Track
|
Status
|
Version
|
Track Slot
|
Music Slot
|
Laps
|
Speed Mod
|
Notes
|
3DS Cheep Cheep Lagoon (Tock)
|
Rejected
|
1.1
|
Koopa Cape
|
Koopa Cape
|
3
|
1×
|
The remake in and of itself is well done, reviews were generally mixed between which version was better between ZPL’s and this. The problem is with the track itself, council almost unanimously agreed that the track does not work well without Mario Kart 7’s water physics, with the most common complaint towards this version specifically being the clams. Another common subjective issue with all Cheep Cheep Lagoon ports up to this point is that the left path that was originally a glider ramp serves no purpose in this game. For Cheep Cheep Lagoon to make it into CTGP, some serious remodelling must be done to make it play much better given MKWii's physics and how this game handles bumps and airtime.
|
3DS Cheep Cheep Lagoon (Wexos & Crile)
|
Rejected
|
RC1
|
Koopa Cape
|
Koopa Cape
|
3
|
1×
|
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.
|
3DS Cheep Cheep Lagoon (ZPL)
|
Rejected
|
2.0
|
Koopa Cape
|
Koopa Cape
|
3
|
1×
|
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.
|
3DS Toad Circuit (Bri)
|
Rejected
|
1.0
|
Daisy Circuit
|
Luigi Circuit and Mario Circuit
|
3
|
1×
|
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.
|
Arctic Chill
|
Rejected
|
1.1
|
N64 Sherbet Land
|
N64 Sherbet Land
|
3
|
1×
|
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, and Crash Team Racing's 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?
|
A.S.D.F. City
|
Rejected
|
1.0
|
N64 Mario Raceway
|
N64 Mario Raceway
|
5
|
1×
|
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
|
Rejected
|
1.03
|
Maple Treeway
|
Maple Treeway
|
3
|
1×
|
The main issue with this track is a very distinct lack of polish. There is quite a lot of buggy behavior like wall collision not matching the model properly, poorly made respawn points, including one that saves time over the regular route, and awkward bounces along the main road that make it harder to drive than it looks (Some bugs were fixed in an update after submission though). Testers also cited the overdone theme of "maple treeway autumn" track, which already makes multiple appearances in CTGP and other tracks in the past.
|
Back to the 80s
|
Rejected
|
1.0
|
Rainbow Road
|
Rainbow Road
|
3
|
1×
|
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.
|
Beagle Plains (Lovelifeandtpose024)
|
Rejected
|
2.2
|
DS Peach Gardens
|
DS Peach Gardens
|
3
|
1×
|
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.
|
Botania
|
Rejected
|
1.2
|
GCN DK Mountain
|
Moo Moo Meadows
|
3
|
1×
|
- 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
|
Rejected
|
1.0
|
Grumble Volcano
|
N64 Bowser's Castle
|
3
|
1×
|
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.
|
Bowser's Lava Lair
|
Rejected
|
1.7
|
Bowser's Castle
|
Bowser's Castle
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation. While the track has potential and drives decently, both the visuals and the gameplay of this track were criticized. Visually, the track is too similar to a SNES or GBA bowser’s castle course, and would need a major visual overhaul to ugprade its looks to modern standards. From a gameplay perspective, the various shroomless cuts (skipping the 2nd turn, going up the rail on the slow ramps section, going top route at the end) save too much time while being easily blockable. Most notably, the gap cut shortcut can easily be performed shroomless and basically becomes the main route. The main shroom cut is massive, but is quite difficult to pull off and also is very easily blocked on the shroomless path.The lava gap after the first turn and the fireballs spit by the bowser statue were also criticized for being too sudden and therefore causing lots of problems for beginners. Testers found the slow ramps to be too small, making low tricks far too inconsistent. Finally, the shock shortcut also stood out as being too situational and too powerful, allowing racers who were just in the right position at the right time to gain time for free.
- Most split paths are a source of item route issues, causing bullet bills to go straight in the lava or to drive into a wall.
- The rail at the end after the last few ramps has an invisible KCL at the end of it (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
|
Rejected
|
1.5.03
|
DS Peach Gardens
|
DS Peach Gardens
|
2
|
1×
|
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.
Unfortunately, many testers, including some who received the track positively, found the visuals to be bland out of repetition without much decoration. Critically, this repetition extends to the track design, especially with its large scale and numerous spirals, resulting in a track some describe as long and boring. Graphics lack polish, most prominently in regards to UV mapping issues and Z-fighting on the start line banner. The slope before the bridge lacks necessary sticky road, and the turn after is blind. A few testers described many other turns as blind as well. The use of heavy off-road without visual distinction was also found to be a problem.
Due to these issues, this track was narrowly rejected. For future evaluation, we would like to see an extra layer of polish in addition to the layout being reworked into one that is shorter, less repetitive, and doesn't demand a large scale.
|
Celestial Speedway
|
Rejected
|
1.02
|
Rainbow Road
|
Galaxy Colosseum
|
2
|
1×
|
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.
|
Chill Hill 2
|
Rejected
|
1.2
|
DK Summit
|
DK Summit
|
3
|
1×
|
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.
|
Circuit Speedway
|
Rejected
|
1.2
|
N64 Mario Raceway
|
N64 Mario Raceway
|
—
|
—
|
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
|
Rejected
|
2.0
|
Mushroom Gorge
|
Mushroom Gorge
|
3
|
1×
|
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.
|
Constellation Cliffs
|
Rejected
|
1.1
|
Rainbow Road
|
Rainbow Road
|
3
|
1×
|
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.
|
Coral Cape (Terron)
|
Rejected
|
1.0
|
Koopa Cape
|
Koopa Cape
|
3
|
1×
|
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.
|
Cosmo Garden
|
Rejected
|
2.0
|
Rainbow Road
|
DS Peach Gardens
|
3
|
1×
|
For the creator's first custom track, this track displays a lot of potential, but does not fit CTGP's standards in its current state. Visually, it falls short of the mark. It uses a lot of Rainbow Road assets, is too similar to Cherry Blossom Garden, and feels more like a night-time garden. However the main area the track suffers in is gameplay. While its simple layout was praised, the track is scaled too big, especially vertically with most ramps sending the racers too high. The walls of flowers remove any counterplay around items by masking them. This item issue is further reflected by the blind turns and slopes, most notably the 1st slope that uses sticky road and can easily be trapped. The underwater section uses banked walls which make driving awkward. The cuts also stood out as being very unbalanced. The 1st cut boundaries are unclear as the out of bounds section uses the same grass texture as the driveable portion. Moreover, one shroom is barely not enough to clear the cut, forcing racers to use two despite the cut saving less than the 2nd cut, that many council members thought should be nerfed.
