Difference between revisions of "CTGP Revolution/Track Wishlist"

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! width=5%| Speed Mod
 
! width=5%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
|-
+
|-  
| [[Lava Road (FireLuigi & Caron)]]
+
| ''Nothing to see here...''
 
| {{unknown|Submitted}}
 
| {{unknown|Submitted}}
| Bowser's Castle
+
| 🥸
| Bowser's Castle
+
| 🥸
 
| 3
 
| 3
 
| 1×
 
| 1×
| Update/Overhaul to the old version.
+
|
|-
 
| [[Lava Road (Renegade Ciara)]]
 
| {{unknown|Submitted}}
 
| Bowser's Castle
 
| Bowser's Castle
 
| 3
 
| 1×
 
| Visual overhaul to v3.2, gameplay remains identical apart from bill drop edits
 
|-
 
| [[N64 Frappe Snowland (Graciefied)]]
 
| {{unknown|Submitted}}
 
| N64 Sherbet Land
 
| N64 Sherbet Land
 
| 3
 
| 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.
 
|-
 
| [[Punch City 2 (Marianne8559)]]
 
| {{unknown|Updated}}
 
| Moonview Highway
 
| Moonview Highway
 
| 3
 
| 1×
 
| I had to submit this because a certain person accidentally posted something on a certain channel on the track test server.
 
|-
 
| [[Sandcastle Park (SpyKid & ZPL)]]
 
| {{unknown|Submitted}}
 
| Dry Dry Ruins
 
| DS Desert Hills
 
| 3
 
| 1×
 
| Remade from scratch with ZPL, the simple layout was intentionally kept, we wanted it to stay unchanged from it's classic nature, and to hopefully appreciate a more simple track for CTGP.
 
 
|}
 
|}
  
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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
 
| 3
 
| 1×
 
| 1×
| A few bugs remaining in #submission-bug-reports
+
|  
|}
 
<!-- Please respect alphabetical order -->
 
 
 
==== Needs Fixes ====
 
<!-- 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
 
 
|-
 
|-
| [[Darkness Temple]]
+
| [[Toad's Temple]]
| {{maybe|Needs Fixes}}
+
| {{yes|Ready}}
| 3.0
+
| Wario's Gold Mine
| Bowser's Castle
+
| Wario's Gold Mine
| Bowser's Castle
+
| 2
| 3
+
| 1&times;
| 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.
+
| [[Toadette's Castle (FunkyRacer)]]
* The final ramp sometimes give stunt tricks, when it should only give flips.
+
| {{yes|Ready}}
* The track still needs a lightmap, which is already planned.
+
| Bowser's Castle
* The spike in the middle of the road is currently barely visible, and should either be clarified or removed.
+
| DS Twilight House
* Default item route after the mushroom section shouldn't cut through the off-road.
+
| 2
* All relevant bugs in #submission-bug-reports
+
| 1&times;
 
+
|
<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]]
+
| [[Volcanic Skyway (bento & Metabus)]]
| {{maybe|Needs Fixes}}
+
| {{yes|Ready}}
| 2.2
+
| DS Desert Hills
| Maple Treeway
+
| DS Desert Hills
| Block Plaza
 
 
| 3
 
| 3
 
| 1&times;
 
| 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
+
<!-- Please respect alphabetical order -->
* 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>
+
==== Needs Fixes ====
* Some textures are blurry; consider LOD bias or neat mip filtering
+
<!-- Please respect alphabetical order -->
* Council thinks this would look cool with shading of some sort, and said to reach out of you are interested and need help
+
{| 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
 
|-
 
|-
 
| [[Interstellar Laboratory]]
 
| [[Interstellar Laboratory]]
Line 224: Line 172:
 
| 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)]]
Line 251: Line 200:
 
| 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.
 
| 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 262: 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 379: 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 391: 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 403: Line 332:
 
! width=55%| Notes
 
! width=55%| Notes
 
|-
 
|-
| [[3DS Rainbow Road (ZPL)]]
+
| [[Boneyard Badlands]]
| {{No|Rejected}}
+
| {{No|Rejected [03/10]}}
| 2.1
+
| 1.0
| Rainbow Road
+
| Dry Dry Ruins
| Rainbow Road
+
| Dry Dry Ruins
| 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 impressive track for one of the author's first, this track was ultimately rejected by council due to heavy visual and gameplay concerns.
  
