpin turn to the figure-8. Having a long straightaway on a track is never a bad thing if needed, but all three of these sections together unfortunately kill the racing flow that any track attempts to achieve in the context of a racing game. There’s very little exciting going on in each of these sections outside of the thwomps or awkward bumps, with each taking a while to traverse. There is a lot more that can be done with each of these sections to make them more dynamic and engaging.
  
The predominant problem members took issue with is the placement of the ramps and the boost panels. Most of them are positioned seemingly randomly, with a few being right before the turn. That forces players to go for down tricks to take the subsequent turns properly, which is neither intuitive nor something that will play well online.
+
The spiral is a nice deviation away from the abundant N64 BC style spirals within CTs, but the way it is currently models forces the racer to go in a specific wide-to-tight line that makes racers in the back exceptionally vulnerable to hitting traps. This is also an issue for more casual players that may find themselves consistently hitting the wall by attempting to take the spiral tight. The spiral is just not user-friendly in its current state.
  
Moreover, a lot of sections were criticized for being too confusing initially, most notably the very start and the ship area. The former is very tight and the walls tend to be very sudden because it's difficult to make out where to exactly go. The latter is very overloaded visually, with 3 paths that are not clearly indicated. The ship itself also happens to be offroad, but there's no visual cue to highlight that and even then, it is not a viable strategy as it barely saves anything, if at all, compared to shrooming on a straight.
+
The final turn is still an issue if you don’t do the turnskip strat, with it being very difficult for even inside-drifting bikes to take. This turn may be a further issue is the player is using a kart or is playing the track for the first time.
  
Overall, the track is ultimately held back by gameplay and would certainly gain a lot from having a longer layout that would allow the various visual elements to be more spread out and less crammed together, as a lot of sections are too tight despite residing in very large areas, simply as a result of objects taking a lot of space. It is however undeniable that the theme is unique and well presented, with custom made paintings and objects, and could easily carry an improved layout to one of the better releases of the year.
+
There is a lot of potential for this track, but it needs some model edits within said sections for it to fully reach said potential.
 
|-
 
|-
 
| [[Midnight Museum]]
 
| [[Midnight Museum]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| Almost-v1.0
 
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| N64 DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council determined that, whilst the theming and general visuals are good, the update doesn't change enough of the gameplay to make it worthy enough for a spot in CTGP.
+
| This summary will ignore visual issues as most of them were a result of the lack of lightmap, that the author was intentionally holding off while the track was being reviewed.
  
Visually, this track is definitely unique in it's theming, and certainly has character to it with the unique exhibits. However, it's execution could be better in terms of lighting. The track seems dark in places due to the lightmap and there aren't any BLIGHT changes which disconnects the player from the track a bit.
+
While the theme of the track was widely praised by council, the track was ultimately rejected over gameplay concerns, with the overarching feeling that it feels more like a visual display first, with the layout being a result of how the elements were arranged visually, which results in many awkward sections to navigate.
 +
 
 +
The predominant problem members took issue with is the placement of the ramps and the boost panels. Most of them are positioned seemingly randomly, with a few being right before the turn. That forces players to go for down tricks to take the subsequent turns properly, which is neither intuitive nor something that will play well online.
 +
 
 +
Moreover, a lot of sections were criticized for being too confusing initially, most notably the very start and the ship area. The former is very tight and the walls tend to be very sudden because it's difficult to make out where to exactly go. The latter is very overloaded visually, with 3 paths that are not clearly indicated. The ship itself also happens to be offroad, but there's no visual cue to highlight that and even then, it is not a viable strategy as it barely saves anything, if at all, compared to shrooming on a straight.
 +
 