- The coordinates of the track currently go to ±125000 on both the X and Z axis, which will cause items to stop working online.
- The track has no intro or outro cameras.
- There is a weird blue hue that appears in the skybox at high Y positions.
- The underwater section should not be coloured differently on the minimap.
- The item boxes are spread out too far and more should be added at each set.
- The bullet bill should not take the 2nd cut by default.
- Some checkpoints do not cover the whole width of the track and will lead to position tracker issues.
|
Crystal Cove
|
Rejected
|
1.0
|
Wario's Gold Mine
|
Wario's Gold Mine
|
5
|
1×
|
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
- Light offroad on some turns should be heavier
- Some turns are a bit blind if not for the large minimap
|
CTR Hot Air Skyway
|
Rejected
|
RC1
|
Mushroom Gorge
|
—
|
3
|
1×
|
I forget what exactly happened with this track, but it seems very unfinished and doesn't give great races on non-Mach vehicles.
|
CTR Slide Coliseum
|
Rejected
|
1.1
|
GCN Waluigi Stadium
|
GCN Waluigi Stadium
|
3
|
1×
|
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.
|
CTR Tiny Arena
|
Rejected
|
1.0
|
GCN Waluigi Stadium
|
Funky Stadium
|
3
|
1×
|
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.
|
Desert Cross (FunkyDude15)
|
Rejected
|
1.0
|
Dry Dry Ruins
|
Dry Dry Ruins or Thwomp Desert
|
3
|
1×
|
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.
|
Distant Dimension
|
Rejected
|
1.0
|
N64 Bowser's Castle
|
N64 Bowser's Castle
|
3
|
1×
|
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.
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.
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
|
Rejected
|
4.6
|
Daisy Circuit
|
DS Delfino Square
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation.
The biggest gripe the council had with this track were the over-abundance of shortcuts and shroomless cuts. Many were described as being overpowered or unnecessary. The first shroom cut on the track cannot be taken with karts or outside drift bikes without hitting a wall, and the ramps send you off if you don't trick them. The main shroomless saves too much time for how simple it is to do. Many parts of the track could be remade to better accomodate more vehicles, as a lot of parts are very narrow, including the cave spiral section. While the visuals are not bad, they lack mipmaps and use texturing that is now outdated.
|
Flooded Cavern
|
Rejected
|
1.2
|
N64 DK's Jungle Parkway
|
N64 DK's Jungle Parkway
|
3
|
1×
|
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.
|
Flooded Mario Circuit
|
Rejected
|
1.1
|
SNES Mario Circuit 3
|
SNES Mario Circuit 3
|
3
|
1×
|
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
|
Rejected
|
1.2
|
N64 DK Jungle Parkway
|
N64 DK Jungle Parkway
|
—
|
—
|
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)
|
Rejected
|
1.0-alt
|
GBA Bowser Castle 3
|
GBA Bowser Castle 3
|
3
|
1×
|
Inferior to the current GBA Bowser Castle 2.
|
GBA Cheese Land (ZPL)
|
Rejected
|
2.1
|
DS Desert Hills
|
DS Desert Hills
|
3
|
1×
|
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)
|
Rejected
|
1.0
|
SNES Mario Circuit 3
|
SNES Mario Circuit 3
|
3
|
1×
|
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)
|
Rejected
|
RC3
|
DS Desert Hills
|
DS Desert Hills
|
3
|
1×
|
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)
|
Rejected
|
2.0
|
Mario Circuit
|
GCN Cookie Land
|
7
|
1×
|
This track was judged to be inferior to the CTGP version. While the visuals are amazing and the track council appreciated the effort put into it, the current version is one of the most complete track visually, and this track feels empty compared to it. Furthermore, the colours are a bit washed and faded. These two factors combined make the track feel less lively compared to the CTGP version. Moreover, the gameplay was heavily criticized. The added grass patches are awkward to drive as the road going into them uses sticky road. This makes them inconsistent as you will sometimes be sent way out to the outside and other times you will stick. These grass patches can also be cut shroomless by using TF inputs, effectively forcing the players to do these inputs 14 times per race. Finally, the track itself was made wider, which most council members felt does not fit the concept of GCN Baby Park as it makes the races less chaotic.
Major:
-The track lags in both TTs and online races.
Moderate:
-The track has a lot of flickering issues.
|
GP Pac Mountain
|
Rejected
|
Beta 3
|
Moo Moo Meadows
|
—
|
3
|
2×
|
This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
Several testers that already disliked GP Mario Beach found this track to suffer from similar problems in regards to having bland design and theming, believing that the track would result in poor races online mostly due to the speed mod and that it would be a forgettable use of a slot.
The most prominent concerns were with the elevated grass edges and the trickable red/white borders. Their fully detailed collision models result in erratic and difficult to control behaviour, sending racers in strange directions and causing unwanted airtime.
A growing number of testers voiced displeasure with having a speed modded track in general, and even some that were okay with the concept took issue with its use here. It may be necessary to tone down the speed mod for better gameplay balance and to preserve controllability, as the aforementioned collision issues, combined with the difficulty of certain narrower sections of the track, made the track feel chaotic and punishing to properly navigate.
|
Haunted Woods (ChaosShadow23)
|
Rejected
|
1.01
|
SNES Ghost Valley 2
|
SNES Ghost Valley 2
|
3
|
1×
|
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.
|
Jungle Safari (Man-O-Wii)
|
Rejected
|
2.0
|
Mushroom Gorge
|
Mushroom Gorge or GCN DK Mountain
|
3
|
1×
|
This is an impressive remake for sure, but the track has many issues holding it back. The track council was not a fan of the mushroom section and many felt like goldens were too overpowered. But the main issue was the amount of lag the track had (mostly due to fog), even in single player time trials. This is a huge no-no when it comes to track testing, and the track author should've realized how bad it was before submitting the track. Additional scenery detail would also be appreciated greatly.
