Difference between revisions of "CTGP Revolution/Track Wishlist"

From Custom Mario Kart
Jump to navigation Jump to search
m (Reverted edits by AlmostTWD98 (talk) to last revision by Jasperr)
(Late once again. This has a re-review, a few track tests, a normal review, and some minor corrections.)
Line 1: Line 1:
 
{{Track Wishlist}}
 
{{Track Wishlist}}
  
{{textbox|red center|Notice!|'''Do NOT edit this page beyond adding new tracks unless you are a member of the CTGP Track Council!'''}}
+
{{textbox|red center|Notice!|'''Do NOT edit this page beyond adding new tracks or updating your own tracks unless you are a member of the CTGP Track Council!'''}}
  
 
== Introduction ==
 
== 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.
 
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 "Unreviewed" tag, not the "Under Review" tag. Tracks that are labeled as Under Review have been noticed by the CTGP Track Council and have been put in their personal list of tracks to review. 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. 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.
+
To submit a track, please put the track in the "Unreviewed Tracks" table, and make sure to give it the "Unreviewed" tag, not the "Under Review" tag. Tracks that are labeled as Under Review have been noticed by the CTGP Track Council and have been put in their personal list of tracks to review. 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. 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 unreviewed tag as well, as opposed to a "rejected" tag.
  
 
{{textbox|red center|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.
 
{{textbox|red center|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.
Line 50: Line 50:
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| The track has been rejected since it was last tested.
 
| The track has been rejected since it was last tested.
|-
 
| {{no|Updated}}
 
| The track has been previously rejected, but has been updated since the latest testing session.
 
 
|-
 
|-
 
| {{unknown|Under Review}}
 
| {{unknown|Under Review}}
Line 73: Line 70:
 
! width=5%| Speed Mod
 
! width=5%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
 
|-
 
| [[Dolphin Harbor]]
 
| {{unknown|Under Review}}
 
| <small>DS</small> Delfino Square
 
| <small>DS</small> Delfino Square
 
| 3
 
| 1&times;
 
| The layout for the most part remained unchanged, because that would destroy the purpose of it being a '''remake'''. However, a lot of the given feedback was used to improve the track and most notably, the split paths balancing issues in VS races were adressed.
 
 
|-
 
|-
| [[N64 Royal Raceway (SquireTurnbolt)]]
+
| [[N64 Royal Raceway (ZPL)]]
 
| {{unknown|Under Review}}
 
| {{unknown|Under Review}}
 
| N64 Mario Raceway
 
| N64 Mario Raceway
Line 91: Line 79:
 
|  
 
|  
 
|-
 
|-
| [[N64 Yoshi Valley (SquireTurnbolt)]]
+
| [[Rainbow Road Revolution]]
 
| {{unknown|Under Review}}
 
| {{unknown|Under Review}}
| Wario's Gold Mine
 
| Wario's Gold Mine
 
| 3
 
| 1.3&times;
 
|
 
|-
 
| [[Nebula Lava Factory]]
 
| {{unknown|Under Review}}
 
| <small>GBA</small> Bowser Castle 3
 
| Bowser's Castle
 
| 3
 
| 1&times;
 
| The track was playtested by people in the CTGP server during its WIP stages and most feedback and possible requests given to the author were respected, therefore the track layout is final and no more changes to it will be made.
 
|-
 
| [[Rainbow Road Revolution]]
 
| {{no|Updated}}
 
 
| Rainbow Road
 
| Rainbow Road
 
| Rainbow Road
 
| Rainbow Road
 
| 1
 
| 1
 
| 1&times;
 
| 1&times;
|  RC3 was not accepted. So the creator changed a lot of bad things in the track
+
|  
|-
+
|}
| [[Sandstone Cliffs]]
+
 
| {{unknown|Under Review}}
 
| Mushroom Gorge
 
| Mushroom Gorge
 
| 3
 
| 1&times;
 
|  
 
|}
 
 
 
 
{{textbox|red center|Notice!|'''Please do not add tracks past this list!<br>The tracks below have already been selected for review!'''}}
 
{{textbox|red center|Notice!|'''Please do not add tracks past this list!<br>The tracks below have already been selected for review!'''}}
  
Line 146: Line 110:
 
|  
 
|  
 
|-
 
|-
| [[3DS Music Park (Atlas)]]
+
| [[3DS Wario Shipyard (Skipper93653)]]
 
| {{yes|Accepted}}
 
| {{yes|Accepted}}
| Rainbow Road
+
| Koopa Cape
| Chain Chomp Wheel
+
| Wario's Gold Mine
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Waiting on custom code implementation so that the trickable floor in the end section properly syncs with the indicating texture flash online.
+
|
 
|-
 
|-
| [[3DS Wario Shipyard (Skipper93653)]]
+
| [[Crystal Dungeon]]
 
| {{yes|Accepted}}
 
| {{yes|Accepted}}
| Koopa Cape
+
| Maple Treeway
| Wario's Gold Mine
+
| Maple Treeway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|
+
|  
 
|-
 
|-
 
| [[Divine Paradise]]
 
| [[Divine Paradise]]
Line 170: Line 134:
 
|
 
|
 
|-
 
|-
| [[GBA Ribbon Road (Gabriela)]]
+
| [[GCN Mushroom City (Riidefi & Tock)]]
 
| {{yes|Accepted}}
 
| {{yes|Accepted}}
| <small>SNES</small> Mario Circuit 3
+
| Moonview Highway
| Block Plaza
+
| Moonview Highway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Waiting on Conditional OOB implementation so the track works properly.
+
|  
 
|-
 
|-
 
| [[Jungle Glade]]
 
| [[Jungle Glade]]
Line 193: Line 157:
 
| 1&times;
 
| 1&times;
 
|
 
|
 +
|-
 +
| [[Melody Sanctum]]
 +
| {{yes|Accepted}}
 +
| Dry Dry Ruins
 +
| Dry Dry Ruins
 +
| 2
 +
| 1&times;
 +
|
 +
|-
 +
| [[Musical Cliff]]
 +
| {{yes|Accepted}}
 +
| Maple Treeway
 +
| Maple Treeway
 +
| 3
 +
| 1&times;
 +
|
 +
|-
 +
| [[N64 Choco Mountain (TacoJosh)]]
 +
| {{yes|Accepted}}
 +
| <small>GCN</small> DK Mountain
 +
| Wario's Gold Mine
 +
| 3
 +
| 1&times;
 +
|
 
|-
 
|-
 
| [[N64 Frappe Snowland (NintenYoshi)]]
 
| [[N64 Frappe Snowland (NintenYoshi)]]
Line 209: Line 197:
 
| 1&times;
 
| 1&times;
 
|  
 
|  
|-  
+
|-
| [[WP Wii Tanks|Wii Tanks]]
+
| [[Skyline Avenue]]
 
| {{yes|Accepted}}
 
| {{yes|Accepted}}
 
| Moonview Highway
 
| Moonview Highway
| <small>GCN</small> Cookie Land
+
| Moonview Highway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Waiting on Conditional OOB implementation so the track works properly.
+
|  
|}
+
|-
 +
| [[SNES Donut Plains 3 (Bear & ZPL)]]
 +
| {{yes|Accepted}}
 +
| SNES Mario Circuit 3
 +
| SNES Mario Circuit 3
 +
| 3
 +
| 1&times;
 +
|
 +
|-
 +
| [[SNES Mario Circuit 1 (ZPL)]]
 +
| {{yes|Accepted}}
 +
| <small>SNES</small> Mario Circuit 3
 +
| <small>SNES</small> Mario Circuit 3
 +
| 3
 +
| 1&times;
 +
|
 +
|-
 +
| [[SNES Mario Circuit 2 (ZPL)]]
 +
| {{yes|Accepted}}
 +
| <small>SNES</small> Mario Circuit 3
 +
| <small>SNES</small> Mario Circuit 3
 +
| 3
 +
| 1&times;
 +
|
 +
|-
 +
| [[Super Marine World]]
 +
| {{yes|Accepted}}
 +
| <small>N64</small> Sherbet Land
 +
| <small>N64</small> Sherbet Land
 +
| 3
 +
| 1&times;
 +
|
 +
|}
 
<!-- Please respect alphabetical order -->
 
<!-- Please respect alphabetical order -->
  
Line 231: Line 251:
 
! width=50%| Notes
 
! width=50%| Notes
 
|-
 
|-
| [[Aquania]]
+
| Nothing to see here...
 
| {{maybe|In Testing}}
 
| {{maybe|In Testing}}
| Koopa Cape
 
| Koopa Cape
 
| 3
 
| 1&times;
 
| {{no|No}}
 
 
|  
 
|  
|-
 
| [[Crystal Dungeon]]
 
| {{maybe|In Testing}}
 
| Maple Treeway
 
| Maple Treeway
 
| 3
 
| 1&times;
 
| {{no|No}}
 
 
|  
 
|  
|-
 
| [[Melody Sanctum]]
 
| {{maybe|In Testing}}
 
| Dry Dry Ruins
 
| Dry Dry Ruins
 
| 2
 
| 1&times;
 
| {{no|No}}
 
 
|  
 
|  
|-
+
|  
| [[Musical Cliff]]
 
| {{maybe|In Testing}}
 
| Maple Treeway
 
| Maple Treeway
 
| 3
 
| 1&times;
 
 
| {{no|No}}
 
| {{no|No}}
 
|  
 
|  
 +
|}
 +
 +
==== 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
 
|-
 
|-
| [[N64 Choco Mountain (TacoJosh)]]
+
| [[3DS Music Park (Atlas)]]
| {{maybe|In Testing}}
+
| {{maybe|Needs Fixes}}
| <small>GCN</small> DK Mountain
+
| 2.0
| Wario's Gold Mine
+
| Rainbow Road
 +
| Chain Chomp Wheel
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| {{yes|Yes}}
+
| We will be un-objecting the ending section, as well as potentially looking into making some QOL changes after-the-fact if necessary.
|
 
 
|-
 
|-
| [[N.I.S.W.O.E. Desert]]
+
| [[Christmas Court (Cliffside Court Edit)|Christmas Court]]
| {{maybe|In Testing}}
+
| {{maybe|Needs Fixes}}
| Dry Dry Ruins
+
| v1.2
| Dry Dry Ruins
+
| <small>N64</small> Sherbet Land
 +
| <small>N64</small> Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| {{no|No}}
+
| <u>'''Major:'''</u>
|
+
* The courtyard section has multiple bad item routes due to the large cluster of them in that area.
 +
* The tree platform has a one sided invisible wall that can cause players to get stuck for a few seconds.
 
|-
 
|-
| [[Skyline Avenue]]
+
| [[Envenom Snowstorm]]
| {{maybe|In Testing}}
+
| {{maybe|Needs Fixes}}
| Moonview Highway
+
| RC2
| Moonview Highway
+
| <small>N64</small> Sherbet Land
 +
| <small>N64</small> Sherbet Land
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| {{no|No}}
+
| <u>'''Major:'''</u>
|
+
* The KCL needs to be smoothened especially on road materials transitions.
|-
+
* The ramp that cuts the first turn needs to use a different texture and to be wider.
| [[Volcano Canyon]]
+
* Bean corners in the 2nd cave section.
| {{maybe|In Testing}}
+
* Move the 3rd item set before the turn to allow racers to chain there while taking the cut.
| Grumble Volcano
+
<u>'''Moderate:'''</u>
| Grumble Volcano
+
* Make the purple fireballs patterns more predictable.
| 3
+
* Horizontal walls before the 1st cave.
| 1&times;
+
* Change most of the out of bounds to solid fall as you can currently avoid the trigger: ([https://gyazo.com/3435e0150596ad8c39d8702c8fd529e6 Gyazo])
| {{no|No}}
+
* Minimap is off center and should be moved up.
|
+
<u>'''Suggestions:'''</u>
|}
+
* The orange fences feel out of place with the ruins theme; stone walls would fit better.
 
+
* Make the stone platform flat and the end of it a flip trick ramp.
==== Needs Fixes ====
+
* Remove one of the wooden ramps at the 3 ramps sections as you currently naturally skip the last one.
<!-- Please respect alphabetical order -->
+
* Make the last turn skip possible by removing the oob plane or moving the orange fence. https://streamable.com/ub27t7
{| class="wikitable sortable"
+
* Push the poison theme even more, for example by incorporating it to the walls and making poison ooze out of them.
! 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 DK Jungle (Skipper93653)]]
+
| [[GCN Bowser's Castle (Tock)]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| 1.2
+
| 1.3.1c
| <small>N64</small> DK's Jungle Parkway
+
| Bowser's Castle
| <small>N64</small> DK's Jungle Parkway
+
| Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|
+
| <u>'''Major:'''</u>
<u>'''Major:'''</u>
+
* Bad respawn after the spiral: ([https://cdn.discordapp.com/attachments/217126063803727872/828742199973380146/Dolphin_Emulator_2021.04.05_-_23.24.15.02.DVR_Trim.mp4 Discord])
* The wall ride shortcut has a few softlocks: ([https://cdn.discordapp.com/attachments/217126063803727872/821965971841482792/Dolphin_Emulator_2021.03.18_-_05.38.30.20.DVR_Trim.mp4 #1]) ([https://streamable.com/thnjfm #2]) ([https://cdn.discordapp.com/attachments/643538208080265216/821978744305876992/Dolphin_Emulator_2021.03.18_-_06.28.54.23.DVR_Trim.mp4 #3])
+
* Moderate to major lag around the track
 
<u>'''Moderate:'''</u>
 
<u>'''Moderate:'''</u>
* Very minor Position Tracking Bugs on the final turn. ([https://cdn.discordapp.com/attachments/323873959110115328/643464634837499924/unknown.png Discord])
+
* Boost panels are heavily corrupted: ([https://streamable.com/aijol1 Streamable])
* Moderate lighting flickers with the water and inside of the cave.
 