 +
Overall, the track is ultimately held back by gameplay and would certainly gain a lot from having a longer layout that would allow the various visual elements to be more spread out and less crammed together, as a lot of sections are too tight despite residing in very large areas, simply as a result of objects taking a lot of space. It is however undeniable that the theme is unique and well presented, with custom made paintings and objects, and could easily carry an improved layout to one of the better releases of the year.
 +
|-
 +
| [[Midnight Museum]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| N64 DK's Jungle Parkway
 +
| N64 DK's Jungle Parkway
 +
| 3
 +
| 1&times;
 +
| The council determined that, whilst the theming and general visuals are good, the update doesn't change enough of the gameplay to make it worthy enough for a spot in CTGP.
 +
 
 +
Visually, this track is definitely unique in it's theming, and certainly has character to it with the unique exhibits. However, it's execution could be better in terms of lighting. The track seems dark in places due to the lightmap and there aren't any BLIGHT changes which disconnects the player from the track a bit.
  
 
The gameplay and layout needs a lot of work for it to be more enjoyable. The trick ramps scattered throughout the track are placed right before turns making the proceeding turns awkward. More specifically, the ramp after the first turn, and the ramp entering the gallery could benefit being like the ramp on the left route (just a normal trickable ramp as opposed to a flip trick). That way, the proceeding turns aren't as awkward. When taking the first right path, the first turn is very awkward to take. The ship shortcut was considered by some members to be quite weak, which might potentially make it redundant.
 
The gameplay and layout needs a lot of work for it to be more enjoyable. The trick ramps scattered throughout the track are placed right before turns making the proceeding turns awkward. More specifically, the ramp after the first turn, and the ramp entering the gallery could benefit being like the ramp on the left route (just a normal trickable ramp as opposed to a flip trick). That way, the proceeding turns aren't as awkward. When taking the first right path, the first turn is very awkward to take. The ship shortcut was considered by some members to be quite weak, which might potentially make it redundant.
Line 2,118: Line 2,176:
 
-The shadow map is very pixelated in some sections.
 
-The shadow map is very pixelated in some sections.
 
|-
 
|-
| [[Rainbow Road DX]]
+
| [[Rainbow Road DX (Saiveeon)|Rainbow Road DX]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0-beta2.1
 
| 1.0-beta2.1
Line 2,588: Line 2,646:
 
|This remake is certainly quite promising, but this currently feels like an unfinished track. Visually, while the modern textures and the vertex colouring add a modern take on the track, it currently lacks too many details. The track as a whole does not feel alive. This is due to the skybox not moving at all and the complete lack of background elements and moving objects, which are currently limited to trees and pyramids. For example, the cloud section is too basic and looks more like a floating opaque white road than a true cloud section. The pyramid section is massive but very empty, too dark and feels out of touch with the rest of the track because of the red carpet.  The volcano section could use fire pillars and fire snakes jumping on the lava, and the sides of the road are treacherous and look drivable. The desert is this huge sand area where everything is drivable but not much visually interesting, and the grassy plains suffer from the same issues to a lesser extent. Adding more objects and structures to the track would help massively in solving this emptiness problem.
 
|This remake is certainly quite promising, but this currently feels like an unfinished track. Visually, while the modern textures and the vertex colouring add a modern take on the track, it currently lacks too many details. The track as a whole does not feel alive. This is due to the skybox not moving at all and the complete lack of background elements and moving objects, which are currently limited to trees and pyramids. For example, the cloud section is too basic and looks more like a floating opaque white road than a true cloud section. The pyramid section is massive but very empty, too dark and feels out of touch with the rest of the track because of the red carpet.  The volcano section could use fire pillars and fire snakes jumping on the lava, and the sides of the road are treacherous and look drivable. The desert is this huge sand area where everything is drivable but not much visually interesting, and the grassy plains suffer from the same issues to a lesser extent. Adding more objects and structures to the track would help massively in solving this emptiness problem.
 
Gameplay wise, the track suffers more or less from the exact same issues the original volcanic skyways. The 2nd half of the track, after the cloud cut, feels very elongated. Most notably the end of the clouds section is basically a weirdly shaped straight that is not very engaging and lasts far too long, and the pyramid section is very underused and just a 90° turn. As a consequence, even after considering the fact that this is a remake, council members believe the track could be shortened massively if these two sections were [https://imgur.com/DXEjnTj improved].
 