|
Lavaflow Volcano (Jasperr & ZPL)
|
Rejected
|
2.0
|
Grumble Volcano
|
Grumble Volcano
|
3
|
1×
|
This track was originally accepted with the sole condition that it directly replaces Red Loop. However, given the knowledge that (if the Council were to decide to remove it) Red Loop would be removed regardless of whether this track gets accepted or not, the votes changed from generally positive to overwhelmingly neutral. We figure it's not a good idea to add a track if it's so neutrally received (we have a rule of thumb of 2/3rds majority vote). It should also be noted that items currently disappear when playing online; not sure if this is due to object overload or due to the track being out of normal values or what.
|
Mine Shaft
|
Rejected
|
1.2
|
Luigi Circuit
|
Luigi Circuit and Mario Circuit
|
3
|
1×
|
- All of the texturing is slightly off (a lot of white lines on the sides).
- The model for the cows should probably be shrinked (to better match the hitbox).
- A lot of the boost panels (preferably all of them) on the track should be removed.
- The track should be shortened to 3 laps.
- Racers don't start on the ground.
- The only thing "minecraft" about the course are the visuals, the rest of the track was clearly not designed with Minecraft in mind.
- This track generally just feels like a beta version of a potentially good track.
- The minimap is a penis... I know you can't do anything about it now, but come on.
- The visual model and the KCL model do not match.
- Consider removing one of the item box sets.
- Currently, there are 4 per lap, which would mean you'd be getting around 7.5 seconds.
- If you kept the track at 5 laps, the player would be able to eventually get the Only Mushroom Glitch.
- The cows go floating into the air (object routes for cows aren't attached to the ground).
- You can clip through the tan rock wall. <https://clips.twitch.tv/AdorableTenaciousLocustRaccAttack>
- The minimap is slightly off-centered.
|
Molten Desert
|
Rejected
|
1.0
|
Dry Dry Ruins
|
Dry Dry Ruins
|
3
|
1×
|
A lot of random trickable KCL with no indication just slapped in the middle of the road. Whole track is way too bright and a lot of the shortcuts barely work even on Mach Bike.
|
Molten Mountainway
|
Rejected
|
3.2
|
Grumble Volcano
|
Grumble Volcano
|
3
|
1×
|
- The model needs a complete re-working to make the track less bumpy.
- We know that the intention is that the track is bumpy, because it's a mountain, but it's WAY too bumpy.
- Making the entire thing sticky road does not fix this, it just makes it more awkward to drive.
- The shortcut cave still needs to be brighter.
- The shortcut cave shouldn't be completely drivable.
- The whole reject road thing didn't work out very well, either. We suggest you just made the sides of it walls.
- The fire pillars need to have a warning before they go up.
- The blind fireballs when exiting the cave must be removed.
- Any directional arrows exiting the cave must be visible at least for a second before you jump out of the cave.
- Currently, if you don't already have the part memorized, you just get shot out forwards into some off-road.
- The shortcut ramp is broken. Please remove it.
- Making the shortcut only available on 1 lap does not fix it, it just makes the problems arise earlier.
- The fireball that covers the shortcut lap 3 makes you get permanently stuck there if you try to drive into it.
- The lava tide still sometimes counts you out-of-bounds when you aren't in it, and sometimes counts you in-bounds when you are in it.
- Whatever happened here should be fixed. <https://twitter.com/CobaltYoshi27/status/1237429695672725504?s=20>
- Out-of-bounds must be added between the different parts of the cave.
- I know shrooming down into the cave doesn't count the lap, but it really looks like it could possibly be the intended route to some new players.
|
Monaco GP
|
Rejected
|
Beta
|
—
|
—
|
2
|
1×
|
For the creator's first custom track, this is a very nice job. Recreating what looks like a real life race track in MKWii is not an original idea, but this one is unique among the other tracks like it. It adds a lot of decorative Mario elements that make it really feel like it belongs in the game, and a lot of changes were made to accomodate the game's mechanics. However, despite its positives, this track falls short in terms of playability and technical prowess. Despite the changes made to work in MKWii, this track doesn't go far enough in this regard, still leaving in turns that are really bad for almost all vehicles in the game, and very long straightaways that require multiple chains to traverse. The road is also thin enough to where karts cannot snake properly, making them a pain to use here. The turns are extremely tight alongside being very tight in terms of width, meaning a majority of vehicles would have to slow down for them. The layout and structure of the track is one that might work in other games, but in MKWii it has a lot of flaws. Technically speaking, this track has a lot of issues that could have been ironed out before submission, and while the track is clearly in an early stage of development, it did sour the experience of many of the testers. There's a lot of KCL and checkpoint issues along with a lack of KCL shadows and very bright texturing that not many people enjoyed. Overall, this track still has a long way to go, but a good first track nonetheless. A lot of the council is actually interested in further development of this track, so we hope you continue to improve it in the future!
|
Moonlight Lake
|
Rejected
|
1.0
|
DS Peach Gardens
|
DS Peach Gardens
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation. The theme and the artistic direction of the track were praised by the testers. The track has multiple varied sections, which all look visually coherent with one another, albeit one area that would need to be improved is the water reflections which are currently way too strong and the boardwalk which is too thin. However, the gameplay of the track was heavily criticised. The track feels too long and slow, because most turns are wide and the parts you would expect to be trickable are not. The beach and the boardwalk particularly stood out for being bland and for not feeling dynamic enough. Almost all turns are blind which makes trapping very efficient and confuses players who do not know the layout; this is not helped by the massive lack of arrows. Amongst the few arrows, one points to the Easter egg area, and most testers went to the right at that crossroads assuming it was the main path. The track also has very punishing out of bounds, most notably at the end and at the boardwalk section. The latter also has Bean Corners at every turn and was generally judged to be too narrow. There is a massive 3 mushrooms cut that does not count the lap even though it feels very natural to do. This No Lap Count issue can also be triggered when hugging the left wall near the finish line. Lastly, the bullet bill does not have item routes for most grass cuts, which causes it to run into walls when trying to cut grass with it. While the theme of the track has a lot of potential, this current iteration would need a significant model rework to improve its playability.