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.
+
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.
  
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.
+
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.
 
 
One area of the track that was praised for its improved gameplay was the moon section, as the craters give less air compared to the current version. There were mixed opinions regarding the entry to the moon, as some praised the reduced amount of air time seen on this version, while others preferred having the presence of floating platforms. The third section of the track was met with some division within council, as criticisms such as having faster conveyor belts, making the cylindrical pipe spin like in the current version, and the oodles of ramps being changed to flip tricks were addressed. Most people wished to see the ending shortcut be preserved in some form, as it was seen as a staple to the current track's identity. Many members would have also liked to see this track be changed to 2 laps to increase the duration of races to around ~3:20.
 
  
In conclusion, numerous elements of this rendition were seen as unique, though the overall quality of the track does not meet the standards of the current version with regards to overall appearance and tech.
+
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.
 
|-
 
|-
| [[Cascade Kingdom]]
+
| [[GBA Rainbow Road (SpyKid)]]
| {{No|Rejected}}
+
| {{No|Rejected [03/30]}}
| 2.0
+
| 1.0
| GCN DK Mountain
+
| Rainbow Road
| GCN DK Mountain
+
| Rainbow Road
 
| 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.
+
| 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 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.
+
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.
  
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.
+
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.
  
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.  
+
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.
 
|-
 
|-
| [[Cave Race]]
+
| [[Lava Road (FireLuigi & Caron)|Lava Road (Caron, FireLuigi, ZPL)]]
| {{No|Rejected}}
+
| {{No|Rejected [01/25]}}
| 1.3
+
| 3.0
| Grumble Volcano
+
| Bowser's Castle
| GCN DK Mountain
+
| Bowser's Castle
 
| 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.
+
| 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.  
 
 
From a visual perspective, primary critiques centered around overuse of vanilla assets and monotonous theming. Tracks that use a significant amount of vanilla assets have been shown to struggle in the pack unless gameplay is exceptional. This track uses assets from Wario’s Gold Mine (and a few other tracks) throughout, preventing it from staking out a unique visual identity. The track also lacks a sense of visual progression—there are three more or less visually indistinguishable cave sections throughout the track, and the sections that do change it up (the starting area, mine section, and the lava section) are all derivative of tracks from the base game. The shortcut route towards the start was also difficult to see, even on repeated playthroughs, due to indistinguishable wall textures. However, the track’s lightmap and use of BLIGHT received praise from some council members.
 
 
Council found the track’s gameplay underwhelming with a few bright spots. One cool idea that some council members did like and found original were the TNT bomb boxes. Though some praise was directed towards the faster-paced sections of the track and the smoothness of the road geometry, much of the track was criticized for unsatisfying and awkward turn radii on many turns, with some turns being too tight (e.g. the ending turn) and others being far too gradual (primarily in all three cave sections). The reject road on the sides of the cave was universally criticized, as it led to unintuitive optimal driving lines and felt quite out of place. There are too many boxes which can lead to shroom glitch. Finally, some members opined that the gameplay felt uneventful, as most sections of the track consist of similar turns and trick ramps.
 
  
Overall, though council was enthused to see a new submission from Okin, this track was judged to have missed the mark on multiple levels. Council is excited to see the author still making tracks, and they hope to see future Okin tracks that better distinguish themselves both visually and gameplay-wise.
+
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.
 
|-
 
|-
| [[Cold Red]]
+
| [[N64 Frappe Snowland (Tara)]]
| {{No|Rejected}}
+
| {{No|Rejected [01/10]}}
| Beta 1.1
+
| 1.0
| DK Summit
+
| N64 Sherbet Land
| &mdash;
+
| N64 Sherbet Land
 
| 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.
+
| 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.
  