Gameplay wise, the track suffers more or less from the exact same issues the original volcanic skyways. The 2nd half of the track, after the cloud cut, feels very elongated. Most notably the end of the clouds section is basically a weirdly shaped straight that is not very engaging and lasts far too long, and the pyramid section is very underused and just a 90° turn. As a consequence, even after considering the fact that this is a remake, council members believe the track could be shortened massively if these two sections were [https://imgur.com/DXEjnTj improved].
The remake also has issues of its own. The cloud shortcut coming back is a welcome addition, but as it stands it saves 7s and is far too powerful. The spiral would need to be altered, for example via a boost panel at the end, and the shortcut itself would need to be nerfed to properly balance it. One suggestion would be to [https://cdn.discordapp.com/attachments/217126063803727872/820427532960661534/unknown.png force racers to go wide] by adding OOB, and making that OOB visible via vines or any similar floating object like parabeetles or bees. Another suggestion would be to make the cut [https://cdn.discordapp.com/attachments/217126063803727872/820425779132497980/2021-03-13_17-35-34_Trim.mp4 left side only], effectively shortening the portion it skips, but also making it way more difficult for karts and non top tier bikes.The volcano section is too wide. Making it more similar to how it played in VS3, that is to say you land in a left turn and then you have two back to back right turns before the cannon, could help. As with its visuals, the pyramid section is very underused and way too short because you land in it with a two-flips trick.  Finally, the desert section is now a massive straight that feels more like a way to connect the end of the track with the finish line than a true section of its own. Moreover, the small unground cut is now more awkward.
+
The remake also has issues of its own. The cloud shortcut coming back is a welcome addition, but as it stands it saves 7s and is far too powerful. The spiral would need to be altered, for example via a boost panel at the end, and the shortcut itself would need to be nerfed to properly balance it. One suggestion would be to [https://wiiki-content.acaruso.xyz/217126063803727872/820427532960661534/unknown.png force racers to go wide] by adding OOB, and making that OOB visible via vines or any similar floating object like parabeetles or bees. Another suggestion would be to make the cut [https://wiiki-content.acaruso.xyz/217126063803727872/820425779132497980/2021-03-13_17-35-34_Trim.mp4 left side only], effectively shortening the portion it skips, but also making it way more difficult for karts and non top tier bikes.The volcano section is too wide. Making it more similar to how it played in VS3, that is to say you land in a left turn and then you have two back to back right turns before the cannon, could help. As with its visuals, the pyramid section is very underused and way too short because you land in it with a two-flips trick.  Finally, the desert section is now a massive straight that feels more like a way to connect the end of the track with the finish line than a true section of its own. Moreover, the small unground cut is now more awkward.
  
 
Overall, most council members believe this track has massive potential even if it needs a lot of work. This has been a highly sought-after remake, especially with the return of the iconic cloud shortcut, but the track needs better visuals and a gameplay overhaul to fully embrace its remake status, as it currently feels like a work in progress project. While we generally feel the layout of a remake is best kept as similar as the original layout as possible, there are sections of volcanic skyway that were almost universally criticized, most notably the end of the clouds section and the desert, which have always been too long and not engaging enough.
 
Overall, most council members believe this track has massive potential even if it needs a lot of work. This has been a highly sought-after remake, especially with the return of the iconic cloud shortcut, but the track needs better visuals and a gameplay overhaul to fully embrace its remake status, as it currently feels like a work in progress project. While we generally feel the layout of a remake is best kept as similar as the original layout as possible, there are sections of volcanic skyway that were almost universally criticized, most notably the end of the clouds section and the desert, which have always been too long and not engaging enough.
Line 3,129: 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 3,282: 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 3,416: Line 3,492:
 
| Rainbow Road
 
| Rainbow Road
 
| 2
 
| 2
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[End of Time]]
 +
| {{no|Rejected}}
 +
| 2.31
 +
| N64 Bowser's Castle
 +
| N64 Bowser's Castle
 +
| 3
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
Line 3,599: Line 3,684:
 
| 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).
 