* The two ramps in the dense jungle area have sticky road before them, which causes you to miss them sometimes: ([https://streamable.com/hxswjr Streamable])
 
 
|-
 
|-
| [[3DS Rainbow Road (Bladestorm227)]]
+
| [[GCN Dino Dino Jungle (Tock)]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| 1.4.1
+
| 1.0
| Rainbow Road
+
| <small>GCN</small> DK Mountain
| Rainbow Road
+
| <small>GCN</small> DK Mountain
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
 
| <u>'''Major:'''</u>
 
| <u>'''Major:'''</u>
* Item route is missing on the meteor shortcut (after Saturn) - Bullet Bill will go backwards there.
+
* Bullet Bill can drop you in front of the geysers, forcing you to get hit.
* Road texture / material is corrupt on Wii.
+
* Bullet Bill will frequently try to switch from the far-left split bridge to the middle one if you take it tightly.
* The respawn on the ramp around the planet should probably be fixed (I have no idea what this means - ask the testing discord for more info).
+
* Everyone complained about lack of item boxes. Here's a proposed solution to this: ([https://pastebin.com/16eRH7aB Pastebin])
* Waiting on completion of the spinning spiral.
+
* Log ramps give really bad air, their KCL should be fixed.
 +
* The KCL of the bridge after the cave is WAY too bumpy and needs to be flattened.
 +
* The KCL of the inside of the road in the cave should be made more cliff-like to avoid diagonal jank.
 +
* The minimap, unfortunately, needs a CTGP colorless version (the 'colored minimap' without the colored minimap code looks disgusting).
 +
* The mud shortcut is faster done shroomless if done correctly.
 
<u>'''Moderate:'''</u>
 
<u>'''Moderate:'''</u>
* Some of the ramps at the end are missing wall KCL ([https://clips.twitch.tv/AlluringSoftRedpandaBCouch Twitch]).
+
* If possible, items should bounce off the dino legs consistently; at the moment they normally phase through the dino legs but sometimes hit off of the front of it.
 +
* Preferably, make the ending geysers alternate and be up more often (2 of them up at once and they switch over a period of 1-2 seconds should be good).
 +
* The grass inside the fences at the beginning should probably be out of bounds.
 +
* The last two wooden ramps (after the cave) give you random air sometimes, which leads to missed tricks, but this might be due to the bridge before it.
 +
* You can clip into the fence on the end cut, which is sort of jank. ([https://gyazo.com/4f341c68c1a45b06232b879206bc39dc Gyazo])
 
|-
 
|-
| [[Christmas Court (Cliffside Court Edit)|Christmas Court]]
+
| [[Kamek's Library (MysterE99)]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| v1.2
+
| 2.0
| <small>N64</small> Sherbet Land
+
| <small>N64</small> Bowser's Castle
| <small>N64</small> Sherbet Land
+
| <small>DS</small> Twilight House
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
 
| <u>'''Major:'''</u>
 
| <u>'''Major:'''</u>
* The courtyard section has multiple bad item routes due to the large cluster of them in that area.
+
* Many ramps are very badly placed. Council suggested removing these two ramps: ([https://cdn.discordapp.com/attachments/217126063803727872/826168838310592552/unknown.png Discord]) Another suggestion was to make some ramps stunt tricks instead of flip tricks to reduce trick spam.
* The tree platform has a one sided invisible wall that can cause players to get stuck for a few seconds.
+
* The two ramps at the sides at the start of the track have trick RNG, giving you stunt tricks randomly.
 +
<u>'''Moderate:'''</u>
 +
* There's likely too many objects in the section after the S-turn. Testers suggested reducing the number of bats and making the cycles more spread out.
 +
* Small invisible wall bonk after landing on the drawbridge after the S-turn
 +
<u>'''Suggestions:'''</u>
 +
* Try experimenting with a small upscale. Some testers thought the track was a bit too tight to navigate.
 +
* The tops of the bookshelves could be made trickable.
 
|-
 
|-
| [[Christmas Wish (Jiyuu)]]
+
| [[N.I.S.W.O.E. Desert]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
|
+
| 1.23
| DK Summit
+
| Dry Dry Ruins
| DK Summit
+
| Dry Dry Ruins
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| <u>'''Major:'''</u>
* The whole track should be brighter and/or higher contrast, and should be upscaled.
+
* Still a very large amount of lag present on the track.
* Some of the road and off-road is too hard to distinguish between.
+
* The respawn point before the cannon should be move down to the ground (it is currently too high).
* Direction in the underwater section is confusing. (Add arrows?)
 
* The item box on the beginning present shortcut should be removed.
 
* The shortcut is far too overpowered
 
 
|-
 
|-
| [[Desert Creek]]
+
| [[Sandstone Cliffs]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| 1.5
+
| 1.0
| Dry Dry Ruins
+
| Mushroom Gorge
| Dry Dry Ruins
+
| Mushroom Gorge
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|<u>'''Major:'''</u>
+
|  
* There's quite a bit of lag in the area leading up to the lake.
 
<u>'''Moderate:'''</u>
 
* Minimap could be updated to reflect the changes to the lake section.
 
* There's a small KCL error here: ([https://clips.twitch.tv/CovertPlacidButterflyChefFrank Twitch])
 
* Pole position could be flipped to match the first turn.
 
 
|-
 
|-
| [[Envenom Snowstorm]]
+
| [[Vile Isle]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| RC2
+
| 1.0
| <small>N64</small> Sherbet Land
+
| <small>N64</small> Bowser's Castle
| <small>N64</small> Sherbet Land
+
| <small>N64</small> Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| Just one minor bill issue that's already being worked on, should be ready very soon.
* The KCL needs to be smoothened especially on road materials transitions.
 
* The ramp that cuts the first turn needs to use a different texture and to be wider.
 
* Bean corners in the 2nd cave section.
 
* Move the 3rd item set before the turn to allow racers to chain there while taking the cut.
 
<u>'''Moderate:'''</u>
 
* Make the purple fireballs patterns more predictable.
 
* Horizontal walls before the 1st cave.
 
* Change most of the out of bounds to solid fall as you can currently avoid the trigger: ([https://gyazo.com/3435e0150596ad8c39d8702c8fd529e6 Gyazo])
 
* Minimap is off center and should be moved up.
 
<u>'''Suggestions:'''</u>
 
* The orange fences feel out of place with the ruins theme; stone walls would fit better.
 
* Make the stone platform flat and the end of it a flip trick ramp.
 
* Remove one of the wooden ramps at the 3 ramps sections as you currently naturally skip the last one.
 
* Make the last turn skip possible by removing the oob plane or moving the orange fence. https://streamable.com/ub27t7
 
* Push the poison theme even more, for example by incorporating it to the walls and making poison ooze out of them.
 
 
|-
 
|-
| [[GBA Sky Garden (_tZ)]]
+
| [[Volcano Canyon]]
 
| {{maybe|Needs Fixes}}
 
| {{maybe|Needs Fixes}}
| Beta
+
| 2.1
| Mushroom Gorge
+
| Grumble Volcano
| Mushroom Gorge
+
| Grumble Volcano
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
|
+
| Just a bunch of minor stuff that's already being worked on, should be ready within a few weeks.
* See Carp's video: https://youtu.be/f29LTkZdckY.
+
|}
* Not sure what you want to do about visuals, but some people mentioned that they could be brighter and more sky-like. Sort of looks like there's a giant shadow over the whole track atm, even though the whole thing's supposed to be in the sky.
+
 
 +
==== Waiting on Author Update ====
 +
<!-- Please respect alphabetical order -->
 +
{| class="wikitable sortable"
 +
! width=10%| Track
 +
! width=5%| Status
 +
! width=10%| Track Slot
 +
! width=10%| Music Slot
 +
! width=5%| Laps
 +
! width=5%| Speed Mod
 +
! width=55%| Notes
 
|-
 
|-
| [[GCN Bowser's Castle (Tock)]]
+
| [[Overgrown Temple]]
| {{maybe|Needs Fixes}}
+
| {{maybe|Updating}}
| 1.3.1c
+
| <small>N64</small> DK Jungle Parkway
| Bowser's Castle
+
| <small>N64</small> DK Jungle Parkway
| Bowser's Castle
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| Author is currently making an update.
* Bad respawn after the spiral: ([https://cdn.discordapp.com/attachments/217126063803727872/828742199973380146/Dolphin_Emulator_2021.04.05_-_23.24.15.02.DVR_Trim.mp4 Discord])
 
* Moderate to major lag around the track
 
<u>'''Moderate:'''</u>
 
* Boost panels are heavily corrupted: ([https://streamable.com/aijol1 Streamable])
 
 
|-
 
|-
| [[GCN Dino Dino Jungle (Tock)]]
+
| [[Unnamed Town]]
| {{maybe|Needs Fixes}}
+
| {{maybe|Updating}}
| 1.0
 
| <small>GCN</small> DK Mountain
 
| <small>GCN</small> DK Mountain
 
| 3
 
| 1&times;
 
| <u>'''Major:'''</u>
 
* Bullet Bill can drop you in front of the geysers, forcing you to get hit.
 
* Bullet Bill will frequently try to switch from the far-left split bridge to the middle one if you take it tightly.
 
* Everyone complained about lack of item boxes. Here's a proposed solution to this: ([https://pastebin.com/16eRH7aB Pastebin])
 
* Log ramps give really bad air, their KCL should be fixed.
 
* The KCL of the bridge after the cave is WAY too bumpy and needs to be flattened.
 
* The KCL of the inside of the road in the cave should be made more cliff-like to avoid diagonal jank.
 
* The minimap, unfortunately, needs a CTGP colorless version (the 'colored minimap' without the colored minimap code looks disgusting).
 
* The mud shortcut is faster done shroomless if done correctly.
 
<u>'''Moderate:'''</u>
 
* If possible, items should bounce off the dino legs consistently; at the moment they normally phase through the dino legs but sometimes hit off of the front of it.
 
* Preferably, make the ending geysers alternate and be up more often (2 of them up at once and they switch over a period of 1-2 seconds should be good).
 
* The grass inside the fences at the beginning should probably be out of bounds.
 
* The last two wooden ramps (after the cave) give you random air sometimes, which leads to missed tricks, but this might be due to the bridge before it.
 
* You can clip into the fence on the end cut, which is sort of jank. ([https://gyazo.com/4f341c68c1a45b06232b879206bc39dc Gyazo])
 
|-
 
| [[GCN Mushroom City (Riidefi & Tock)]]
 
| {{maybe|Needs Fixes}}
 
| 1.3
 
| Moonview Highway
 
 
| Moonview Highway
 
| Moonview Highway
 +
| <small>DS</small> Delfino Square
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Based off the version without custom objects.
+
| Author is currently making an update.
<u>'''Moderate:'''</u>
+
|}
* There's some moderate lag at the end of the track.
+
 
|-
+
=== Rejected Tracks ===
| [[Icestone Shaft]]
+
<spoiler text="Rejected Tracks">
| {{maybe|Needs Fixes}}
+
<!-- Please respect alphabetical order -->
| 1.5.4
+
{| class="wikitable sortable"
| DK Summit
+
! width=10%| Track
| DK Summit
+
! 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)]]
 +
| {{no|Rejected}}
 +
| 1.1
 +
| Koopa Cape
 +
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| 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.
* The latest version of this track crashes on console.
 
 
|-
 
|-
| [[Kamek's Library (MysterE99)]]
+
| [[3DS Cheep Cheep Lagoon (Wexos & Crile)]]
| {{maybe|Needs Fixes}}
+
| {{no|Rejected}}
| 2.0
+
| RC1
| <small>N64</small> Bowser's Castle
+
| Koopa Cape
| <small>DS</small> Twilight House
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| 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.
* Many ramps are very badly placed. Council suggested removing these two ramps: ([https://cdn.discordapp.com/attachments/217126063803727872/826168838310592552/unknown.png Discord]) Another suggestion was to make some ramps stunt tricks instead of flip tricks to reduce trick spam.
 
* The two ramps at the sides at the start of the track have trick RNG, giving you stunt tricks randomly.
 
<u>'''Moderate:'''</u>
 
* There's likely too many objects in the section after the S-turn. Testers suggested reducing the number of bats and making the cycles more spread out.
 
* Small invisible wall bonk after landing on the drawbridge after the S-turn
 
<u>'''Suggestions:'''</u>
 
* Try experimenting with a small upscale. Some testers thought the track was a bit too tight to navigate.
 
* The tops of the bookshelves could be made trickable.
 
 
|-
 
|-
| [[SNES Mario Circuit 2 (ZPL)]]
+
| [[3DS Cheep Cheep Lagoon (ZPL)]]
| {{maybe|Needs Fixes}}
+
| {{no|Rejected}}
| 1.0
+
| 2.0
| <small>SNES</small> Mario Circuit 3
+
| Koopa Cape
| <small>SNES</small> Mario Circuit 3
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| 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.
*Road KCL underneath the mushroom pad can cause [https://cdn.discordapp.com/attachments/217126063803727872/818209546405019679/2021-03-07_14-52-15.mp4 unexpected behaviour] when hitting it
 
*PTBs on the corner the ramp cut skips.
 