|
MSUSA Chicago
|
Rejected
|
1.5
|
N64 Bowser's Castle
|
Moonview Highway or N64 Skycraper
|
3
|
1×
|
This port would need to be adapted massively to make into CTGP, and it currently does not feel natural to drive in this game. Visually, it is way too dark with some spots in the track being pitch black. Despite the bright colours used on the walls, the texturing feels very bland and as a consequence it gives a very repetitive feeling to the laps; more diversity would certainly help push the underground theme that the track is going for. It also does not use unique collision effects (for example for the metals walls) which takes away from its overall atmosphere. This blandless, combined with the lack of arrows, makes the track very unclear and gives a bad initial feel upon first driving the track. On the gameplay side of things, the track is nowhere near ready. Continuing with the clearness issues, it's very hard to tell what is trickable and what isn't, with small drops not being trickable and then the end of a slope being a sticky trick. The second alternative path also has no indication that you need a shroom to do it, and obviously this is going to cause players who want to copy others doing the cut to end up having to drive in the (heavy) offroad. The track is also very inconsistent. Sticky road is not used properly at all; the first few turns gave give you random pockets of air, causing a slip that sends you straight into the outside wall, the road before the ground boost panel is shaped weirdly and you can straight up miss the boost panel because of it, and the sticky road before the flip trick does not work and the trick itself therefore may send you into the ceiling. The first alternative path, which has a very narrow and tight 90° turn (which also happens to be impossible with almost every vehicle but the best ones), also suffers from this consistency problem. The red road piece before the turn can randomly give you pockets of air which prevent you from taking the turn at full speed.
Even when everything works and you learn the turns, they feel awkward and are very clearly not designed for MKWii, the very end being a prime example of that with this weird short chicane. Evidently, the turns would need to be modified somewhat to improve the flow of the laps and to add more variety, as most of them are currently 90° turns that are either too long, too short or just way too sudden.
Nonetheless most council members praised the track uniqueness, both for its visuals and its gameplay. The entries of the alternative paths as well as this menacing, mysterious theme give the track a strong indentity to build upon, even if the layout itself needs massive improvements to fit MKWii properly.
Major:
-Item route issues absolutely everywhere, especially near (and into) the alternative paths.
-First item set is way too far away from the start line.
Moderate:
-Boost panels are corrupted.
|
Mushroom Fort
|
Rejected
|
RC5
|
Mushroom Gorge
|
Mushroom Gorge
|
3
|
1×
|
The track council's vote was fairly neutral on this one. This track was originally put up for a reevaluation after a long time with no knowledge on how the track actually looked and played, for the most part. An experimental update was made to fix the issues we originally had, but even after that this track did not get accepted unfortunately.
The council thought that this track was too generic looking and played very strangely, with two very large spirals and an awkward mushroom pad that were awkward to handle for most. The visuals are pretty outdated, using rather boring textures with bad uv mapping. There were also some playability issues brought up, such as the ramp between spirals being rather janky, and the one mushroom pad you have to hit not being possible when shocked or while small, along with potentially bad respawns if you fall off in the wrong place in many areas.
|
Mushroom Park
|
Rejected
|
2.0
|
Daisy Circuit
|
Daisy Circuit
|
3
|
1×
|
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
|
Rejected
|
1.0
|
GCN DK Mountain
|
GCN DK Mountain
|
5
|
1×
|
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
|
Rejected
|
1.0-hotfix2
|
—
|
—
|
3
|
1×
|
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
|
Rejected
|
2.3
|
Wario's Gold Mine
|
Bowser's Castle
|
3
|
1×
|
This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
Needless to say, this track's layout is uniquely intricate and complicated--the council was split on whether this is severely detrimental, with many testers finding the layout fatally confusing. Much of the track is difficult to understand and remember, lacking clear direction, and many of the routes are red herrings that are unbalanced to the point of being useless. It is particularly punishing to fall off the upper route and be forced to use the absurdly slow cannon. The shroom shortcut is overpowered.
Technical issues plague the track as well, including ending no lap count shortcuts, Bullet issues (mostly relating to the track's many routes), invisible walls, invisible road, and places where you can get stuck and must manually fall off. The graphic Gingivitis is Bad sign also needs to go, as unfortunately, CTGP endorses gingivitis.
|
Pac-Track
|
Rejected
|
Beta
|
Moonview Highway
|
Moonview Highway
|
3
|
1×
|
- Vehicles coming around blind, sharp 90° turns is a no-no.
- Some parts are randomly trickable when they really shouldn't be.
- More fall boundaries are needed.
- The ghost models should really match their hitbox. I would love to see some custom object magic here, if that's even possible.
- Bugs with Bean Corners, Minimap Lining, Respawns, UV Mapping.
|
Park Cruise
|
Rejected
|
1.0
|
DS Peach Gardens
|
DS Peach Gardens
|
5
|
1×
|
7 item sets × 5 laps = 35 item boxes per race if you spam your items hard enough. First place would be getting shrooms by the middle of lap 3, and the amount of off-road on the track gives him a free win from there.
- Multiple item box sets should be removed.
- The amount of off-road grass should be reduced significantly.
- Out-of-bounds areas should be actually flag with out-of-bounds instead of being gay baby jail.
|
PMWR Cloud Garden
|
Rejected
|
1.07
|
N64 DK's Jungle Parkway
|
N64 DK's Jungle Parkway
|
3
|
1×
|
The track's layout isn't suitable for Mario Kart Wii. Too many overly tight 180° turns ruins some vehicles like the Spear. The Council also thought that the shortcut that skips the hairpin turns was too easy to do shroomless and too overpowered in general. Theoretically, though, both of these issues can be completely alleviated with creative liberty by making the one shortcut ramp the intentional main route, removing the off-road there, and making the rest of that u-turn some other secret or serve a different purpose.
|
Prison Block
|
Rejected
|
1.2
|
N64 Bowser's Castle
|
N64 Bowser's Castle
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation.