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.
+
Most people found the visuals to be incomplete and lacking in certain areas. For instance, the skybox could use more detail, the snowmen could look more realistic, and both lighting and shadowing could be incorporated. In addition, the road textures did not feel unique, and coupled with a fence texture from Rosalina's Snow World, parts of the track do not fit well with the theming. Some textures, such as these fences, are too stretched out. Overall, there needs to be more visual presence around the track, as currently, the track feels like it is in an early stage of design.
  
The 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.
+
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.
  
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.
+
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.
 
|-
 
|-
| [[Comfort Food Circuit]]
+
| [[Punch City 2 (Marianne8559)]]
| {{No|Rejected}}
+
| {{No|Rejected [01/20]}}
| 1.1 Hotfix
+
| Beta 3
| Coconut Mall
+
| Moonview Highway
| Coconut Mall
+
| Moonview Highway
 
| 3
 
| 3
 
| 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 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.
 
 
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.
 
  
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.
+
Chiefly, council members feel that the track was underdeveloped from a visual standpoint. The low-resolution textures, shading, and lighting in many areas of the track (including the city section, the road, and the grass) are bland and unappealing to look at, and other parts of the track such as the straight immediately after the cannon lacked visual detail. Additionally, some visual choices such as the flower bed near the finish line feel random and out of place. Other miscellaneous issues include the holes in the road on the grate section being hard to see, a dull color palette, and UV mapping issues on buildings and the boost panels. A visual overhaul of the track to bring it more in-line with the rest of the tracks in the pack would be necessary before reconsidering the track for approval, as the track still feels like it's at a very early stage in development with the current visuals.
  
The 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.
+
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.
  
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.
+
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.
 
|-
 
|-
| [[Cyberstate]]
+
| [[Sandcastle Park]]
| {{No|Rejected}}
+
| {{No|Rejected [01/20]}}
 
| 2.0
 
| 2.0
| GBA Bowser Castle 3
+
| Dry Dry Ruins
| GBA Bowser Castle 3
+
| DS Desert Hills
 
| 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 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.
 
 
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.
 
 
 
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.
 
 
 
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.
 
 
|-
 
|-
| [[GBA Cheese Land (ISwearChris)]]
+
| [[Vacay Bay]]
| {{no|Rejected}}
+
| {{No|Rejected [03/20]}}
| Beta 2
+
| 2.0
| Moo Moo Meadows
+
| GCN Peach Beach
| Moo Moo Meadows
+
| GCN Peach Beach
| 3
+
| 2
 
| 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.
+
| This track was previously accepted, but this decision was overturned on re-evaluation.
  
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:
+
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.
* 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
 
  
Visuals were the primary point of contention on this track. Among the issues mentioned were:
+
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.
* 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.
+
</spoiler>
* 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.
+
<spoiler text="Rejected (2023)">
* Some council members felt that the strong colors and lack of shadows or vertex color shading was too harsh on the eyes.
+
<!-- Please respect alphabetical order -->
* 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.
+
{| class="wikitable sortable"
* 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.
+
! width=10%| Track
* 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.
+
! width=5%| Status
 
+
! width-4%| Ver.
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.
+
! width=9%| Track Slot
 +
! width=9%| Music Slot
 +
! width=4%| Laps
 +
! width=4%| Speed Mod
 +
! width=55%| Notes
 
|-
 
|-
| [[GBA Peach Circuit (FunkyRacer)]]
+
| [[3DS Rainbow Road (ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.1
+
| 2.1
| Mario Circuit
+
| Rainbow Road
| Luigi Circuit
+
| Rainbow Road
| 3
+
| 1
 
| 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.
+
| While this version was seen to have made some strides in both visual and gameplay aspects, the majority of council found this rendition to be lacking in comparison to the current version.
 +
 