*Fix the OOB under the big ramp, as currently you can hit it with a blue, a bomb, or just by driving to the walls on the sides.
 
*Make the sides of the wooden ramp trickable.
 
*The ? blocks are too blurry.
 
<u>'''Moderate:'''</u>
 
*Cameras need work, especially intro cameras.
 
*Move the respawn after failing the ramp cut further back, as it currently is too close to the subsequent left turn.
 
*Shadows on wooden ramp look bizarre.
 
*Shadows flickering if you get too close to the walls.
 
<u>'''Suggestions:'''</u>
 
*Change the background elements to better fit what the SNES Mario Circuit are about. This feels too similar to SNES Donut Plains 3.
 
 
|-
 
|-
| [[Super Marine World]]
+
| [[3DS DK Jungle (Skipper93653)]]
| {{maybe|Needs Fixes}}
+
| {{no|Rejected}}
 +
| 1.2
 +
| <small>N64</small> DK's Jungle Parkway
 +
| <small>N64</small> 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
 +
| 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
 
| 1.0
| <small>N64</small> Sherbet Land
+
| Daisy Circuit
| <small>N64</small> Sherbet Land
+
| Luigi Circuit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| 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.
* See if you can flatten out the start of the shortcut in the ice area, it has no reason to send you that high.
 
* Move the last item box set further forward to prevent players from being able to chain the item from that set into the ending grass shortcut.
 
<u>'''Moderate:'''</u>
 
* Remove the off-road on the edges of the first turn inside the aquarium.
 
 
|-
 
|-
| [[Vile Isle]]
+
| [[Alternative N64 Bowser's Castle]]
| {{maybe|Needs Fixes}}
+
| {{no|Rejected}}
| 1.0
+
| 2.0.1
 
| <small>N64</small> Bowser's Castle
 
| <small>N64</small> Bowser's Castle
 
| <small>N64</small> Bowser's Castle
 
| <small>N64</small> Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| <u>'''Major:'''</u>
+
| This track was previously accepted, but this decision was overturned upon revaluation. The author is currently working on an update of this track that address the issues that council members had with this version of the track. Until the update releases, this version will remain rejected.
* Some item sets should be removed. Our recommended suggestion looks something like [https://cdn.discordapp.com/attachments/217126063803727872/869961586553520218/unknown.png this].
+
|-
* Respawns should be adjusted to be more forgiving (probably should be much more of them).
+
| [[Arctic Chill]]
* Remove the diagonal kcl bit on the ship so that this can be avoided. ([https://www.youtube.com/watch?v=Rnx4t9ps9wI video])
+
| {{no|Rejected}}
* The shortcut off the ship can be done shroomless. Move it back to where it was before and make it off-road.
+
| 1.1
* Multiple bad bill drops. ([https://youtu.be/qCB9mHVjZsk video]) ([https://youtu.be/v7DBchLSbiA video]) ([https://youtu.be/JKKe5mgB1xY video])
+
| N64 Sherbet Land
<u>'''Minor:'''</u>
+
| N64 Sherbet Land
* The water ripple effect is a little weird in spots (the white around the objects makes sense since that's how water works but idk what's going on in the first bit there). ([https://www.youtube.com/watch?v=HxZNNqi64xs video])
 
* There's some flickering around the track (very noticeable in [https://imgur.com/a/PYeTljt intro cameras]), see if you can fix that or not.
 
|}
 
 
 
==== Waiting on Author Update ====
 
<!-- Please respect alphabetical order -->
 
{| class="wikitable sortable"
 
! width=10%| Track
 
! width=5%| Status
 
! width=10%| Track Slot
 
! width=10%| Music Slot
 
! width=5%| Laps
 
! width=5%| Speed Mod
 
! width=55%| Notes
 
|-
 
| [[Alternative N64 Bowser's Castle]]
 
| {{maybe|Updating}}
 
| <small>N64</small> Bowser's Castle
 
| <small>N64</small> Bowser's Castle
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Author is currently making an update.
+
| While this is certainly one of the more impressive submissions we've received from this author, we think there are still too many issues with the track for it to be considered for addition to CTGP. The most jarring issue the Council had was the slippery ice KCL present throughout the entire race; even though this is a snowy-themed track, having the entire track be ice KCL makes some of the turns unnecessarily difficult or even impossible on some vehicles. Testers were even having trouble making some hairpin turns with the Flame Runner, of all vehicles, so that would be an absolute requirement for an update. The finish line is also a metal grate KCL type, which doesn't really make any sense. A lot of the turns were extemely bumpy and didn't play very well as a result; this can be fixed by adding more triangles to the turn in the KCL model (make sure you update the visual model as well to match it, otherwise you would have issues like players floating or clipping through the ground). As far as shortcuts go, there might be a bit too many of them. Using a golden mushroom in certain spots can lead to you skipping 2 or 3 entire turns, which could save an obscene amount of time (and probably win you the race by default if you used it right). The shortcut that skips the last U-turn in particular is extremely broken; we suggest adding a fall boundary to prevent you from doing that. Some of the shortcuts through the snow also send you flying into the wall when exiting them, which can be fixed by adding sticky road to the area exiting it (be careful not to add too much sticky road, as that will screw over vehicles with a low drift stat like the Spear). As far as visuals go, it's not terrible by any means, but the scenery is fairly bland and doesn't have much going on. The skybox doesn't really fit the track all too well (it seems more "haunted" than "cold"), and the lighting of the track itself looks rather dingy and dark. Some of the downwards turns or slopes are very blind as well. We suggest going through and improving the visuals of the entire track (both the scenery around the track and within the track itself), and fixing those few things to give the track more visually appealing visuals. Remember, you aren't making a track and then just placing random stuff around it; you're making an actual environment, and creating a track within that environment. Additionally, there are some invisible walls that prevent you from doing certain things; instead of making these invisible walls, you should incorporate an actual wall or an object there that would block the player from passing it while still looking natural within the track itself. This track has a lot of potential, and we're looking forward to seeing what this could possibly turn into in the future! If you need examples of snowy tracks that have good scenery, take a look at tracks like DK Summit, [[Alpine Peak]], [[GCN Sherbet Land (Tock)|GCN Sherbet Land]], and Crash Team Racing's [https://www.youtube.com/watch?v=dV5MIt8vtu0 Polar Pass]. Additionally, here's a list of all the bugs we found:
 +
* Some no lap counts and issues with the finish line not extending all the way are present on the track (make sure the checkpoints are done properly!)
 +
* Bullet Bill shouldn't drop you into any turns.
 +
* The goombas don't move, and they don't die when hit by an item, but they do still drop a shroom.
 +
* Snow off-road has the wrong KCL type.
 +
* Some fall boundaries apparently have drivable road KCL?
 
|-
 
|-
| [[Overgrown Temple]]
+
| [[A.S.D.F. City]]
| {{maybe|Updating}}
+
| {{no|Rejected}}
| <small>N64</small> DK Jungle Parkway
+
| 1.0
| <small>N64</small> DK Jungle Parkway
+
| <small>N64</small> Mario Raceway
 +
| <small>N64</small> Mario Raceway
 +
| 5
 +
| 1&times;
 +
| While council greatly appreciates the attempt to modernize ASDF_Course, we believe that this track isn’t enough of an upgrade to justify its inclusion. In terms of design, the consensus was that the visuals were slightly better, but still not up-to-standard, and the slight changes to the layout made driving more awkward than its predecessor. The ramp was also universally deemed to be downgrade, giving excessively big airtime and stalling the flow of the gameplay.
 +
 
 +
On the topic of an ASDF remake in general, the consensus amongst council is that ASDF is solely in due to its sheer popularity (10th in combined popularity at the time of writing this). Any change to the layout that would be up to todays standards would likely change the spirit of the track, thus we would rather keep ASDF_Course in its current state. If it declines in popularity, we’d likely just remove it outright, since any track with its layout today would likely not even meet basic quality checks.
 +
|-
 +
| [[Autumn Path]]
 +
| {{no|Rejected}}
 +
| 1.03
 +
| Maple Treeway
 +
| Maple Treeway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Author is currently making an update.
+
| The main issue with this track is a very distinct lack of polish. There is quite a lot of buggy behavior like wall collision not matching the model properly, poorly made respawn points, including one that saves time over the regular route, and awkward bounces along the main road that make it harder to drive than it looks (Some bugs were fixed in an update after submission though). Testers also cited the overdone theme of "maple treeway autumn" track, which already makes multiple appearances in CTGP and other tracks in the past.
 
|-
 
|-
| [[Unnamed Town]]
+
| [[Back to the 80s]]
| {{maybe|Updating}}
+
| {{no|Rejected}}
| Moonview Highway
+
| 1.0
| <small>DS</small> Delfino Square
+
| Rainbow Road
 +
| Rainbow Road
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Author is currently making an update.
+
| This track was previously accepted, but this decision has been nearly unanimously overturned following reevaluation.
|}
+
The overall aesthetic is unique and appealing, but the elements that compose it are problematic, with poor, often difficult to look at texture choices, sloppy UV mapping, and amateurishly altered objects. The layout is not to standards either; although much of it is rather basic, it is brought down significantly by awkward ramps and terribly balanced shortcuts, particularly the cut at the start that is faster shroomless and the field of offroad at the end.
 
 
=== Rejected Tracks ===
 
<spoiler text="Rejected Tracks">
 
<!-- 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)]]
+
| [[Beagle Plains (Lovelifeandtpose024)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| 2.2
| Koopa Cape
+
| <small>DS</small> Peach Gardens
| Koopa Cape
+
| <small>DS</small> Peach Gardens
 
| 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.
+
| This track was previously accepted, but this decision has been overturned following reevaluation. This remake of Beagle Plains was generally criticized for being a mediocre luck track, which CTGP already has a good number of. The ending section was brought up by the majority of testers, who said the blind and tight turns were frustrating and created problems for outside drifting vehicles and the spear. It was suggested this be less windy and a bit more visible to prevent these problems. Removing some of the ending grass shortcuts was suggested as well, to prevent some of the luck endings. The exit of the greenhouse had some issues as well. Testers found that going off the left side of the ramp lands the player in offroad, and suggested this be a stunt trick, as a flip trick gives lots of air. This track had some visual concerns as well. Many testers didn’t like how most of the textures were taken directly from the nintendo tracks, saying this gave the track a very generic feel and some things felt out of place. It was also brought up that the water animation doesn’t loop and isn’t synced, which was off putting. Overall, this track would need a visual overhaul along with a lot of gameplay changes.
 
|-
 
|-
| [[3DS Cheep Cheep Lagoon (Wexos & Crile)]]
+
| [[Botania]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| RC1
+
| 1.2
| Koopa Cape
+
| GCN DK Mountain
| Koopa Cape
+
| Moo Moo Meadows
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Generally speaking, testers didn't really like the layout of the track, which is pretty hard to fix for a retro without just making it a different track. This can certainly be reconsidered in the future if CTGP gains more track slots, which would allow us the ability to freely add a working version of every retro without taking slots away from other tracks.
+
|
 +
* Textures and overall visuals need MAJOR updates (author is already working on this).
 +
* Possibly re-evaluate what parts of the track have sticky road? Multiple testers said that there were sections where the sticky road made the track more annoying to play on.
 +
* The road is way too bumpy.
 +
* If you get hit by an item while trying to take the ramp shortcut near the end, you get completely screwed and have to go backwards. This should be fixed.
 
|-
 
|-
| [[3DS Cheep Cheep Lagoon (ZPL)]]
+
| [[Bowser's Gothic Castle]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0
+
| 1.0
| Koopa Cape
+
| Grumble Volcano
| Koopa Cape
+
| <small>N64</small> Bowser's Castle
 
| 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.
+
| Compared to the previous submission from this author, this is a massive step up. The track is much better in terms of structure, driveability, and visuals, but unfortunately this one still doesn't meet CTGP standards quite yet. The texturing is all too similar all across the track, and doesn't fit the theme that the name suggests. There are plenty of long falls and bad respawn points, as well as item route issues that cause the bullet to get stuck in a few places. The shape of the walls cause you to get stuck if you get bumped into it the wrong way, and combined with a lot of blind turns, it doesn't make for the best racing experience. Regardless, massive props for the very quick improvement in custom track making, and we hope that you can improve even further going forward.
 