MEGA is known for making tracks similar to this that are much more polished and have a lot of fun layouts and shortcuts in them, but unfortunately this track falls short of what makes his tracks unique. The testers found that the track is held back by the many blind turns it has, combined with the aspects that are catered to competitive players. This combination would make this track a nightmare for casual players to get used to, as the layout would prove very confusing to them more than anything. Since this track hasn't been updated in years, the visuals leave much to be desired, as a lot of MEGA's other tracks have received the necessary visual updates they needed to increase the quality of the tracks over time. Lastly, the track council have developed the opinion that this track would not be very well received considering the high quality of the other tracks by MEGA already in the pack. Perhaps a major update in 2021 would be the boost this track needs to win people over, but for now, it's rather outdated.
|
Puppy Play Park
|
Rejected
|
1.6
|
Moo Moo Meadows
|
Moo Moo Meadows
|
3
|
1×
|
This track was previously accepted, but this decision has been very strongly overturned following reevaluation.
Many testers liked the dog park theme and thought that it was very charming, since dog park tracks are not something you see every day. The dog models look great and make a nice addition to the track. However, despite this, those same dog models can cause a lot of problems online, as they cause a lot of frame drops in high numbered rooms due to their high level of detail. Other than the dogs, the visuals are overall unimpressive and very below modern standards, looking much more like a generic grassy plains track. The split paths do provide a unique twist to the gameplay, since both split paths in the track are designed pretty well and are almost equal speed, however our testers cited a few very janky things about the bridge in particular, like not being able to hop or drift properly while on it. The water geysers were also not received well, due to their inconsistency. This track still has potential to be great once is it brought up to modern standards, and the lag problems are cleared up for smoother gameplay.
|
Quicksand Trail
|
Rejected
|
1.0-alt
|
GCN DK Mountain
|
Thwomp Desert
|
3
|
1×
|
This track is quite close to being CTGP worthy, but isn't there quite yet. While the far-west desert theme was generally liked by council members, the visuals were still criticized. All in all, the track just feels too bland. Most sections are very wide and lack any kind of background object that add to the overall atmosphere of the races. It's too similar throughout because of its massive lack of colour and texture diversity; everything is more or less orange currently. The town section could be explored more and made livelier. The river section, which seems to be a cornerpiece of the track, could also use a visual upgrade (add grass around the river for example). Finally, the start line feels out of place and does not even extend the whole width of the track.
The gameplay of the track is very unique and this is where most of the track's potential comes from. However, these unique aspects are severely hampered by awkward sections that do not work very well. The uphill section needs work: gravity is quite strong in this mario kart but acceleration is slow, therefore landing from a trick and instantly getting airtime again will cause a dead trick, where the vehicle hasn't had time to accelerate to trick boost speed and loses all its forward momentum. This happens everywhere on the uphill section because of the slope and the way the mounds are shape; this loses so much time anytime it happens that the uphill ends up being very inconsistent While many council members found this section quite interesting, most complained about how slow it was to get through it. Shortening the section a lot and making the boost ramps flatter would alleviate the issue while preserving the concept itself. The quicksand object just does not work right now.
The thwomp shaking, while in no way the fault of the author, happens far too often and is too powerful. Since this cannot be controlled without code support, the object would sadly need to be removed before that becomes a thing. The object itself also plays weirdly. Its exit is sticky road, but the transition from the quicksand uphill to the normal road isn't, which can randomly give the racers random pockets of air over the subsequent two-flip trick ramp. The river being off-road, which forces racers to jump over it multiple time to take the tightest line around that section is a good idea to build the track around. The river being off-road would need to be conveyed somehow, using a panel or a different texture that would indicate the river is actually dry/dead. The section itself is also far too wide and this creates a lack of interaction between racers and also takes away from the jump concept. Finally, outside of the blue ramps it is very hard to know which parts are trickable. There is no difference in the texture used to indicate that the edge of the river is sometimes trickable. The ending section feels like the most uninspired and unnecessary one. It is a very long and wide turn which is awkward to navigate without anything really happening during it. Continuing the river section or just straight up removing this turn would really help the laps flow better. Overall, most sections feel too long and too wide. The layout, as well as the uphill, the quicksand object and the river jumps could really pair well with shorter laps where the track feels dynamic and fast. Moreover, one idea that was mentioned by multiple memnbers is to make the actual road part narrower while adding a bit of offroad to create some interesting shortcuts.
Despite the current issues, the track has massive potential. The concept is solid and unique, the theme hasn't really been explored yet but needs to be pushed massively more to really give the track this western desert feel and the gameplay needs to be polished to give more consistent and fun races.
Moderate:
-Boost panels are corrupt in TTs
-The thwomp desert object would benefit from shading to better see where the waves are, if possible
-The turns right after the uphill are too bumpy.
-The shadow map is very pixelated in some sections.
|
Re-Volt Botanical Garden
|
Rejected
|
1.2
|
DS Peach Gardens
|
DS Peach Gardens
|
3
|
1×
|
This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
Although this track would make for a unique addition to the pack, much of its design proves flawed following its conversion to Mario Kart Wii. Several testers suggest an upscale to address certain aspects that are claustrophobic to drive. There is an abundance of slopes and ramps; some of them can send players into walls, while some testers believe others result in too many trick boosts, which is detrimental to game balance. The shroomless cut near the end was very disfavourably received; it is too over-centralizing a route for how difficult and easily trappable it is, and would likely work better if it required a shroom. It can also be annoying to return to the elevated track for players that fall into the pool at that shortcut.
The retro and realistic feels of the visuals garnered some appreciation but also some criticism, due mostly to the distractingly extreme shadows.
|
Ring of Fire
|
Rejected
|
1.0
|
Grumble Volcano
|
Grumble Volcano
|
3
|
1×
|
The council was overwhelmingly neutral on this track, and the handful of members that did provide other votes leaned towards rejection. Bland, generic theming was cited often; this track was not found to stand out among the plethora of lava tracks in CTGP. The visuals appear primitive in certain aspects; the texture choices for the road and offroad are too close to solid colours. The ending gap cut is overpowered, and Bullet Bill routes are very prone to behaving poorly at the shortcuts and dropping players into offroad and pits. The potential is definitely there, but more work is needed; making an effort to differentiate the track's visuals from Grumble Volcano would certainly prove worthwhile.
|
Royal Rainbow
|
Rejected
|
1.0
|
Rainbow Road
|
Rainbow Road
|
3
|
1×
|
To most of the council members, this track was a classic example of one that is very visually stunning, but the gameplay is very lacking. The layout of the track was found to be incredibly awkward to drive even for the Bowser Bike, as the turns are weirdly shaped and trying to wheelie in a lot of spots is a bit of a challenge. There's not a lot going on here other than a couple of shortcuts and a few ramps, and for this being a 50 second long track per lap, it was thought to be pretty boring to race on. The shortcuts serve their purpose, but they feel uninspired and the second one saves too much time, and they don't really fit with the track itself. The council agreed on its visual prowess though, and given a more complex or competitively viable layout, a track with this style could be an exciting, creative addition to CTGP.
|
Sandy Citadel
|
Rejected
|
1.0
|
GCN Peach Beach
|
GCN Peach Beach
|
3
|
1×
|
Unfortunately, while this track is thematically and, after its visual overhaul, stunning to look at, its design still presents a plethora of problems.