 +
The overall presentation of the track was met with both praise and criticism, with most members addressing numerous concerns about specific visuals. One of the most widely-shared criticisms was the lack of detail and lighting on the asteroids and planets, especially since they comprise the track's surroundings. Some people acknowledged the textures used for the rainbow road, though others disliked its oversaturation and issues regarding translucent depth-sorting. In addition, people suggested improving the conveyor textures at the end of the moon section and adding some sophistication to the cylindrical pipe. A few people mentioned their preference to the current version's visual elements, primarily due to nostalgia and overall composition. With some overall work and meticulous attention to detail, the visuals could be out of this world.
  
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.
+
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 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.
+
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.
  
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.
+
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.
 
|-
 
|-
| [[GCN Mushroom City (ZPL)]]
+
| [[Cascade Kingdom]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.1
+
| 2.0
| Moonview Highway
+
| GCN DK Mountain
| Moonview Highway
+
| GCN DK Mountain
 
| 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.
+
| Though a solid effort, track council felt that in the context of CTGP, this layout likely wouldn't fare well.
  
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 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.
  
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.
+
Though the council appreciated the inspiration drawn from Super Mario Odyssey, the track does not quite capture the essence of its source material. The absence of background elements makes the track feel somewhat barren, and the limited references to the source material in the foreground and layout contribute to a lack of visual and thematic identity.
  
Overall, 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.
+
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.  
 
|-
 
|-
| [[GCN Sherbet Land (Brawlboxgaming & ZPL)]]
+
| [[Cave Race]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0
+
| 1.3
| DK Summit
+
| Grumble Volcano
| N64 Sherbet Land
+
| GCN DK Mountain
 
| 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.
+
| 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 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.
+
From a visual perspective, primary critiques centered around overuse of vanilla assets and monotonous theming. Tracks that use a significant amount of vanilla assets have been shown to struggle in the pack unless gameplay is exceptional. This track uses assets from Wario’s Gold Mine (and a few other tracks) throughout, preventing it from staking out a unique visual identity. The track also lacks a sense of visual progression—there are three more or less visually indistinguishable cave sections throughout the track, and the sections that do change it up (the starting area, mine section, and the lava section) are all derivative of tracks from the base game. The shortcut route towards the start was also difficult to see, even on repeated playthroughs, due to indistinguishable wall textures. However, the track’s lightmap and use of BLIGHT received praise from some council members.
 +
 +
Council found the track’s gameplay underwhelming with a few bright spots. One cool idea that some council members did like and found original were the TNT bomb boxes. Though some praise was directed towards the faster-paced sections of the track and the smoothness of the road geometry, much of the track was criticized for unsatisfying and awkward turn radii on many turns, with some turns being too tight (e.g. the ending turn) and others being far too gradual (primarily in all three cave sections). The reject road on the sides of the cave was universally criticized, as it led to unintuitive optimal driving lines and felt quite out of place. There are too many boxes which can lead to shroom glitch. Finally, some members opined that the gameplay felt uneventful, as most sections of the track consist of similar turns and trick ramps.
  
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.
+
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.
 
 
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.
 
 
 
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]]
+
| [[Cold Red]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.21
+
| Beta 1.1
| Luigi Circuit
+
| DK Summit
| GBA Battle Course 3
+
| &mdash;
 
| 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.
+
| 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.
  
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.
+
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.
  
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 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.
  
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.
+
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.
 
 
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]]
+
| [[Comfort Food Circuit]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.1
+
| 1.1 Hotfix
| DS Delfino Square
+
| Coconut Mall
| DS Delfino Square
+
| Coconut Mall
 
| 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 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.
  
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.
+
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.
  
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 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.
  
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.
+
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.
 
|-
 
|-
| [[KAR Celestial Valley]]
+
| [[Cyberstate]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0-CTGP
+
| 2.0
| SNES Ghost Valley 2
+
| GBA Bowser Castle 3
| SNES Ghost Valley 2
+
| GBA Bowser Castle 3
| 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.
+
| 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.
  