|-
 
|-
| [[3DS Toad Circuit (Bri)]]
+
| [[Bowser's Lava Lair]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.7
| Daisy Circuit
+
| Bowser's Castle
| Luigi Circuit
+
| Bowser's Castle
 
| 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.
+
| This track was previously accepted, but this decision has been overturned following reevaluation. While the track has potential and drives decently, both the visuals and the gameplay of this track were criticized. Visually, the track is too similar to a SNES or GBA bowser’s castle course, and would need a major visual overhaul to ugprade its looks to modern standards. From a gameplay perspective, the various shroomless cuts (skipping the 2nd turn, going up the rail on the slow ramps section, going top route at the end) save too much time while being easily blockable. Most notably, the gap cut shortcut can easily be performed shroomless and basically becomes the main route. The main shroom cut is massive, but is quite difficult to pull off and also is very easily blocked on the shroomless path.The lava gap after the first turn and the fireballs spit by the bowser statue were also criticized for being too sudden and therefore causing lots of problems for beginners. Testers found the slow ramps to be too small, making low tricks far too inconsistent. Finally, the shock shortcut also stood out as being too situational and too powerful, allowing racers who were just in the right position at the right time to gain time for free.
|-
+
* Most split paths are a source of item route issues, causing bullet bills to go straight in the lava or to drive into a wall.
| [[Arctic Chill]]
+
* The rail at the end after the last few ramps has an invisible KCL at the end of it ([https://cdn.discordapp.com/attachments/199262819089121281/745276429117161482/2020-08-06_11-18-46.gif Discord])
 +
* Camera glitch if you fall short of the upper path, might not be fixable unless the path gets raised or something.
 +
* The shock shortcut can be done with the Honeycoupe.
 +
* The outro cameras are messed up, supposedly due to an outdated Wiimm's Tools function that has scaling issues on player based cameras.
 +
|-
 +
| [[Castle of Hope]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| 1.5.03
| N64 Sherbet Land
+
| <small>DS</small> Peach Gardens
| N64 Sherbet Land
+
| <small>DS</small> Peach Gardens
| 3
+
| 2
 
| 1&times;
 
| 1&times;
| While this is certainly one of the more impressive submissions we've received from this author, we think there are still too many issues with the track for it to be considered for addition to CTGP. The most jarring issue the Council had was the slippery ice KCL present throughout the entire race; even though this is a snowy-themed track, having the entire track be ice KCL makes some of the turns unnecessarily difficult or even impossible on some vehicles. Testers were even having trouble making some hairpin turns with the Flame Runner, of all vehicles, so that would be an absolute requirement for an update. The finish line is also a metal grate KCL type, which doesn't really make any sense. A lot of the turns were extemely bumpy and didn't play very well as a result; this can be fixed by adding more triangles to the turn in the KCL model (make sure you update the visual model as well to match it, otherwise you would have issues like players floating or clipping through the ground). As far as shortcuts go, there might be a bit too many of them. Using a golden mushroom in certain spots can lead to you skipping 2 or 3 entire turns, which could save an obscene amount of time (and probably win you the race by default if you used it right). The shortcut that skips the last U-turn in particular is extremely broken; we suggest adding a fall boundary to prevent you from doing that. Some of the shortcuts through the snow also send you flying into the wall when exiting them, which can be fixed by adding sticky road to the area exiting it (be careful not to add too much sticky road, as that will screw over vehicles with a low drift stat like the Spear). As far as visuals go, it's not terrible by any means, but the scenery is fairly bland and doesn't have much going on. The skybox doesn't really fit the track all too well (it seems more "haunted" than "cold"), and the lighting of the track itself looks rather dingy and dark. Some of the downwards turns or slopes are very blind as well. We suggest going through and improving the visuals of the entire track (both the scenery around the track and within the track itself), and fixing those few things to give the track more visually appealing visuals. Remember, you aren't making a track and then just placing random stuff around it; you're making an actual environment, and creating a track within that environment. Additionally, there are some invisible walls that prevent you from doing certain things; instead of making these invisible walls, you should incorporate an actual wall or an object there that would block the player from passing it while still looking natural within the track itself. This track has a lot of potential, and we're looking forward to seeing what this could possibly turn into in the future! If you need examples of snowy tracks that have good scenery, take a look at tracks like DK Summit, [[Alpine Peak]], [[GCN Sherbet Land (Tock)|GCN Sherbet Land]], and Crash Team Racing's [https://www.youtube.com/watch?v=dV5MIt8vtu0 Polar Pass]. Additionally, here's a list of all the bugs we found:
+
| This track demonstrates some potential; its distinctly vibrant visuals for a castle track are appreciated, and in some ways driving the track can be fun, especially due to the well-balanced shortcuts.
* Some no lap counts and issues with the finish line not extending all the way are present on the track (make sure the checkpoints are done properly!)
+
 
* Bullet Bill shouldn't drop you into any turns.
+
Unfortunately, many testers, including some who received the track positively, found the visuals to be bland out of repetition without much decoration. Critically, this repetition extends to the track design, especially with its large scale and numerous spirals, resulting in a track some describe as long and boring. Graphics lack polish, most prominently in regards to UV mapping issues and Z-fighting on the start line banner. The slope before the bridge lacks necessary sticky road, and the turn after is blind. A few testers described many other turns as blind as well. The use of heavy off-road without visual distinction was also found to be a problem.
* The goombas don't move, and they don't die when hit by an item, but they do still drop a shroom.
+
 
* Snow off-road has the wrong KCL type.
+
Due to these issues, this track was narrowly rejected. For future evaluation, we would like to see an extra layer of polish in addition to the layout being reworked into one that is shorter, less repetitive, and doesn't demand a large scale.
* Some fall boundaries apparently have drivable road KCL?
 
 
|-
 
|-
| [[A.S.D.F. City]]
+
| [[Celestial Speedway]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.02
| <small>N64</small> Mario Raceway
+
| Rainbow Road
| <small>N64</small> Mario Raceway
+
| Galaxy Colosseum
| 5
+
| 2
 
| 1&times;
 
| 1&times;
| While council greatly appreciates the attempt to modernize ASDF_Course, we believe that this track isn’t enough of an upgrade to justify its inclusion. In terms of design, the consensus was that the visuals were slightly better, but still not up-to-standard, and the slight changes to the layout made driving more awkward than its predecessor. The ramp was also universally deemed to be downgrade, giving excessively big airtime and stalling the flow of the gameplay.
+
| During our evaluating of this track, the author has been consistently receiving feedback on this track and is working on an update to make it better. Until then, this track will remain rejected for the time being.
 
 
On the topic of an ASDF remake in general, the consensus amongst council is that ASDF is solely in due to its sheer popularity (10th in combined popularity at the time of writing this). Any change to the layout that would be up to todays standards would likely change the spirit of the track, thus we would rather keep ASDF_Course in its current state. If it declines in popularity, we’d likely just remove it outright, since any track with its layout today would likely not even meet basic quality checks.
 
 
|-
 
|-
| [[Autumn Path]]
+
| [[Chill Hill 2]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.03
+
| 1.2
| Maple Treeway
+
| DK Summit
| Maple Treeway
+
| DK Summit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The main issue with this track is a very distinct lack of polish. There is quite a lot of buggy behavior like wall collision not matching the model properly, poorly made respawn points, including one that saves time over the regular route, and awkward bounces along the main road that make it harder to drive than it looks (Some bugs were fixed in an update after submission though). Testers also cited the overdone theme of "maple treeway autumn" track, which already makes multiple appearances in CTGP and other tracks in the past.
+
| Despite the track having little to no detail or scenery, it definitely hits the mark pretty well gameplay-wise. Before acceptance, though, the track would most likely need a visual overhaul.
 +
* The sloped turns need a lot more tris.
 +
* The off-road and out-of-bounds need proper distinction, and should not be the same texture.
 +
* The ice part doesn't seem like you're driving on ice, which confused a lot of the testers.
 +
* Bugs with Item Routes, KCL.
 
|-
 
|-
| [[Back to the 80s]]
+
| [[Circuit Speedway]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.2
| Rainbow Road
+
| N64 Mario Raceway
| Rainbow Road
+
| N64 Mario Raceway
 +
| &ndash;
 +
| &ndash;
 +
| The layout isn't bad, but any playability is immediately ruined by the lack of tris on the curved sections, and by the sheet amount of boost panels that were randomly scattered along the track.
 +
* All animated textures should loop properly.
 +
* There should be proper indication on what is road and what isn't road. A few things that look like road are actually wall, and vice-versa.
 +
* Water has the Moonview Highway LED shader by accident.
 +
* Bugs with KCL, Position Tracking.
 +
|-
 +
| [[Christmas Wish (Jiyuu)]]
 +
| {{no|Rejected}}
 +
| 2.0
 +
| DK Summit
 +
| DK Summit
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been nearly unanimously overturned following reevaluation.
+
| This track was previously accepted, but this decision was narrowly overturned upon revaluation. The concept and layout were widely praised, especially for being able to take a Christmas Tree and making a working, intuitive, and fun layout for driving. However, there are a couple of issues with the track that need to be addressed before its inclusion. The unanimous complaint about this track is the shortcut at the top of the tree way. The cut saves over a second if done shroomless, and even more if done with the intended one shroom. This cut either needs to be modified to require multiple shrooms or just removed entirely. Furthermore, the track has way too many item boxes, with shroom glitch being possible at the start of L3 if the most possible boxes per lap are taken. The lighting was also criticized, with the ice section and town being very dim. Finally, the last time this track received an official update was two-and-a-half years ago, which indicates that there are no plans to fix the above issues. There is a lot of potential here and desire to add this track as part of a Christmas update if ready, but for now, it will remain rejected.
The overall aesthetic is unique and appealing, but the elements that compose it are problematic, with poor, often difficult to look at texture choices, sloppy UV mapping, and amateurishly altered objects. The layout is not to standards either; although much of it is rather basic, it is brought down significantly by awkward ramps and terribly balanced shortcuts, particularly the cut at the start that is faster shroomless and the field of offroad at the end.
 
 
|-
 
|-
| [[Beagle Plains (Lovelifeandtpose024)]]
+
| [[Cliffside Circuit]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.2
+
| 2.0
| <small>DS</small> Peach Gardens
+
| Mushroom Gorge
| <small>DS</small> Peach Gardens
+
| Mushroom Gorge
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation. This remake of Beagle Plains was generally criticized for being a mediocre luck track, which CTGP already has a good number of. The ending section was brought up by the majority of testers, who said the blind and tight turns were frustrating and created problems for outside drifting vehicles and the spear. It was suggested this be less windy and a bit more visible to prevent these problems. Removing some of the ending grass shortcuts was suggested as well, to prevent some of the luck endings. The exit of the greenhouse had some issues as well. Testers found that going off the left side of the ramp lands the player in offroad, and suggested this be a stunt trick, as a flip trick gives lots of air. This track had some visual concerns as well. Many testers didn’t like how most of the textures were taken directly from the nintendo tracks, saying this gave the track a very generic feel and some things felt out of place. It was also brought up that the water animation doesn’t loop and isn’t synced, which was off putting. Overall, this track would need a visual overhaul along with a lot of gameplay changes.
+
| The council was overwhelmingly neutral on this track. While there isn't anything wrong with it besides a few KCL bugs and some flickering here and there, the bland theming and lack of any real excitement made this track seem just okay for many testers. The misleading mushrooms were also rather confusing, since the visuals would indicate that the mushrooms would be bouncy or not bouncy given the colors used, however none of them are even trickable to begin with. Not bad, but not good enough for CTGP standards.
 
|-
 
|-
| [[Botania]]
+
| [[Constellation Cliffs]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.1
| GCN DK Mountain
+
| Rainbow Road
| Moo Moo Meadows
+
| Rainbow Road
| 3
+
| 3
 
| 1&times;
 
| 1&times;
|
+
| After being updated from it's initial CT Jam version, this track looked very promising at first. The way it played was praised the most, as gameplay is very smooth and not hard to figure out. Visually, while the night theme and sky box make the track appealing, it lacks a clear direction, texture diversity and background decorations, which makes the track feel repetitive. Moreover, even though the work on light maps was appreciated, it also makes the track generally too dark. While the gameplay is good, it was also seen by many testers as rather one-dimensional, as the whole track followed the same formula for its turns and ramps, making it play the same the entire way through. Some crucial bugs were also found during testing such as a no lap count respawn and some out of bounds clipping onto the main road. One sentiment that a lot of the council shared was that the potential for a really good track is still there, so perhaps with an overhaul of this design, it could be accepted some time in the future.
* Textures and overall visuals need MAJOR updates (author is already working on this).
 
* Possibly re-evaluate what parts of the track have sticky road? Multiple testers said that there were sections where the sticky road made the track more annoying to play on.
 
* The road is way too bumpy.
 