|-
 
|-
| [[GBA Peach Circuit]] (All prior to 2023)
+
| [[GBA Luigi Circuit (Iggy Ze Koopa)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
|  
+
| 3.0
| N64 Mario Raceway
+
| GCN Mario Circuit
 +
| GCN Mario Circuit
 +
| 2
 +
| 1&times;
 +
| Does not pass initial quality checks (QC compared to current version of same retro).
 +
|-
 +
| [[GBA Peach Circuit]] (All prior to 2023)
 +
| {{no|Rejected}}
 +
|  
 +
| N64 Mario Raceway
 
| N64 Mario Raceway
 
| N64 Mario Raceway
 
| 3
 
| 3
Line 3,616: 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 3,661: 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 3,714: Line 3,826:
 
| &ndash;
 
| &ndash;
 
| &ndash;
 
| &ndash;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Gleaming Gorge]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| Mushroom Gorge
 +
| Mushroom Gorge
 +
| 5
 +
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
Line 3,840: Line 3,961:
 
| &ndash;
 
| &ndash;
 
| &ndash;
 
| &ndash;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Kawase's Closed Mind]]
 +
| {{no|Rejected}}
 +
| 1.1
 +
| Mario Circuit
 +
| GCN Peach Beach
 +
| 1
 +
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
Line 4,689: Line 4,819:
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
| [[SNES Bowser Castle 1 (Bruh de la Boi)]]
+
| [[SNES Boom Boom Fortress 1]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| GBA Bowser Castle 3
+
| N64 Bowser's Castle
| GBA Bowser Castle 3
+
| 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;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[SNES Bowser Castle 1 (Bruh de la Boi)]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| GBA Bowser Castle 3
 +
| GBA Bowser Castle 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
Line 4,993: Line 5,141:
 
| DS Yoshi Falls
 
| DS Yoshi Falls
 
| 2
 
| 2
| 1&times;
 
| Stolen assets from other tracks.
 
|-
 
| [[Swine Canyon]]
 
| {{no|Rejected}}
 
|
 
| Luigi Circuit
 
| Luigi Circuit
 
| 3
 
| 1&times;
 
| Does not pass initial quality checks.
 
|-
 
| [[The Hardest Course Harder than The Hardest Course Harder than Mushroom Peaks]]
 
| {{no|Rejected}}
 
|
 
| Dry Dry Ruins
 
| Thwomp Desert
 
| 8
 
| 2&times;
 
| i am fuckimg LIVID!!! aooohohowwwahouthhj मान लीजिए कि आप एक बुरी लड़की हैं। मान लीजिए, काल्पनिक रूप से, आप एक शरारती लड़की हैं। ठीक है, और यदि आप एक शरारती लड़की थीं, तो आप मेरे गंदे छोटे फूहड़ सही होंगे? ιοκφιδοηξφιθ8δηγδφφψγ :rage::rage::rage::rage::rage::rage::rage::rage::rage::rage::rage: ቤተሰቦችዎ ለእርስዎ መስዋእትነት ይከፍላሉ ፡፡ ሞት በፍጥነት እና ያለ ፍርድ ይመጣል ፡፡ የሺዎች ነፍሳት ሥቃይ ትሠቃያለህ ፡፡ OHHHH NOOOAHahhai8ash09HW§)=H§9rje43j03mj09(x²+y²-1)³-x²y³9w3m4903j :joy::joy::joy::joy: //g -c white_concrete rotate(x,z,pi*y/30);x<0?rotate(x,z,pi):0;z/=pi/1.5;x-=20-y*-0.15;x^2+z^2<8^2 いつかともにみよう今は黒に染めようこんなふざけた時代 beating garing the snal :skull: :skull: :skull: :skull: :skull: :skull: :skull: 2023 fun fact this is actually the only place on the internet that i know of that you can readily get a command to generate an expanding double helix with WorldEdit
 