A number of gameplay concerns, many retained from the previous summary, were discussed. These issues and concerns included:
+
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 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:
+
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.
* 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.
+
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.
 
|-
 
|-
| [[Lantern Light Terrace]]
+
| [[GBA Cheese Land (ISwearChris)]]
| {{No|Rejected}}
+
| {{no|Rejected}}
| Beta
+
| Beta 2
| Maple Treeway
+
| Moo Moo Meadows
| Maple Treeway
+
| Moo Moo Meadows
 
| 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.  
+
| 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.
  
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.
+
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
  
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:
+
Visuals were the primary point of contention on this track. Among the issues mentioned were:
* 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.
+
* 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 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 five-color road type scheme was found to be needlessly unintuitive, and the colors therein were perceived to clash a good deal as well.
* The offroad corner cut immediately after second shroomless is entirely blocked by plants, rendering it needlessly unintuitive
+
* 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.
* 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.
+
* 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 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).
+
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.
 
 
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.
 
 
|-
 
|-
| [[Meteor Shower (Crystallic Dream)|Meteor Shower]]
+
| [[GBA Peach Circuit (FunkyRacer)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| Beta 3.1
+
| 1.1
| N64 Bowser's Castle
+
| Mario Circuit
| N64 Bowser's Castle
+
| Luigi Circuit
| 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.
+
| 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.
  
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.
+
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.
  
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
+
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.
  
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.
+
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.
 
|-
 
|-
| [[N64 Banshee Boardwalk (ZPL)]]
+
| [[GCN Mushroom City (Torran)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.1
+
| 1.1
| SNES Ghost Valley 2
+
| Moonview Highway
| SNES Ghost Valley 2
+
| Moonview Highway
 
| 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.
+
| 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.
  
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.
+
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 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.
+
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.
  
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.
+
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.
 
|-
 
|-
| [[N64 Wario Stadium (bugsy)]]
+
| [[GCN Sherbet Land (Brawlboxgaming & ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
 
| 1.0
 
| 1.0
| GCN Waluigi Stadium
+
| DK Summit
| GCN Waluigi Stadium
+
| N64 Sherbet Land
| 2
+
| 3
 
| 1&times;
 
| 1&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.
+
| 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 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.
  
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 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.
  
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, 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.
  
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.
+
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.
 
|-
 
|-
| [[Rocky River Run]]
+
| [[Jigsaw Circuit]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.3
+
| 1.21
| GCN Mario Circuit
+
| Luigi Circuit
| GCN Mario Circuit
+
| GBA Battle Course 3
 
| 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.
+
| 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.
  
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.
+
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.
  
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.
+
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.  
  
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 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.
  
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.
+
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.
 
|-
 
|-
| [[Sandy Clocktower]]
+
| [[Jungle Fortress]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0
+
| 1.1
| DS Desert Hills
+
| DS Delfino Square
| Dry Dry Ruins
+
| DS Delfino Square
 
| 3
 
| 3
 
| 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 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.
  
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.
+
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.
  
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.
+
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.
  
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).
+
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.
 
 
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)]]
+
| [[KAR Celestial Valley]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.01
+
| 1.0-CTGP
| SNES Mario Circuit 3
+
| SNES Ghost Valley 2
| SNES Mario Circuit 3
+
| SNES Ghost Valley 2
| 3
+
| 2
| 1&times;
+
| 1.2&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.
+
| 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.
  
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.
+
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.
  
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.
+
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.
  
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.
+
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.
 
|-
 
|-
| [[Stereo Madness]]
+
| [[Lantern Light Terrace]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| Beta 1.2
+
| Beta
| SNES Mario Circuit 3
+
| Maple Treeway
| SNES Battle Course 4
+
| Maple Treeway
 
| 3
 
| 3
 
| 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 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.  
  
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.
+
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.
  
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 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.
  
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.
+
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).
  