* If you get hit by an item while trying to take the ramp shortcut near the end, you get completely screwed and have to go backwards. This should be fixed.
 
 
|-
 
|-
| [[Bowser's Gothic Castle]]
+
| [[Coral Cape (Terron)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Grumble Volcano
+
| Koopa Cape
| <small>N64</small> Bowser's Castle
+
| Koopa Cape
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Compared to the previous submission from this author, this is a massive step up. The track is much better in terms of structure, driveability, and visuals, but unfortunately this one still doesn't meet CTGP standards quite yet. The texturing is all too similar all across the track, and doesn't fit the theme that the name suggests. There are plenty of long falls and bad respawn points, as well as item route issues that cause the bullet to get stuck in a few places. The shape of the walls cause you to get stuck if you get bumped into it the wrong way, and combined with a lot of blind turns, it doesn't make for the best racing experience. Regardless, massive props for the very quick improvement in custom track making, and we hope that you can improve even further going forward.
+
| This remake is solidly put-together, but the nearly unanimous opinion is that Coral Cape fundamentally offers neither a theme nor a layout unique enough to meet current standards. Many testers highly praise the cleanly executed visuals, but certain assets, due to being used to death recently, only serves to amplify how generic the final product ends up seeming. Similarly, although this layout is old, it now seems to represent the epitome of the recent trend of short, simple track designs, especially when distinct features like the ending mushrooms and the tunnel shortcut have been sanitized away (even if they weren't originally used well, they still introduced some character). The track is already overly lacklustre, which leaves a wide variety of gameplay issues to tip the scales overwhelmingly against this track's favour. For example, offroad is generally difficult to navigate, yet arguably overpowered; the road contours are unintuitive, tending to conceal themselves and other things like boost panels; the use of trickable road on the edges at the beach is highly questionable; various no-lap-count shortcuts are possible; and the ending ramp is still awkward.
 
|-
 
|-
| [[Bowser's Lava Lair]]
+
| [[Cosmo Garden]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.7
+
| 2.0
| Bowser's Castle
+
| Rainbow Road
| Bowser's Castle
+
| <small>DS</small> Peach Gardens
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation. While the track has potential and drives decently, both the visuals and the gameplay of this track were criticized. Visually, the track is too similar to a SNES or GBA bowser’s castle course, and would need a major visual overhaul to ugprade its looks to modern standards. From a gameplay perspective, the various shroomless cuts (skipping the 2nd turn, going up the rail on the slow ramps section, going top route at the end) save too much time while being easily blockable. Most notably, the gap cut shortcut can easily be performed shroomless and basically becomes the main route. The main shroom cut is massive, but is quite difficult to pull off and also is very easily blocked on the shroomless path.The lava gap after the first turn and the fireballs spit by the bowser statue were also criticized for being too sudden and therefore causing lots of problems for beginners. Testers found the slow ramps to be too small, making low tricks far too inconsistent. Finally, the shock shortcut also stood out as being too situational and too powerful, allowing racers who were just in the right position at the right time to gain time for free.
+
| For the creator's first custom track, this track displays a lot of potential, but does not fit CTGP's standards in its current state. Visually, it falls short of the mark. It uses a lot of Rainbow Road assets, is too similar to Cherry Blossom Garden, and feels more like a night-time garden. However the main area the track suffers in is gameplay. While its simple layout was praised, the track is scaled too big, especially vertically with most ramps sending the racers too high. The walls of flowers remove any counterplay around items by masking them. This item issue is further reflected by the blind turns and slopes, most notably the 1st slope that uses sticky road and can easily be trapped. The underwater section uses banked walls which make driving awkward. The cuts also stood out as being very unbalanced. The 1st cut boundaries are unclear as the out of bounds section uses the same grass texture as the driveable portion. Moreover, one shroom is barely not enough to clear the cut, forcing racers to use two despite the cut saving less than the 2nd cut, that many council members thought should be nerfed.  
* Most split paths are a source of item route issues, causing bullet bills to go straight in the lava or to drive into a wall.
+
*The coordinates of the track currently go to ±125000 on both the X and Z axis, which will cause items to stop working online.
* The rail at the end after the last few ramps has an invisible KCL at the end of it ([https://cdn.discordapp.com/attachments/199262819089121281/745276429117161482/2020-08-06_11-18-46.gif Discord])
+
*The track has no intro or outro cameras.
* Camera glitch if you fall short of the upper path, might not be fixable unless the path gets raised or something.
+
*There is a weird blue hue that appears in the skybox at high Y positions.
* The shock shortcut can be done with the Honeycoupe.
+
*The underwater section should not be coloured differently on the minimap.
* The outro cameras are messed up, supposedly due to an outdated Wiimm's Tools function that has scaling issues on player based cameras.
+
*The item boxes are spread out too far and more should be added at each set.
 +
*The bullet bill should not take the 2nd cut by default.
 +
*Some checkpoints do not cover the whole width of the track and will lead to position tracker issues.
 
|-
 
|-
| [[Castle of Hope]]
+
| [[Crystal Cove]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.5.03
+
| 1.0
| <small>DS</small> Peach Gardens
+
| Wario's Gold Mine
| <small>DS</small> Peach Gardens
+
| Wario's Gold Mine
| 2
+
| 5
 
| 1&times;
 
| 1&times;
| This track demonstrates some potential; its distinctly vibrant visuals for a castle track are appreciated, and in some ways driving the track can be fun, especially due to the well-balanced shortcuts.
+
| While this track looks very well-made and plays very smoothly, the council found this one to be very bland and boring to race on. The cave feels rather bland and same-y, and the races don't have much going on in them, which makes this track feel a lot like a very polished Brown Loop. 5 laps is a bit overkill as well. If this track had more going on and was reduced to 3 laps, then it would be a lot better. Some other small things we found:
 
+
* The boost panels don't show up on the minimap
Unfortunately, many testers, including some who received the track positively, found the visuals to be bland out of repetition without much decoration. Critically, this repetition extends to the track design, especially with its large scale and numerous spirals, resulting in a track some describe as long and boring. Graphics lack polish, most prominently in regards to UV mapping issues and Z-fighting on the start line banner. The slope before the bridge lacks necessary sticky road, and the turn after is blind. A few testers described many other turns as blind as well. The use of heavy off-road without visual distinction was also found to be a problem.
+
* Light offroad on some turns should be heavier
 
+
* Some turns are a bit blind if not for the large minimap
Due to these issues, this track was narrowly rejected. For future evaluation, we would like to see an extra layer of polish in addition to the layout being reworked into one that is shorter, less repetitive, and doesn't demand a large scale.
 
 
|-
 
|-
| [[Celestial Speedway]]
+
| [[CTR Hot Air Skyway]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.02
+
| RC1
| Rainbow Road
+
| Mushroom Gorge
| Galaxy Colosseum
+
| &ndash;
| 2
+
| 3
 
| 1&times;
 
| 1&times;
| During our evaluating of this track, the author has been consistently receiving feedback on this track and is working on an update to make it better. Until then, this track will remain rejected for the time being.
+
| I forget what exactly happened with this track, but it seems very unfinished and doesn't give great races on non-Mach vehicles.
 
|-
 
|-
| [[Chill Hill 2]]
+
| [[CTR Slide Coliseum]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.1
| DK Summit
+
| GCN Waluigi Stadium
| DK Summit
+
| GCN Waluigi Stadium
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Despite the track having little to no detail or scenery, it definitely hits the mark pretty well gameplay-wise. Before acceptance, though, the track would most likely need a visual overhaul.
+
| The 125% upscale still causes problems on non-Mach vehicles. We could try upscaling it further, but the blandness of the track lead all of the testers to the general consensus that the track is better off just left alone.
* The sloped turns need a lot more tris.
 
* The off-road and out-of-bounds need proper distinction, and should not be the same texture.
 
* The ice part doesn't seem like you're driving on ice, which confused a lot of the testers.
 
* Bugs with Item Routes, KCL.
 
 
|-
 
|-
| [[Circuit Speedway]]
+
| [[CTR Tiny Arena]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.0
| N64 Mario Raceway
+
| GCN Waluigi Stadium
| N64 Mario Raceway
+
| Funky Stadium
| &ndash;
 
| &ndash;
 
| The layout isn't bad, but any playability is immediately ruined by the lack of tris on the curved sections, and by the sheet amount of boost panels that were randomly scattered along the track.
 
* All animated textures should loop properly.
 
* There should be proper indication on what is road and what isn't road. A few things that look like road are actually wall, and vice-versa.
 
* Water has the Moonview Highway LED shader by accident.
 
* Bugs with KCL, Position Tracking.
 
|-
 
| [[Cliffside Circuit]]
 
| {{no|Rejected}}
 
| 2.0
 
| Mushroom Gorge
 
| Mushroom Gorge
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The council was overwhelmingly neutral on this track. While there isn't anything wrong with it besides a few KCL bugs and some flickering here and there, the bland theming and lack of any real excitement made this track seem just okay for many testers. The misleading mushrooms were also rather confusing, since the visuals would indicate that the mushrooms would be bouncy or not bouncy given the colors used, however none of them are even trickable to begin with. Not bad, but not good enough for CTGP standards.
+
| This track would be generally okay in Time Trials, but online it would be a nightmare, especially for outside-drifting vehicles. Too many bumps and tricks would lead to everyone getting split, and it would generally just be a mess. It's a cool track, but it doesn't translate well into Mario Kart Wii.
 
|-
 
|-
| [[Constellation Cliffs]]
+
| [[Desert Creek]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| 1.5
| Rainbow Road
+
| Dry Dry Ruins
| Rainbow Road
+
| Dry Dry Ruins
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| After being updated from it's initial CT Jam version, this track looked very promising at first. The way it played was praised the most, as gameplay is very smooth and not hard to figure out. Visually, while the night theme and sky box make the track appealing, it lacks a clear direction, texture diversity and background decorations, which makes the track feel repetitive. Moreover, even though the work on light maps was appreciated, it also makes the track generally too dark. While the gameplay is good, it was also seen by many testers as rather one-dimensional, as the whole track followed the same formula for its turns and ramps, making it play the same the entire way through. Some crucial bugs were also found during testing such as a no lap count respawn and some out of bounds clipping onto the main road. One sentiment that a lot of the council shared was that the potential for a really good track is still there, so perhaps with an overhaul of this design, it could be accepted some time in the future.
+
| This track was previously accepted, but this decision was unanimously overturned upon revaluation. There isn’t really anything going for this track and looking back it was a very questionable acceptance. There are massive drivability issues throughout the entire track. Many of the turns are small and tight, making it borderline impossible for some vehicles to make the turns w/o hitting offroad. It doesn’t help that these types of turns show up throughout the entire track. The boost panels being inside the turns makes it so that its faster to go through offroad on certain turns. Walls can be clipped through in various sections. 9 item sets per lap is just way too much and needs to be cut almost in half. Thematically, it doesn’t do anything unique, and it isn’t presented in an outstanding manner that meets 2021 standards. Put bluntly, this needs a lot of work to be reconsidered.
 
|-
 
|-
| [[Coral Cape (Terron)]]
+
| [[Desert Cross (FunkyDude15)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Koopa Cape
+
| Dry Dry Ruins
| Koopa Cape
+
| Dry Dry Ruins '''OR''' Thwomp Desert
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This remake is solidly put-together, but the nearly unanimous opinion is that Coral Cape fundamentally offers neither a theme nor a layout unique enough to meet current standards. Many testers highly praise the cleanly executed visuals, but certain assets, due to being used to death recently, only serves to amplify how generic the final product ends up seeming. Similarly, although this layout is old, it now seems to represent the epitome of the recent trend of short, simple track designs, especially when distinct features like the ending mushrooms and the tunnel shortcut have been sanitized away (even if they weren't originally used well, they still introduced some character). The track is already overly lacklustre, which leaves a wide variety of gameplay issues to tip the scales overwhelmingly against this track's favour. For example, offroad is generally difficult to navigate, yet arguably overpowered; the road contours are unintuitive, tending to conceal themselves and other things like boost panels; the use of trickable road on the edges at the beach is highly questionable; various no-lap-count shortcuts are possible; and the ending ramp is still awkward.
+
| This track has a ton of potential, but the 2 cannons and the weird zippers throw everything off. This track would be amazing if those things were to get fixes, and would surely be a strong contender for being accepted.
 
|-
 
|-
| [[Cosmo Garden]]
+
| [[Distant Dimension]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.0
+
| 1.0
| Rainbow Road
+
| <small>N64</small> Bowser's Castle
| <small>DS</small> Peach Gardens
+
| <small>N64</small> Bowser's Castle
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| For the creator's first custom track, this track displays a lot of potential, but does not fit CTGP's standards in its current state. Visually, it falls short of the mark. It uses a lot of Rainbow Road assets, is too similar to Cherry Blossom Garden, and feels more like a night-time garden. However the main area the track suffers in is gameplay. While its simple layout was praised, the track is scaled too big, especially vertically with most ramps sending the racers too high. The walls of flowers remove any counterplay around items by masking them. This item issue is further reflected by the blind turns and slopes, most notably the 1st slope that uses sticky road and can easily be trapped. The underwater section uses banked walls which make driving awkward. The cuts also stood out as being very unbalanced. The 1st cut boundaries are unclear as the out of bounds section uses the same grass texture as the driveable portion. Moreover, one shroom is barely not enough to clear the cut, forcing racers to use two despite the cut saving less than the 2nd cut, that many council members thought should be nerfed.
+
| In general, the track council had plenty of great things to say about this track. It's clearly a big step up from this author's previous work, as they wanted to try and branch out with their track designs to make something that everybody can enjoy. The quality of this track is a nice upgrade, as the author has been taking our previous feedback and applying it here. Visually, the track is spectacular as always, and the shortcuts added to the track are overall really good. The shroomless shortcut that skips part of the boardwalk was a nice addition, giving a much needed element of strategy to spice up gameplay.
*The coordinates of the track currently go to ±125000 on both the X and Z axis, which will cause items to stop working online.
+
 
*The track has no intro or outro cameras.
+
However, with all of that being said, this track still misses the mark for what is desired in track creation nowadays. Visually, the track goes a bit too far while still sticking to a generic lava-themed course, something that is of no shortage in CTGP already. Similarities to Magmatic Sanctuary were brought up a lot as it uses a lot of the same textures while having that signature strong post effect, but with purple instead of red. While a lot was done to make gameplay much better, it's still rather simple to drive, consisting mostly of boost ramps for its gameplay elements. There is a noticable lack of technical strategies on this track outside of the rails and the shroomless cut, despite the author's best efforts to spice up gameplay. According to many council members, this factor is what this track is missing the most, as more complex and technical layouts are what people desire to be added to CTGP in the current era. Other smaller things noted was that the offroad and the main road are a bit hard to distinguish at times due to the darkness of the track, and a no lap count respawn at the beginning of the track that skips two key checkpoints.
*There is a weird blue hue that appears in the skybox at high Y positions.
+
 
*The underwater section should not be coloured differently on the minimap.
+
It's quite clear that this track still has a lot of potential, and the council would love to see this track re-submitted in the future if the track receives updates based on the feedback given during the review period.
*The item boxes are spread out too far and more should be added at each set.  
 