Much of the layout remains very difficult to follow, as visual contrast is minimal, especially in shaded areas. The staircase-turn-heavy design of the track tends to obscure itself, leading to a lot of rather blind areas as it would take x-ray vision to see more than a short distance ahead much of the time. Edges at some points have no visual indicators; as an example of how to address this, a fence or multiple signs that follow the outside of the road exiting the spiral turn would be far more informative than the single sign currently present.
Many testers complained about the staircase turns in general, finding them too numerous for how awkwardly such geometry behaves in this game in regards to mechanics like chaining miniturbos, which is exacerbated by how sharp and cramped many of these turns are. The staircases at the start are very steep, and the ending of them feels especially bad as tricking is made worthless due to the oddly paced boost panel. The shortcut is still strange, as it is viable shroomless (the offroad on the ramp isn't heavy enough), and the halfpipe is awkwardly positioned and landing from it results in inconsistent behaviour.
There are still collision issues present, including out of bounds too close to the road, a lack of smooth collision at the offroad of certain staircases, and the wall to the right after the turn after the spiral having weirdly placed out of bounds and a lack of solid fall. It is also possible to explore out of bounds, but difficult to return to the track.
As for more minor nitpicks, one tester expressed concerns about the incoherent movement patterns of crabs besides the first two, and the final set faces away from oncoming drivers. Some offroad at the final shortcut isn't covered by the checkpoints, and some downwards staircases are, strangely, trickable towards the bottom. For more information, see this video by Carp.
Overall, though, for a resubmission, the most crucial and major change needed for this track is for the layout to be overhauled, reducing the abundance of staircase turns.
|
Sky Beach
|
Rejected
|
2.0
|
Koopa Cape
|
Koopa Cape
|
2
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation. The track looks stunning but most testers found it to be too similar to Sky High Island and shares many elements with it: it has grassy plains, a pipe, wooden platforms, a cave and then a beach. Moreover, from a gameplay perspective, this track was generally judged to be worse. The track has too many split paths most of which are unbalanced, especially the pipe and the left side of the cave, and it has no catch-up potential because it lacks a viable shroomspot. The beginning section is too narrow as well as blind and overuses sticky road, leading to inconsistent outcomes especially for the various trickable parts. On the other hand, the second part of the track feels overscaled, with many straights being too long and the beach too wide. The pipe was criticised for being awkward to drive. The ramp leading into it does not give enough air and the ramp inside it is very inconsistent. The section directly after the cave is also very confusing, with some playing going to the right instead of on the boardwalk. Finally, the cataquack has weird position and a blind ramp can make you land you straight onto it. The council also found many visual issues. The track was generally judged to be too bright. The beginning section lags in high player rooms. The main road texture has no player shadows. The track lacks a start line texture. The out of bounds is very unclear in the underwater section. There is no water splash animation when falling off any of the wooden platforms. The cave dirt should be made brighter as it is currently too similar to the road. Lastly, the boost panels texture is corrupted. Despite these issues, most testers agreed that the layout itself has a lot of potential and could lead to a very good track.
|
SMO RC Car Circuit
|
Rejected
|
1.0
|
SNES Mario Circuit 3
|
SNES Mario Circuit 3
|
7
|
1×
|
While we do like the idea, the layout is basically just two Baby Parks slapped together. There's also a really large amount of lighting flickers. The council would prefer other simple tracks compared to this.
|
SNES Choco Island 1 (Luca)
|
Rejected
|
2.1
|
SNES Mario Circuit 3
|
SNES Mario Circuit 3
|
3
|
1×
|
This track came very close to passing the feedback stage, but just barely fell short. The most common complaints were the large amount of ramps around the track. These create a trickspam problem, making everyone go at mushroom speed the entire lap and making catching up very difficult. 3 laps also makes the track last 45 seconds at least, which is incredibly short and would be the shortest track in the game if it was added. Some council members also thought that the addition of the first Choco Island is unnecessary, considering the amount of retros in the game already and how simplistic this track is.
|
SNES Donut Plains 1 (ZPL)
|
Rejected
|
1.0-beta
|
SNES Mario Circuit 3
|
SNES Mario Circuit 3
|
3
|
1×
|
The massive upgrade to the visuals is the best thing about this version, but unfortunately that is all that this track has going for it right now. The track's gameplay has taken a big hit because of the changes to the terrain. It's very elevated in a lot of areas, which causes a lot problems for wheelies on the main bikes, and vehicles with bad drift. The tight turns combined with the road's waviness makes it very difficult to play. The grass and mud have extruded offroad, and it ends up being too steep, which causes most vehicles to get massive airtime when hit the wrong way. The trademarked "SNES Blocks" are massive and are very lazily made, and the main shroom cut where you go in between these walls has blind pieces of it in the grass, making avoiding it pretty difficult. All of these terrain issues combined means that the track's gameplay has gotten unnecessarily hard and overall unenjoyable, requiring very precise driving and shroom usage around the track, when the current Donut Plains 1 has none of these problems. Many testers also brought up that this track would probably not save Donut Plains 1's popularity. This track is already one of the least liked retro tracks in the game, and updating it would not serve any real purpose to the benefit of CTGP.
|
SNES Donut Plains 2 (ZPL)
|
Rejected
|
1.0
|
SNES Mario Circuit 3
|
SNES Mario Circuit 3
|
3
|
1×
|
Many of the changes made in this remake were poorly executed in ways that are significantly detrimental to gameplay. The road is overly lumpy, some turns are oddly difficult to take, and offroad contours are strange. Some shortcuts are blatantly broken, including the shroomless lake cut and the offroad at the final turn. The fence UVs, bad opening cameras, and holes in the minimap further demonstrate this track's rushed nature. Most testers did appreciate the visuals of this version, although some others found it to suffer from asset reusal or believed it strayed too far from the original aesthetic.
|
SNES Ghost Valley 3 (NintenYoshi)
|
Rejected
|
2.0
|
SNES Ghost Valley 2
|
SNES Ghost Valley 2
|
3
|
1×
|
While Council found this track visually impressive, the gameplay had a lot of problems that ultimately bottlenecked the track's potential.