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.
+
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.
 
|-
 
|-
| [[Toadette's Castle (FunkyRacer)]]
+
| [[Meteor Shower (Crystallic Dream)|Meteor Shower]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.3-hotfix
+
| Beta 3.1
| Bowser's Castle
+
| N64 Bowser's Castle
| Bowser's Castle
+
| N64 Bowser's Castle
| 2
+
| 1
 
| 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.
+
| 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.
  
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.
+
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.
  
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.  
+
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
  
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.
+
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.
 
 
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]]
+
| [[N64 Banshee Boardwalk (ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 1.0.1
+
| 2.1
| Maple Treeway
+
| SNES Ghost Valley 2
| Maple Treeway
+
| SNES Ghost Valley 2
| 7
+
| 3
 
| 1&times;
 
| 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.
+
| 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.
  
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.
+
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.
  
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.
+
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.
  
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.
+
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.
 
|-
 
|-
| [[Twilight Highway]]
+
| [[N64 Wario Stadium (bugsy)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.0
+
| 1.0
| Moonview Highway
+
| GCN Waluigi Stadium
| Moonview Highway
+
| GCN Waluigi Stadium
| 3
+
| 2
 
| 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 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.
  
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.
+
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.
  
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.  
+
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.
  
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.
+
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.
 
 
 
 
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.
 
 
|-
 
|-
| [[Vacay Bay]]
+
| [[Rocky River Run]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 2.0
+
| 1.3
| GCN Peach Beach
+
| GCN Mario Circuit
| GCN Peach Beach
+
| GCN Mario Circuit
 
| 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.  
+
| 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.
  
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.
+
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.
  
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.
+
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 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.
+
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 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.
+
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.
 
+
|-
<u>'''General Notes & Bugs:'''</u>
+
| [[Sandy Clocktower]]
* The invisible wall on the inside turn of the entrance to the rollercoaster should either be removed or given indication (fence, wall, etc.)
+
| {{No|Rejected}}
* 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
+
| 1.0
* Time Trial lag by the end of the wooden section (before rollercoaster)
+
| DS Desert Hills
* Model hole on the left-most underwater split path
+
| Dry Dry Ruins
 +
| 3
 +
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 
|-
 
|-
| [[WP Tanks!]]
+
| [[SNES Donut Plains 2 (ZPL)]]
 
| {{No|Rejected}}
 
| {{No|Rejected}}
| 3.0
+
| 2.01
| Moonview Highway
+
| SNES Mario Circuit 3
| Block Plaza
+
| SNES Mario Circuit 3
 
| 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.
+
| 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.
  
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.
+
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.
  
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.  
+
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 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.
+
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.
|}
 
 
 
</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
 
 
|-
 
|-
| [[3DS Cheep Cheep Lagoon (Tock)]]
+
| [[Stereo Madness]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| 1.1
+
| Beta 1.2
| Koopa Cape
+
| SNES Mario Circuit 3
| Koopa Cape
+
| SNES Battle Course 4
 
| 3
 
| 3
 
| 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.
+
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 
|-
 
|-
| [[3DS Cheep Cheep Lagoon (Wexos & Crile)]]
+
| [[Toadette's Castle (FunkyRacer)]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| RC1
+
| 1.3-hotfix
| Koopa Cape
+
| Bowser's Castle
| Koopa Cape
+
| Bowser's Castle
| 3
+
| 2
 
| 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.
+
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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;
 +
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
 
 +
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 DK Jungle (Skipper93653)]]
+
| [[Vacay Bay]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| 1.2
+
| 2.0
| N64 DK's Jungle Parkway
+
| GCN Peach Beach
| N64 DK's Jungle Parkway
+
| GCN Peach Beach
 
| 3
 
| 3
 
| 1&times;
 
| 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.
+
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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
 
|-
 
|-
| [[3DS Rainbow Road (Bladestorm227)]]
+
| [[WP Tanks!]]
| {{no|Rejected}}
+
| {{No|Rejected}}
| 1.4.1
+
| 3.0
| Rainbow Road
+
| Moonview Highway
| Rainbow Road
+
| Block Plaza
 
| 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.
+
| 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.
 +
 