*The bullet bill should not take the 2nd cut by default.
 
*Some checkpoints do not cover the whole width of the track and will lead to position tracker issues.
 
 
|-
 
|-
| [[Crystal Cove]]
+
| [[Dolphin Harbor]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| Wario's Gold Mine
+
| <small>DS</small> Delfino Square
| Wario's Gold Mine
+
| <small>DS</small> Delfino Square
| 5
+
| 3
 
| 1&times;
 
| 1&times;
| While this track looks very well-made and plays very smoothly, the council found this one to be very bland and boring to race on. The cave feels rather bland and same-y, and the races don't have much going on in them, which makes this track feel a lot like a very polished Brown Loop. 5 laps is a bit overkill as well. If this track had more going on and was reduced to 3 laps, then it would be a lot better. Some other small things we found:
+
| This is certainly a visual upgrade from the previous version submitted, but the track still contains many of the gameplay issues that caused the track to be rejected in its beta stage. Council understands that this is a remake, and it’ll be similar to the original 2012 version, but the layout as a whole is still seen as very cookie-cutter and feels transplanted directly from 2012 with its right angle turns and sudden changes of elevation. There are several objective issues with the track, as the trees do not have collision and the spilt paths are unbalanced. The potential of the track getting into CTGP depends heavily of the author’s willingness to make changes that modernize it, which ultimately might require a ground-up remake.
* The boost panels don't show up on the minimap
+
|-
* Light offroad on some turns should be heavier
+
| [[Evening Harbor]]
* Some turns are a bit blind if not for the large minimap
 
|-
 
| [[CTR Hot Air Skyway]]
 
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| RC1
+
| 4.6
| Mushroom Gorge
+
| Daisy Circuit
| &ndash;
+
| <small>DS</small> Delfino Square
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| I forget what exactly happened with this track, but it seems very unfinished and doesn't give great races on non-Mach vehicles.
+
| This track was previously accepted, but this decision has been overturned following reevaluation.
 +
The biggest gripe the council had with this track were the over-abundance of shortcuts and shroomless cuts. Many were described as being overpowered or unnecessary. The first shroom cut on the track cannot be taken with karts or outside drift bikes without hitting a wall, and the ramps send you off if you don't trick them. The main shroomless saves too much time for how simple it is to do. Many parts of the track could be remade to better accomodate more vehicles, as a lot of parts are very narrow, including the cave spiral section. While the visuals are not bad, they lack mipmaps and use texturing that is now outdated.
 
|-
 
|-
| [[CTR Slide Coliseum]]
+
| [[Flooded Cavern]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| 1.2
| GCN Waluigi Stadium
+
| <small>N64</small> DK's Jungle Parkway
| GCN Waluigi Stadium
+
| <small>N64</small> DK's Jungle Parkway
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| The 125% upscale still causes problems on non-Mach vehicles. We could try upscaling it further, but the blandness of the track lead all of the testers to the general consensus that the track is better off just left alone.
+
| This track was previously accepted, but this decision has been overturned following reevaluation.
 +
Unfortunately this track gives off more of a "beta stage" vibe that is very hard to ignore. The very flat and outdated visuals make the track look unfinished as a lot of textures look like placeholders. Layout wise, this track suffers from a lot of racing issues. The cave section has a lot of blind turns making navigation and avoiding items rather difficult, and there are two split paths on the track that both have obvious fast and slow routes. Our testers also cited many harsh respawn points all around the track. The track's use of mushrooms is very wonky since the ramps only barely send you far enough, basically requiring that you trick off ramps onto the mushrooms, which would normally be very slow on any other track. While the use of the cross mushroom section is very unique, it also comes with a couple of no lap count shortcuts since you can skip to parts further along the track. Overall this track still needs a lot more refinement and work to bring it up to modern standards.
 
|-
 
|-
| [[CTR Tiny Arena]]
+
| [[Flooded Mario Circuit]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.1
| GCN Waluigi Stadium
+
| <small>SNES</small> Mario Circuit 3
| Funky Stadium
+
| <small>SNES</small> Mario Circuit 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track would be generally okay in Time Trials, but online it would be a nightmare, especially for outside-drifting vehicles. Too many bumps and tricks would lead to everyone getting split, and it would generally just be a mess. It's a cool track, but it doesn't translate well into Mario Kart Wii.
+
| This track was unanimously rejected due to the sheer amount of layout issues and technical problems this track faces. Countless bugs suck as softlocks, NLCs, among other things made this track incredibly hard to play. The layout was criticized for being too much of a mach bike track, and having ramps that can kill you if you aren't prepared for them, such as the triple ramp section and the big one that you can't make while small. The theming of the track was a nice idea, but visually it could use a lot of work, as it felt very bland and hardly felt like you were underwater at all. This track will need a complete overhaul before it has a chance to be accepted in the future.
 +
|-
 +
| [[Forest Island]]
 +
| {{no|Rejected}}
 +
| 1.2
 +
| N64 DK Jungle Parkway
 +
| N64 DK Jungle Parkway
 +
| &ndash;
 +
| &ndash;
 +
| This track is very close to being extremely good, but there's a few spots in the track that just don't play well at all. The track itself is fairly large (a downscale would help significantly), and a few turns and sections don't really work well within Mario Kart Wii's physics.
 
|-
 
|-
| [[Desert Cross (FunkyDude15)]]
+
| [[GBA Bowser Castle 2 (Natani)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 1.0-alt
| Dry Dry Ruins
+
| <small>GBA</small> Bowser Castle 3
| Dry Dry Ruins '''OR''' Thwomp Desert
+
| <small>GBA</small> Bowser Castle 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track has a ton of potential, but the 2 cannons and the weird zippers throw everything off. This track would be amazing if those things were to get fixes, and would surely be a strong contender for being accepted.
+
| Inferior to the current GBA Bowser Castle 2.
 
|-
 
|-
| [[Distant Dimension]]
+
| [[GBA Cheese Land (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0
+
| 2.1
| <small>N64</small> Bowser's Castle
+
| <small>DS</small> Desert Hills
| <small>N64</small> Bowser's Castle
+
| <small>DS</small> Desert Hills
| 3
+
| 3
 
| 1&times;
 
| 1&times;
| In general, the track council had plenty of great things to say about this track. It's clearly a big step up from this author's previous work, as they wanted to try and branch out with their track designs to make something that everybody can enjoy. The quality of this track is a nice upgrade, as the author has been taking our previous feedback and applying it here. Visually, the track is spectacular as always, and the shortcuts added to the track are overall really good. The shroomless shortcut that skips part of the boardwalk was a nice addition, giving a much needed element of strategy to spice up gameplay.
+
| Despite being remade from scratch shortly after its initial submission to address many initial concerns, this version still does not meet the potential of the Mario Kart 8 design. The complex slopes of the road make the track feel far, far more awkward to drive than it looks, especially at certain turns. Much of the landscape feels too much like a generic desert track. The cheese theming remains too sparse, many of the cheese models that do exist don't seem to fit together, and other decorations are strangely chosen (particularly the Piranha Plants and random crowds of spectators). A number of graphical defects are apparent, including gaps between parts of walls and many bits of janky shadow mapping. Some key elements of the Mario Kart 8 design feel missed, such as the ability to jump over certain Swiss-cheese-hole-like chasms, and the tunnel cut early in the track.
  
However, with all of that being said, this track still misses the mark for what is desired in track creation nowadays. Visually, the track goes a bit too far while still sticking to a generic lava-themed course, something that is of no shortage in CTGP already. Similarities to Magmatic Sanctuary were brought up a lot as it uses a lot of the same textures while having that signature strong post effect, but with purple instead of red. While a lot was done to make gameplay much better, it's still rather simple to drive, consisting mostly of boost ramps for its gameplay elements. There is a noticable lack of technical strategies on this track outside of the rails and the shroomless cut, despite the author's best efforts to spice up gameplay. According to many council members, this factor is what this track is missing the most, as more complex and technical layouts are what people desire to be added to CTGP in the current era. Other smaller things noted was that the offroad and the main road are a bit hard to distinguish at times due to the darkness of the track, and a no lap count respawn at the beginning of the track that skips two key checkpoints.
+
These many different areas that demonstrate a lack of polish come together to paint this track as quite rushed. Should these be addressed in a version that much better meets the track's potential, it would almost certainly be accepted.
 
 
It's quite clear that this track still has a lot of potential, and the council would love to see this track re-submitted in the future if the track receives updates based on the feedback given during the review period.
 
 
|-
 
|-
| [[Evening Harbor]]
+
| [[GBA Peach Circuit (ZPL)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 4.6
+
| 1.0
| Daisy Circuit
+
| <small>SNES</small> Mario Circuit 3
| <small>DS</small> Delfino Square
+
| <small>SNES</small> Mario Circuit 3
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation.
+
| This new version of Peach Circuit was seen as inferior to the current CTGP version. While the current one doesn't pop up that often outside of competitive play, it provides exciting races nonetheless. This new version, while it's very visually impressive, lacks the gameplay elements that make the current one great online. The main issue is the fact that this version only has 2 item sets on the track, which is not enough for a track that has ~30 seconds laps like this one. Less item boxes on tracks like this makes races a bit lacking. The grass shortcuts on the track have also been cut down in size, and the scale of the track has become smaller as well. In general, the council felt like the visual upgrade did not outweigh the changes in gameplay that this version offers.
The biggest gripe the council had with this track were the over-abundance of shortcuts and shroomless cuts. Many were described as being overpowered or unnecessary. The first shroom cut on the track cannot be taken with karts or outside drift bikes without hitting a wall, and the ramps send you off if you don't trick them. The main shroomless saves too much time for how simple it is to do. Many parts of the track could be remade to better accomodate more vehicles, as a lot of parts are very narrow, including the cave spiral section. While the visuals are not bad, they lack mipmaps and use texturing that is now outdated.
 
 
|-
 
|-
| [[Flooded Cavern]]
+
| [[GBA Ribbon Road (Gabriela)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| 1.1
| <small>N64</small> DK's Jungle Parkway
+
| <small>SNES</small> Mario Circuit 3
| <small>N64</small> DK's Jungle Parkway
+
| Block Plaza
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was previously accepted, but this decision has been overturned following reevaluation.
+
| This track was previously accepted, but this decision was overturned upon re-evaluation. While an upgrade to the current CTGP version of GBA Ribbon Road is heavily desired, this version isn’t yet suitable to be that upgrade. By far the most common complaint was the drivability of the blue wavy section, which many council members found to give way too many tricks and too awkward to properly drive w/o tricks. A custom code to make the road wavy would likely solve this issue, but the ETA of custom code implementation is unknown. Some members suggested for the road to be flattened to better suit MKWii’s physics. Another common complaint was the tricks before the ramps, which were found to give enough air to bypass the ramps entirely. Finally, the track requires COOB (Conditional Out-Of-Bounds) to function properly. With the ETA of COOB also being unknown, this track would’ve been stuck in limbo until COOB was either implemented or the track was modified to not require COOB support. This was a deal-breaker for many council members, even w/o the existence of the other issues present. If the above issues were fixed and if the track was modified to not require COOB, then this would undoubtedly be a welcome addition.
Unfortunately this track gives off more of a "beta stage" vibe that is very hard to ignore. The very flat and outdated visuals make the track look unfinished as a lot of textures look like placeholders. Layout wise, this track suffers from a lot of racing issues. The cave section has a lot of blind turns making navigation and avoiding items rather difficult, and there are two split paths on the track that both have obvious fast and slow routes. Our testers also cited many harsh respawn points all around the track. The track's use of mushrooms is very wonky since the ramps only barely send you far enough, basically requiring that you trick off ramps onto the mushrooms, which would normally be very slow on any other track. While the use of the cross mushroom section is very unique, it also comes with a couple of no lap count shortcuts since you can skip to parts further along the track. Overall this track still needs a lot more refinement and work to bring it up to modern standards.
 
 
|-
 
|-
| [[Flooded Mario Circuit]]
+
| [[GBA Sky Garden (_tZ)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.1
+
| Beta
| <small>SNES</small> Mario Circuit 3
+
| Mushroom Gorge
| <small>SNES</small> Mario Circuit 3
+
| Mushroom Gorge
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| This track was unanimously rejected due to the sheer amount of layout issues and technical problems this track faces. Countless bugs suck as softlocks, NLCs, among other things made this track incredibly hard to play. The layout was criticized for being too much of a mach bike track, and having ramps that can kill you if you aren't prepared for them, such as the triple ramp section and the big one that you can't make while small. The theming of the track was a nice idea, but visually it could use a lot of work, as it felt very bland and hardly felt like you were underwater at all. This track will need a complete overhaul before it has a chance to be accepted in the future.
+
| This track was previously accepted, but this decision was narrowly overturned upon revaluation.
 +
Carp’s video still applies here since the track hasn’t been updated since initial acceptance, and contains most of the current issues with the track: https://www.youtube.com/watch?v=f29LTkZdckY
 +
The raised offroad should be made flat, and the track’s lighting should be made a bit brighter. Both are considered huge turn-offs to council members that voted no, while many that voted yes were indifferent to it. More background elements to make the track look more visually appealing would be a major plus too.
 