Despite its incredible visual theme, there are still serious issues with visual clarity - there are a number of turns and holes in the floor are extremely difficult to see. This was by far the most common complaint - the holes were not only blind, but they were also way too large, taking up nearly all of the track's width towards the end. The very first hole after the fliptrick ramp was the most controversial because of how punishing it was despite being completely blind. Some Council members proposed vertex coloring the interior edges of the holes to make them more visible, and nearly all Council members suggested making the holes smaller for easier navigation of the track.
The track's biggest flaw is the shortcut right at the beginning with the cardboard Boos. The shortcut is incredibly frustrating to take because of the invisible crates stacked inside of it. Additionally, it can be done shroomless without even breaking the crates beforehand - a player can simply squeeze in between the crates and save a full second with optimal execution. Council suggests to remove the crates from the shortcut, and to make the shortcut require shrooms. Some Council members also pointed out some other minor issues, such as the skybox and water animations not looping properly, the last trick ramp giving bounces upon landing, some badly placed respawns and item sets.
Overall, the track's narrow scale and its blind turns culminate in a rather underwhelming experience. Due to the track's inherently simplistic layout, most of Council has decided to reject this track for now, although some Council members still enjoyed the track and would like to see it return if changes are made.
|
SNES Koopa Beach 1 (Luca)
|
Rejected
|
1.0
|
GCN Peach Beach
|
GBA Shy Guy Beach
|
3 or 5
|
1×
|
https://www.youtube.com/watch?v=2y51ttoM9yk&feature=youtu.be
|
Spectral University
|
Rejected
|
1.0
|
SNES Ghost Valley 2
|
SNES Ghost Valley 2
|
3
|
1×
|
The main thing that this track has going for it are how good it looks visually. The lighting is very impressive and the main parts of the track look very dark, yet very well passively lit. However the areas that this track suffers the most is the gameplay and modelling. For a short track, the main road feels very large and overscaled, which made the track pretty boring to some testers. The grass is able to be skipped by getting some air over it, which was a common praise to the track's gameplay as it added some nice strategies, but that also means that the track lacks a good shroom spot and it makes driving the track very awkward and the main road half optional. The beginning building and the sand house feel incredibly out of place, as neither of them have anything to do with the track's name or intended theming. The sand section specifically feels completely different to the rest of the track, and many testers questioned why it was there in the first place.
|
Spooky Swamp
|
Rejected
|
1.0
|
SNES Ghost Valley 2
|
SNES Ghost Valley 2
|
3
|
1.1×
|
This track is almost really good, but there are a few things keeping it from being accepted.
- Hairpin turn & the shortcut that leads into it must be removed or revised.
- The last ramp shouldn't send you into off-road.
|
Sundown Streets
|
Rejected
|
1.02
|
Moonview Highway
|
Daisy Circuit
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation. We, the Track Council, sincerely apologize to SpyKid for the entire situation here, as he obliged in fixing a variety of objective issues we reported under the assumption that those fixes would ensure the track's inclusion in the pack. Unfortunately, the initial acceptance of this track proved very controversial over the time these issues were fixed, and the council's significant overhauls in members and opinions shifted against this track's inclusion, especially as similar track designs became more abundant. In the future, we will do better to ensure stricter acceptance guidelines to prevent this from happening again, require hotfix requests to undergo unanimous approval, and clearly communicate our new stance: that we cannot ensure track inclusions even if authors commit to work on our requested fixes.
Many testers now see this track's layout as dull. Amidst a sea of many short and simple tracks to go around, this one's design ends up as lacking as the last, as alternate routes feel pointless, and what variation this is (such as the cars and certain shroom spots) is usually missable, awkward, or claustrophobic. Overall, an update would need to overhaul and lengthen the design, transforming it away from what many see as a "glorified square" that would contribute far too little to CTGP.
Aesthetically, a few testers appreciate this track's take on the concept of driving through a town, but an overwhelming majority see the result as outdated-looking. The lighting is very unconvincing and just seems like a somewhat ugly tint, many texture choices are too low-res and grainy for their scale, and geometry often feels incohesive due to a UV mapping/texture choice style that fails to produce cohesion between clashing elements, alongside the aforementioned lighting issues. Even for the few testers who do still find the layout acceptable, the unpolished look of the track is very difficult to justify by current CTGP standards.
|
The Plain of Atlantis
|
Rejected
|
1.0
|
—
|
—
|
3
|
1×
|
Too many problems to list here. See Talk:The Plain of Atlantis. This can be re-tested if a solution is found to the item disappearing bug, or in the future if custom code is added to completely patch out the item disappearing bug.
|
Torrential Flood Lake
|
Rejected
|
2.3
|
GCN Peach Beach
|
—
|
3
|
1×
|
Initially, this track was very difficult to test because the full potential of this track was unlocked by Extended Presence Flags, which is not a CTGP feature at the moment. There was also the problem of the track sometimes crashing CTGP upon loading, which might also have something to do with it. Outside of that, this track is an incredibly unique idea, and the use of EPF's was a creative one here with the 8 different tiers of rising water. Unfortunately this is held back by quite a few aspects of the track. Visually, the track has a unique cell-shaded art style. While in theory it's a nice art style compared to many other tracks, it came across as outdated, as the flat colors made a lot of polygons visual to the player, which normally wouldn't be an issue with normal textures. Layout wise it also had a lot of problems. The shortcut route at the beginning is incredibly tight and reject road can send you in directions you don't want. The colors being very flat also makes it blind, so taking that route optimally is very hard. On every water level setting, the water does not go high enough to make the boardwalk area absolutely required, as even on lap 3 the edge of the beach can be driven on, making the boardwalk obsolete. Outside of the beach section, almost all of the grass is able to be driven on, which creates some shortcuts that save way too much time, so 3 shrooms can let you skip large portions of the track. The rest of the road was seen as very weird to drive on, as some parts are too bumpy and the random trick ramp near the start kills all of your momentum. Lastly, a lot of the council did not want to try and add this track simply because EPF's are not a feature in CTGP, and they would rather wait for a track that uses them to be much more polished and fun to play, similar to a few of the other tracks that are accepted that are waiting on unimplemented features.
|
Torrential Treetops
|
Rejected
|
1.0
|
N64 DK's Jungle Parkway
|
N64 DK's Jungle Parkway
|
5
|
1×
|
This track was previously accepted, but this decision has been narrowly overturned following reevaluation.