|-
 
| [[Tim's Weird World]]
 
| {{no|Rejected}}
 
|
 
| &ndash;
 
| &ndash;
 
| 3
 
 
| 1&times;
 
| 1&times;
| Does not pass initial quality checks.
+
| Stolen assets from other tracks.
|-
+
|-
| [[Tiny Town Route]]
+
| [[Swine Canyon]]
| {{no|Rejected}}
+
| {{no|Rejected}}
|  
+
|
| Daisy Circuit
+
| Luigi Circuit
| Daisy Circuit
+
| Luigi Circuit
| 3
+
| 3
| 1&times;
+
| 1&times;
| Does not pass initial quality checks.
+
| Does not pass initial quality checks.
|-
+
|-
| [[Toad Town]]
+
| [[The Hardest Course Harder than The Hardest Course Harder than Mushroom Peaks]]
| {{no|Rejected}}
+
| {{no|Rejected}}
|  
+
|
| Luigi Circuit '''or'''<br>Mario Circuit '''or'''<br>N64 Mario Raceway
+
| Dry Dry Ruins
| Luigi Circuit '''or'''<br>Mario Circuit '''or'''<br>N64 Mario Raceway
+
| Thwomp Desert
| &ndash;
+
| 8
| &ndash;
+
| 2&times;
 +
| i am fuckimg LIVID!!! aooohohowwwahouthhj मान लीजिए कि आप एक बुरी लड़की हैं। मान लीजिए, काल्पनिक रूप से, आप एक शरारती लड़की हैं। ठीक है, और यदि आप एक शरारती लड़की थीं, तो आप मेरे गंदे छोटे फूहड़ सही होंगे? ιοκφιδοηξφιθ8δηγδφφψγ :rage::rage::rage::rage::rage::rage::rage::rage::rage::rage::rage: ቤተሰቦችዎ ለእርስዎ መስዋእትነት ይከፍላሉ ፡፡ ሞት በፍጥነት እና ያለ ፍርድ ይመጣል ፡፡ የሺዎች ነፍሳት ሥቃይ ትሠቃያለህ ፡፡ OHHHH NOOOAHahhai8ash09HW§)=H§9rje43j03mj09(x²+y²-1)³-x²y³9w3m4903j :joy::joy::joy::joy: //g -c white_concrete rotate(x,z,pi*y/30);x<0?rotate(x,z,pi):0;z/=pi/1.5;x-=20-y*-0.15;x^2+z^2<8^2 いつかともにみよう今は黒に染めようこんなふざけた時代 beating garing the snal :skull: :skull: :skull: :skull: :skull: :skull: :skull: 2023 fun fact this is actually the only place on the internet that i know of that you can readily get a command to generate an expanding double helix with WorldEdit
 +
|-
 +
| [[Tim's Weird World]]
 +
| {{no|Rejected}}
 +
|
 +
| &ndash;
 +
| &ndash;
 +
| 3
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Tiny Town Route]]
 +
| {{no|Rejected}}
 +
|  
 +
| Daisy Circuit
 +
| Daisy Circuit
 +
| 3
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Toad Town]]
 +
| {{no|Rejected}}
 +
|  
 +
| Luigi Circuit '''or'''<br>Mario Circuit '''or'''<br>N64 Mario Raceway
 +
| Luigi Circuit '''or'''<br>Mario Circuit '''or'''<br>N64 Mario Raceway
 +
| &ndash;
 +
| &ndash;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Toadette's Illusioness Nightmare]]
 +
| {{no|Rejected}}
 +
| v1.0
 +
| Rainbow Road
 +
| N64 Bowser's Castle
 +
| 2
 +
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
Line 5,286: Line 5,443:
 
| [[Warrior Cats Lake]]
 
| [[Warrior Cats Lake]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| Beta 1
+
| Beta 4
 
| Moo Moo Meadows
 
| Moo Moo Meadows
 
| Moo Moo Meadows
 
| Moo Moo Meadows

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