|-
 
|-
| [[Forest Island]]
+
| [[GBA Yoshi Desert (MysterE99)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| RC3
| N64 DK Jungle Parkway
+
| <small>DS</small> Desert Hills
| N64 DK Jungle Parkway
+
| <small>DS</small> Desert Hills
| &ndash;
 
| &ndash;
 
| This track is very close to being extremely good, but there's a few spots in the track that just don't play well at all. The track itself is fairly large (a downscale would help significantly), and a few turns and sections don't really work well within Mario Kart Wii's physics.
 
|-
 
| [[GBA Bowser Castle 2 (Natani)]]
 
| {{no|Rejected}}
 
| 1.0-alt
 
| <small>GBA</small> Bowser Castle 3
 
| <small>GBA</small> Bowser Castle 3
 
 
| 3
 
| 3
 
| 1&times;
 
| 1&times;
| Inferior to the current GBA Bowser Castle 2.
+
| This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
 +
Generally speaking, the track council was not fond of the idea of adding GBA Yoshi Desert back to the pack, as it was removed in the past for being one of the least played tracks in the pack. That being said, the gameplay of this version is generally much better as the slow ramps are now regular ramps instead, making for more fast paced gameplay. However the layout of the track is the same as it always has been, and many testers found it to be very long and repetitive. This is not fault of the track author, since this just follows the layout of the original track. Speaking of which, the big shortcut still saves too much time, and you can even skip the slow ramp to make it even faster. Many have complained that this leads to unbalanced races as it makes running the track incredibly difficult. The texturing of the track is too bright for some players and is kinda hard to look at for longer periods of time, and the large ad billboards are distracting while racing. If the layout of this old retro was changed to fit better in MKWii, along with some more touching up, maybe we could see it added back to the pack in the future.
 
|-
 
|-
| [[GBA Cheese Land (ZPL)]]
+
| [[GCN Baby Park (Bruh de la Boi)]]
| {{no|Rejected}}
 
| 2.1
 
| <small>DS</small> Desert Hills
 
| <small>DS</small> Desert Hills
 
| 3
 
| 1&times;
 
| Despite being remade from scratch shortly after its initial submission to address many initial concerns, this version still does not meet the potential of the Mario Kart 8 design. The complex slopes of the road make the track feel far, far more awkward to drive than it looks, especially at certain turns. Much of the landscape feels too much like a generic desert track. The cheese theming remains too sparse, many of the cheese models that do exist don't seem to fit together, and other decorations are strangely chosen (particularly the Piranha Plants and random crowds of spectators). A number of graphical defects are apparent, including gaps between parts of walls and many bits of janky shadow mapping. Some key elements of the Mario Kart 8 design feel missed, such as the ability to jump over certain Swiss-cheese-hole-like chasms, and the tunnel cut early in the track.
 
 
 
These many different areas that demonstrate a lack of polish come together to paint this track as quite rushed. Should these be addressed in a version that much better meets the track's potential, it would almost certainly be accepted.
 
|-
 
| [[GBA Peach Circuit (ZPL)]]
 
| {{no|Rejected}}
 
| 1.0
 
| <small>SNES</small> Mario Circuit 3
 
| <small>SNES</small> Mario Circuit 3
 
| 3
 
| 1&times;
 
| This new version of Peach Circuit was seen as inferior to the current CTGP version. While the current one doesn't pop up that often outside of competitive play, it provides exciting races nonetheless. This new version, while it's very visually impressive, lacks the gameplay elements that make the current one great online. The main issue is the fact that this version only has 2 item sets on the track, which is not enough for a track that has ~30 seconds laps like this one. Less item boxes on tracks like this makes races a bit lacking. The grass shortcuts on the track have also been cut down in size, and the scale of the track has become smaller as well. In general, the council felt like the visual upgrade did not outweigh the changes in gameplay that this version offers.
 
|-
 
| [[GBA Yoshi Desert (MysterE99)]]
 
| {{no|Rejected}}
 
| RC3
 
| <small>DS</small> Desert Hills
 
| <small>DS</small> Desert Hills
 
| 3
 
| 1&times;
 
| This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
 
Generally speaking, the track council was not fond of the idea of adding GBA Yoshi Desert back to the pack, as it was removed in the past for being one of the least played tracks in the pack. That being said, the gameplay of this version is generally much better as the slow ramps are now regular ramps instead, making for more fast paced gameplay. However the layout of the track is the same as it always has been, and many testers found it to be very long and repetitive. This is not fault of the track author, since this just follows the layout of the original track. Speaking of which, the big shortcut still saves too much time, and you can even skip the slow ramp to make it even faster. Many have complained that this leads to unbalanced races as it makes running the track incredibly difficult. The texturing of the track is too bright for some players and is kinda hard to look at for longer periods of time, and the large ad billboards are distracting while racing. If the layout of this old retro was changed to fit better in MKWii, along with some more touching up, maybe we could see it added back to the pack in the future.
 
|-
 
| [[GCN Baby Park (Bruh de la Boi)]]
 
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 2.0
 
| 2.0
Line 982: Line 911:
 
| 1&times;
 
| 1&times;
 
| This track was narrowly rejected after evaluation from council. However, the author has been consistently receiving feedback and plans to update the course to make it better. Until the update comes out, this track will remain rejected.
 
| This track was narrowly rejected after evaluation from council. However, the author has been consistently receiving feedback and plans to update the course to make it better. Until the update comes out, this track will remain rejected.
 +
|-
 +
| [[Icestone Shaft]]
 +
| {{no|Rejected}}
 +
| 1.5.4
 +
| DK Summit
 +
| DK Summit
 +
| 3
 +
| 1&times;
 +
| This track was previously accepted, but this decision was near-unanimously overturned upon revaluation. Unfortunately, this track has remained in bugfix hell long enough to the point where it’s become outdated both visually and drivability. Even with the amount of bugfixes done to the track, there remains many fatal issues. The cave exit needs to be reworked entirely, as the turn out from it is blind, and the cut that’s straight ahead saves 4 seconds per lap with one shroom. The halfpipe section is overscaled and awkward to drive, with the zippers giving landings that can shoot the player off into random directions. There is a cut around the lake that saves 9 seconds with just two shrooms or one star, which makes it a must-take to win races. The cannon feels out-of-place and an underwhelming end to an involved track. Outside of the track’s drivability, there are countless bugs found throughout the entire track, such as KCL in the mine, halfpipe collision, inconsistent trick at lake cracks, etc. Council does commend the amount of updates that rinorocks made to get the track into CTGP, but with the track being in its current state after two and half years (and no updates since October 2020), it’s probably for the best to remove it from the backlog.
 
|-
 
|-
 
| [[Jungle Safari (Man-O-Wii)]]
 
| [[Jungle Safari (Man-O-Wii)]]
Line 1,116: Line 1,054:
 
| Some testers felt that this rather standard mushroom track design doesn't offer much to CTGP, and this was exacerbated by a number of problems. The graphics are very dated, especially in regards to the cave section and the lack of shading on the course model's decorative mushrooms. There are too many obstacles--the Monty Moles in particular are even the likely cause of massive lag issues, and the multiple mushroom stem obstacles in the middle of the road were criticized. The geometry of the cave section results in unclear KCL, along with the shortcut being misinterpreted by some testers as the main route. Respawn points lack care, often being too punishing, too high, or poorly placed next to obstacles. If the layout is to be made more intuitive, an upscale is likely necessary.
 
| Some testers felt that this rather standard mushroom track design doesn't offer much to CTGP, and this was exacerbated by a number of problems. The graphics are very dated, especially in regards to the cave section and the lack of shading on the course model's decorative mushrooms. There are too many obstacles--the Monty Moles in particular are even the likely cause of massive lag issues, and the multiple mushroom stem obstacles in the middle of the road were criticized. The geometry of the cave section results in unclear KCL, along with the shortcut being misinterpreted by some testers as the main route. Respawn points lack care, often being too punishing, too high, or poorly placed next to obstacles. If the layout is to be made more intuitive, an upscale is likely necessary.
 
|-
 
|-
| [[Nelsonside Valley]]
+
| [[N64 Royal Raceway (SquireTurnbolt)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
 
| 1.0
 
| 1.0
| <small>GCN</small> DK Mountain
+
| N64 Mario Raceway
| <small>GCN</small> DK Mountain
+
| N64 Mario Raceway
| 5
+
| 3
 
| 1&times;
 
| 1&times;
| With a very lukewarm reception, this track was found to be too unremarkable and dull. Its plain grassy theme is tired, and although short layouts can be fun, this one doesn't offer enough to make the track's inclusion worthwhile. In addition to these issues, a lack of polish was reported in the various floating KMP objects, poor UV mapping, and jarring seams between textures.
+
| A new version of Royal Raceway is admittedly very needed, but this version here simply isn’t it. The model was directly ported from DSDX, an MKDS mod that is similar to CTGP, and from the looks of it, ports from there clearly don’t translate well to MKWii. A massive complaint from testers was the drivability of the track. The road is bumpy and uneven. The ramps give obscenely high air and stall the flow of the track. The road that replaces the cannon adds very little and has a bump in the middle that is agonizingly awkward. Many of the turns are stretched and look unnatural. All of these combined make for a less fun experience. The visuals also leave a lot of to be desired. Many of the textures are low poly, which makes them look static and dull, and mipmaps aren’t present. These all aren’t necessarily the fault of the author since it is a port, but a port from MK8DX or MKT would’ve yielded a much better product.
 
|-
 
|-
| [[Neon Dimension]]
+
| [[N64 Yoshi Valley (SquireTurnbolt)]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.0-hotfix2
+
| 1.0
| &ndash;
+
| Wario's Gold Mine
| &ndash;
+
| Wario's Gold Mine
 
| 3
 
| 3
| 1&times;
+
| 1.3&times;
| An update of this track is in progress, so we will re-review it when that time comes. This track is visually one of the best tracks ever made, but unfortunately layout problems make this version very unfriendly to beginner players.
+
| Before it was removed via author request, Yoshi Valley was one of the most iconic and played retros within the game. A new version of the track is definitely sought out by council and players of CTGP. However, this version has major issues that prevent it from its inclusion. The model is directly ported from DSDX, an MKDS mod that is similar to CTGP. These ports do not translate well to MKWii at all. The track is a mess gameplay-wise. The anti-gravity sections were widely criticized, as they simply aren’t compatible with MKWii physics unless altered to be sticky road. Another tidbit that was widely criticized was the absence of the iconic gap cut present in the former CTGP version. Even if it wasn’t present in MK8DX, it’s effectively linked to the the track’s identity in CTGP. In addition, busted checkpoints are everywhere, ramps stall flow by shooting you far up into the air, the road is very bumpy and unenjoyable to drive, the last two turns are nearly impossible to negotiate, and there’s a blind wall on the shortcut right before the finish line. The speed mod does help speed up the gameplay but exacerbates many of the issues above. Visually, textures flicker consistently after the anti-gravity turns, and yoshi egg is just a chain chomp. With ports directly from N64 giving various scaling issues as well, the path forward for a new Yoshi Valley within CTGP might be to remake it from scratch.
 
|-
 
|-
| [[Oil Rig Run]]
+
| [[Nebula Lava Factory]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 2.3
+
| 3.0
| Wario's Gold Mine
+
| <small>GBA</small> Bowser Castle 3
 +
| Bowser's Castle
 +
| 3
 +
| 1&times;
 +
| This track was very close to being accepted, but ultimately fell short. The complexity and tech involved in its drivability with this track was widely praised, and feels like a polished throwback to 2015 and 2016 tracks. The downfall of this track is minor layout issues that just compile on each other. The first straight out of the lava was widely criticized for its bump making the turn effectively blind, which makes items and backspam blind too. The second-to last turn (the uphill one) also contains these same issues, including blind off-road and a pseudo-bean corner. The cut at the end is a nice touch but the lack of clear OOB until you hit the lava is a major sour note for many council members. Some members also thought the end section was too narrow, and could benefit from an upscale. While the visuals are a massive upgrade over the previous version, there are still some decisions that members found to be questionable. Many members would like to see the factory theme pushed more, as there are barely any factory-themed courses within CTGP. The saturation could also be toned down.
 +
 
 +
Nevertheless, most of the track is already CTGP quality and should the remaining issues, most notably the beginning section, be fixed, a resubmission could certainly reach a different outcome. In the context of recent submissions, the track occupies an interesting niche that council would be very interested in adding.
 +
|-
 +
| [[Nelsonside Valley]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| <small>GCN</small> DK Mountain
 +
| <small>GCN</small> DK Mountain
 +
| 5
 +
| 1&times;
 +
| With a very lukewarm reception, this track was found to be too unremarkable and dull. Its plain grassy theme is tired, and although short layouts can be fun, this one doesn't offer enough to make the track's inclusion worthwhile. In addition to these issues, a lack of polish was reported in the various floating KMP objects, poor UV mapping, and jarring seams between textures.
 +
|-
 +
| [[Neon Dimension]]
 +
| {{no|Rejected}}
 +
| 1.0-hotfix2
 +
| &ndash;
 +
| &ndash;
 +
| 3
 +
| 1&times;
 +
| An update of this track is in progress, so we will re-review it when that time comes. This track is visually one of the best tracks ever made, but unfortunately layout problems make this version very unfriendly to beginner players.
 +
|-
 +
| [[Oil Rig Run]]
 +
| {{no|Rejected}}
 +
| 2.3
 +
| Wario's Gold Mine
 
| Bowser's Castle
 
| Bowser's Castle
 
| 3
 
| 3
Line 1,465: Line 1,432:
 
| 1&times;
 
| 1&times;
 
| As impressive as this is for a Jam track, this is not fit for CTGP in its current state. There are many glaring design flaws that stood out among the track council. The layout of the track is very unbalanced, since one of the two main routes is much faster than the other due to a very overpowered shroomless shortcut, and the second split path at the end also has a very clear fast and slow route. This issue is compounded by a lack of item boxes in the fastest lines on the track, only encountering one or two per lap during a 2 minute race. These problems offer very little in terms of raceability, and they make frontrunning too strong. Our testers also thought that the track was too overscaled since the track felt too large, and many item route issues were also found, likely due to unrefinement of them because of the quickly made nature of the track. Many people also thought the track was pretty uneventful in the second half and looked very outdated visually, citing designs from the early 2010s as similarities. That being said, the track council still believes that this track has potential if more was added to the track to make it much better to play.
 