 +
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.
 +
 
 +
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
 
|-
 
|-
| [[3DS Toad Circuit (Bri)]]
+
| [[3DS Cheep Cheep Lagoon (Tock)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.1
| Daisy Circuit
+
| Koopa Cape
| Luigi Circuit
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 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.
+
| 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 Wario Shipyard (Skipper93653)]]
+
| [[3DS Cheep Cheep Lagoon (Wexos & Crile)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| RC1
 +
| Koopa Cape
 
| Koopa Cape
 
| Koopa Cape
| Wario's Gold Mine
 
 
| 3
 
| 3
 
| 1&times;
 
| 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.
+
| 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.
 
 
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.
 
 
 
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.
 
 
 
Overall, council found that there were not enough upgrades here to warrant a commitment to this track via an update.
 
 
|-
 
|-
| [[3DURCR Backyard Garden]]
+
| [[3DS Cheep Cheep Lagoon (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 2.0
| Maple Treeway
+
| Koopa Cape
| Maple Treeway
+
| Koopa Cape
 
| 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.  
+
| 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.
 
 
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.
 
 
 
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.
 
 
|-
 
|-
| [[Abandoned Space Construction]]
+
| [[3DS DK Jungle (Skipper93653)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.2
 
| 1.2
 +
| N64 DK's Jungle Parkway
 +
| N64 DK's Jungle Parkway
 +
| 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.
 +
|-
 +
| [[3DS Rainbow Road (Bladestorm227)]]
 +
| {{no|Rejected}}
 +
| 1.4.1
 
| Rainbow Road
 
| Rainbow Road
 
| Rainbow Road
 
| Rainbow Road
| 5
+
| 3
 +
| 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.
 +
|-
 +
| [[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;
 
| 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.
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.
+
 
 +
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.
 +
 
 +
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.
 +
 
 +
Overall, council found that there were not enough upgrades here to warrant a commitment to this track via an update.
 +
|-
 +
| [[3DURCR Backyard Garden]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| Maple Treeway
 +
| Maple Treeway
 +
| 3
 +
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
|-
 +
| [[Abandoned Space Construction]]
 +
| {{no|Rejected}}
 +
| 1.2
 +
| Rainbow Road
 +
| Rainbow Road
 +
| 5
 +
| 1&times;
 +
|  
 +
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:
 
Layout:
Line 2,142: 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 3,153: 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 3,306: 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 3,443: Line 3,495:
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
| [[Entei Castle 2]]
+
| [[End of Time]]
 +
| {{no|Rejected}}
 +
| 2.31
 +
| N64 Bowser's Castle
 +
| N64 Bowser's Castle
 +
| 3
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[Entei Castle 2]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
|  
 
|  
Line 3,620: Line 3,681:
 
| GBA Bowser Castle 3
 
| GBA Bowser Castle 3
 
| &ndash;
 
| &ndash;
 +
| 1&times;
 +
| Does not pass initial quality checks (QC compared to current version of same retro).
 +
|-
 +
| [[GBA Luigi Circuit (Iggy Ze Koopa)]]
 +
| {{no|Rejected}}
 +
| 3.0
 +
| GCN Mario Circuit
 +
| GCN Mario Circuit
 +
| 2
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks (QC compared to current version of same retro).
 
| Does not pass initial quality checks (QC compared to current version of same retro).
Line 3,640: 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 3,685: 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 3,738: 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 4,722: 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
 
| 3
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 
|-
 
|-
| [[SNES Bowser Castle 1 (Wexos)]]
+
| [[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
 +
| 1&times;
 +
| Does not pass initial quality checks.
 +
|-
 +
| [[SNES Bowser Castle 1 (Wexos)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
|  
 
|  
Line 5,026: 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 5,319: 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