| As impressive as this is for a Jam track, this is not fit for CTGP in its current state. There are many glaring design flaws that stood out among the track council. The layout of the track is very unbalanced, since one of the two main routes is much faster than the other due to a very overpowered shroomless shortcut, and the second split path at the end also has a very clear fast and slow route. This issue is compounded by a lack of item boxes in the fastest lines on the track, only encountering one or two per lap during a 2 minute race. These problems offer very little in terms of raceability, and they make frontrunning too strong. Our testers also thought that the track was too overscaled since the track felt too large, and many item route issues were also found, likely due to unrefinement of them because of the quickly made nature of the track. Many people also thought the track was pretty uneventful in the second half and looked very outdated visually, citing designs from the early 2010s as similarities. That being said, the track council still believes that this track has potential if more was added to the track to make it much better to play.
|-
+
|-
 +
| [[WP Wii Tanks|Wii Tanks]]
 +
| {{no|Rejected}}
 +
| 1.52
 +
| Moonview Highway
 +
| <small>GCN</small> Cookie Land
 +
| 3
 +
| 1&times;
 +
| This track was previously accepted, but this decision was overturned upon revaluation. This is an incredible concept that should still be developed, but as of now, the track is just not up to CTGP standards. There is little distinction between the regular road and off-road, which can be very confusing and hard-to-see for people playing the track for the first time even if it’s meant to mimic Wii Play’s visuals. Some turns and ramps are very awkward or blind to take and can put the driver into extremely awkward positions just by getting slightly bumped. The death knell of this track is the COOB (Conditional Out-of-Bounds) requirement. Since the ETA of COOB is unknown, the track would remain in limbo until COOB is added or the track is altered to not require COOB, which could be long enough for it to become outdated visually. There was a lot of interest within Council of this track’s concept, so it would be awesome to see this track reworked to not require COOB and with a completely revamped layout.
 +
|-
 
| [[Withered Fortress]]
 
| [[Withered Fortress]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
Line 1,549: Line 1,525:
 
| &mdash;
 
| &mdash;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 +
|-
 +
| [[Aquania]]
 +
| {{no|Rejected}}
 +
| 1.3.1
 +
| Koopa Cape
 +
| Koopa Cape
 +
| 3
 +
| 1&times;
 +
| The update doesn't do enough to warrant adding it.
 
|-
 
|-
 
| [[Arizona Highway]]
 
| [[Arizona Highway]]
Line 1,729: Line 1,714:
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 +
|-
 +
| [[Cannon City III]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| Moonview Highway
 +
| Moonview Highway
 +
| 3
 +
| 1&times;
 +
| Submission rescinded by author.
 
|-
 
|-
 
| [[Canyon Pass]]
 
| [[Canyon Pass]]
Line 2,062: Line 2,056:
 
| 1&times;
 
| 1&times;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 +
|-
 +
| [[DS Cheep Cheep Beach (Jasperr, ZPL & Golden RS)]]
 +
| {{no|Rejected}}
 +
| 2.0
 +
| <small>GCN</small> Peach Beach
 +
| <small>GCN</small> Peach Beach
 +
| 3
 +
| 1&times;
 +
| Submission rescinded by author.
 
|-
 
|-
 
| [[DS Rainbow Road (maczkopeti)]]
 
| [[DS Rainbow Road (maczkopeti)]]
Line 2,215: Line 2,218:
 
| &ndash;
 
| &ndash;
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 +
|-
 +
| [[Frozen Festival]]
 +
| {{no|Rejected}}
 +
| 1.01
 +
| <small>N64</small> Sherbet Land
 +
| <small>N64</small> Sherbet Land
 +
| 3
 +
| 1&times;
 +
| Submission rescinded by author.
 
|-
 
|-
 
| [[Funky's Dream]]
 
| [[Funky's Dream]]

Revision as of 15:41, 17 August 2021

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 tracks unless you are a member of the CTGP Track Council!

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 "Unreviewed" tag, not the "Under Review" tag. Tracks that are labeled as Under Review have been noticed by the CTGP Track Council and have been put in their personal list of tracks to review. 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. 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 unreviewed tag as well, as opposed to a "rejected" tag.

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 added to CTGP. We apologize for any inconveniences this may cause. If anyone has any questions about the status of their track, please DM Carp or CC on Discord.

It should also be noted that the following list of tracks are unable to be submitted 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.
  • Texture hacks of current CTGP tracks, or texture hacks of previously reviewed / rejected tracks that do not fix the issue(s) given for the track.
  • Any track that is based after or includes references to a real-life company or organization that may cause potential copyright issues (e.x. Burger King Drive-Thru or Toy Story).
  • Tracks with speedmods below 1.0 (e.x. half-speed mods).

New Tracks

Legend

Accepted The track has been accepted without issue, and will be included in a future update.
Maybe The track has been accepted previously, but second deliberations are required by the Track Council. This will rarely ever be used.
Updated The track has been accepted, but an update has been released after the accepted version.
In Testing We would like to add this track, but is still currently being bug-tested by the Track Council. It will be accepted once all found bugs are fixed.
Needs Fixes We would like to add this track, but further action by the author is required.
Updating We would like to add this track, but the author is currently working on a new update to the track. We will test the track once this update is out.
Rejected The track has been rejected since it was last tested.
Under Review The track is currently under review, and a decision has not yet been made.
Unreviewed The track has never been reviewed before.
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
N64 Royal Raceway (ZPL) Under Review N64 Mario Raceway N64 Mario Raceway 3
Rainbow Road Revolution Under Review Rainbow Road Rainbow Road 1
Notice!
Please do not add tracks past this list!
The tracks below have already been selected for review!

Accepted Tracks

Completed

Track Status Track Slot Music Slot Laps Speed Mod Notes
3DS Mario Circuit (ZPL & Bri) Accepted Mario Circuit Mario Circuit 3
3DS Wario Shipyard (Skipper93653) Accepted Koopa Cape Wario's Gold Mine 3
Crystal Dungeon Accepted Maple Treeway Maple Treeway 3
Divine Paradise Accepted Koopa Cape Koopa Cape 3
GCN Mushroom City (Riidefi & Tock) Accepted Moonview Highway Moonview Highway 3
Jungle Glade Accepted N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3
Magmatic Sanctuary Accepted Bowser's Castle N64 Bowser's Castle 3
Melody Sanctum Accepted Dry Dry Ruins Dry Dry Ruins 2
Musical Cliff Accepted Maple Treeway Maple Treeway 3
N64 Choco Mountain (TacoJosh) Accepted GCN DK Mountain Wario's Gold Mine 3
N64 Frappe Snowland (NintenYoshi) Accepted N64 Sherbet Land N64 Sherbet Land 3
Sarasa Kingdom Accepted Daisy Circuit Daisy Circuit 3
Skyline Avenue Accepted Moonview Highway Moonview Highway 3
SNES Donut Plains 3 (Bear & ZPL) Accepted SNES Mario Circuit 3 SNES Mario Circuit 3 3
SNES Mario Circuit 1 (ZPL) Accepted SNES Mario Circuit 3 SNES Mario Circuit 3 3
SNES Mario Circuit 2 (ZPL) Accepted SNES Mario Circuit 3 SNES Mario Circuit 3 3
Super Marine World Accepted N64 Sherbet Land N64 Sherbet Land 3

In Bug Testing

Track Status Track Slot Music Slot Laps Speed Mod Played Online? Notes
Nothing to see here... In Testing No

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
3DS Music Park (Atlas) Needs Fixes 2.0 Rainbow Road Chain Chomp Wheel 3 We will be un-objecting the ending section, as well as potentially looking into making some QOL changes after-the-fact if necessary.
Christmas Court Needs Fixes v1.2 N64 Sherbet Land N64 Sherbet Land 3 Major:
  • The courtyard section has multiple bad item routes due to the large cluster of them in that area.
  • The tree platform has a one sided invisible wall that can cause players to get stuck for a few seconds.
Envenom Snowstorm Needs Fixes RC2 N64 Sherbet Land N64 Sherbet Land 3 Major:
  • The KCL needs to be smoothened especially on road materials transitions.
  • The ramp that cuts the first turn needs to use a different texture and to be wider.
  • Bean corners in the 2nd cave section.
  • Move the 3rd item set before the turn to allow racers to chain there while taking the cut.

Moderate:

  • Make the purple fireballs patterns more predictable.
  • Horizontal walls before the 1st cave.
  • Change most of the out of bounds to solid fall as you can currently avoid the trigger: (Gyazo)
  • Minimap is off center and should be moved up.

Suggestions:

  • The orange fences feel out of place with the ruins theme; stone walls would fit better.
  • Make the stone platform flat and the end of it a flip trick ramp.
  • Remove one of the wooden ramps at the 3 ramps sections as you currently naturally skip the last one.
  • Make the last turn skip possible by removing the oob plane or moving the orange fence. https://streamable.com/ub27t7
  • Push the poison theme even more, for example by incorporating it to the walls and making poison ooze out of them.
GCN Bowser's Castle (Tock) Needs Fixes 1.3.1c Bowser's Castle Bowser's Castle 3 Major:
  • Bad respawn after the spiral: (Discord)
  • Moderate to major lag around the track

Moderate:

GCN Dino Dino Jungle (Tock) Needs Fixes 1.0 GCN DK Mountain GCN DK Mountain 3 Major:
  • Bullet Bill can drop you in front of the geysers, forcing you to get hit.
  • Bullet Bill will frequently try to switch from the far-left split bridge to the middle one if you take it tightly.
  • Everyone complained about lack of item boxes. Here's a proposed solution to this: (Pastebin)
  • Log ramps give really bad air, their KCL should be fixed.
  • The KCL of the bridge after the cave is WAY too bumpy and needs to be flattened.
  • The KCL of the inside of the road in the cave should be made more cliff-like to avoid diagonal jank.
  • The minimap, unfortunately, needs a CTGP colorless version (the 'colored minimap' without the colored minimap code looks disgusting).
  • The mud shortcut is faster done shroomless if done correctly.

Moderate:

  • If possible, items should bounce off the dino legs consistently; at the moment they normally phase through the dino legs but sometimes hit off of the front of it.
  • Preferably, make the ending geysers alternate and be up more often (2 of them up at once and they switch over a period of 1-2 seconds should be good).
  • The grass inside the fences at the beginning should probably be out of bounds.
  • The last two wooden ramps (after the cave) give you random air sometimes, which leads to missed tricks, but this might be due to the bridge before it.
  • You can clip into the fence on the end cut, which is sort of jank. (Gyazo)
Kamek's Library (MysterE99) Needs Fixes 2.0 N64 Bowser's Castle DS Twilight House 3 Major:
  • Many ramps are very badly placed. Council suggested removing these two ramps: (Discord) Another suggestion was to make some ramps stunt tricks instead of flip tricks to reduce trick spam.
  • The two ramps at the sides at the start of the track have trick RNG, giving you stunt tricks randomly.

Moderate:

  • There's likely too many objects in the section after the S-turn. Testers suggested reducing the number of bats and making the cycles more spread out.
  • Small invisible wall bonk after landing on the drawbridge after the S-turn

Suggestions:

  • Try experimenting with a small upscale. Some testers thought the track was a bit too tight to navigate.
  • The tops of the bookshelves could be made trickable.
N.I.S.W.O.E. Desert Needs Fixes 1.23 Dry Dry Ruins Dry Dry Ruins 3 Major:
  • Still a very large amount of lag present on the track.
  • The respawn point before the cannon should be move down to the ground (it is currently too high).
Sandstone Cliffs Needs Fixes 1.0 Mushroom Gorge Mushroom Gorge 3
Vile Isle Needs Fixes 1.0 N64 Bowser's Castle N64 Bowser's Castle 3 Just one minor bill issue that's already being worked on, should be ready very soon.
Volcano Canyon Needs Fixes 2.1 Grumble Volcano Grumble Volcano 3 Just a bunch of minor stuff that's already being worked on, should be ready within a few weeks.

Waiting on Author Update

Track Status Track Slot Music Slot Laps Speed Mod Notes
Overgrown Temple Updating N64 DK Jungle Parkway N64 DK Jungle Parkway 3 Author is currently making an update.
Unnamed Town Updating Moonview Highway DS Delfino Square 3 Author is currently making an update.

Rejected Tracks

Rejected Tracks


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 Failed Quality Checks