When we evaluated this a while back, we thought this track had a lot of potential to be a really good short track, with some fixes. However since those fixes were not made, the opinions of a lot of our testers started to sink as the flaws of the track started to stick out a lot more. The main problems were the terrain and the unbalanced mechanics. Laps are around 20 seconds long, but there are 5 item sets around the track, causing shroom glitch to happen quite early because of the track being 5 laps. The terrain is very bumpy, especially when leading up to the split paths, which made the track decievingly hard to drive at times. The split paths are quite unbalanced as one saves a second over the other with no benefit to going the other way. Despite these problems, the council had a lot of positive things to say about this one, such as the visuals and potential for very fast paced races. If these fixes were made then it could live up to the potential it has to be a great track.
|
Urban Gallery
|
Rejected
|
1.0-beta
|
Mario Circuit
|
Coconut Mall
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation.
To put it bluntly, accepting this in its Jam state in the first place was a bizarre decision. Visually, this track is dull, unmemorable, and looks severely dated. Texture choices are poor-quality and grainy, and no proper shading is present. Some testers found the layout to be boring and claustrophobic, yet at points oddly wide, although others disagreed and believed it has potential for providing engaging gameplay. One tester reported a Bullet Bill route issue at the escalators. If this track is to be reconsidered, it needs much more work, primarily when it comes to polishing its visuals.
|
Volcanic Skyway (ZPL)
|
Rejected
|
1.0
|
GCN DK Mountain
|
GCN DK Mountain
|
3
|
1×
|
This remake is certainly quite promising, but this currently feels like an unfinished track. Visually, while the modern textures and the vertex colouring add a modern take on the track, it currently lacks too many details. The track as a whole does not feel alive. This is due to the skybox not moving at all and the complete lack of background elements and moving objects, which are currently limited to trees and pyramids. For example, the cloud section is too basic and looks more like a floating opaque white road than a true cloud section. The pyramid section is massive but very empty, too dark and feels out of touch with the rest of the track because of the red carpet. The volcano section could use fire pillars and fire snakes jumping on the lava, and the sides of the road are treacherous and look drivable. The desert is this huge sand area where everything is drivable but not much visually interesting, and the grassy plains suffer from the same issues to a lesser extent. Adding more objects and structures to the track would help massively in solving this emptiness problem.
Gameplay wise, the track suffers more or less from the exact same issues the original volcanic skyways. The 2nd half of the track, after the cloud cut, feels very elongated. Most notably the end of the clouds section is basically a weirdly shaped straight that is not very engaging and lasts far too long, and the pyramid section is very underused and just a 90° turn. As a consequence, even after considering the fact that this is a remake, council members believe the track could be shortened massively if these two sections were improved.
The remake also has issues of its own. The cloud shortcut coming back is a welcome addition, but as it stands it saves 7s and is far too powerful. The spiral would need to be altered, for example via a boost panel at the end, and the shortcut itself would need to be nerfed to properly balance it. One suggestion would be to force racers to go wide by adding OOB, and making that OOB visible via vines or any similar floating object like parabeetles or bees. Another suggestion would be to make the cut left side only, effectively shortening the portion it skips, but also making it way more difficult for karts and non top tier bikes.The volcano section is too wide. Making it more similar to how it played in VS3, that is to say you land in a left turn and then you have two back to back right turns before the cannon, could help. As with its visuals, the pyramid section is very underused and way too short because you land in it with a two-flips trick. Finally, the desert section is now a massive straight that feels more like a way to connect the end of the track with the finish line than a true section of its own. Moreover, the small unground cut is now more awkward.
Overall, most council members believe this track has massive potential even if it needs a lot of work. This has been a highly sought-after remake, especially with the return of the iconic cloud shortcut, but the track needs better visuals and a gameplay overhaul to fully embrace its remake status, as it currently feels like a work in progress project. While we generally feel the layout of a remake is best kept as similar as the original layout as possible, there are sections of volcanic skyway that were almost universally criticized, most notably the end of the clouds section and the desert, which have always been too long and not engaging enough.
Major Bugs:
- If kept to a similar length, the track needs to be changed to 2 laps.
- The track lacks two item sets, which makes big portions of the races boring and not engaging.
- You can get inside the big rock near the finish line and this can lead to NLCs but also major skips.
- You should not be able to shroom around the canyon at the end.
- The sides of the clouds should not be offroad.
- The clouds mushroom pads KCL does not match the visuals at all.
- The track lags in VS mode and online.
- Pyramid is far too dark.
Moderate bugs:
- Too many "bill cannot drop you here" item points, especially when they are used on straights.
- Last respawn of the spiral is not correctly angled.
- Clouds fence uv mapping does not line up properly with the edges of the geometry.
- The UVs in the pyramid section need to be improved, and you can currently see a big seam near the top.
- CPUs route issues everywhere.
- No replay cameras, and the intro cameras need to be improved.
- Even if it's not directly the creator's fault, vertex colours flickering is far too strong in the beach section, when approaching the water.
- Slow wheelie bug might lead to major skips.
|
Waluigi's Choco Factory
|
Rejected
|
1.1
|
Toad's Factory
|
Toad's Factory
|
3
|
1×
|
- The first ramp should send you at a reasonable angle and not straight up.
- Track should have mipmaps and maybe better textures (especially on the outside)?
- The hump shortcut on the hairpin turn doesn't work properly.
- The truck section should be made wider / larger.
- Starting positions should probably be put where they normally would be, and not off to the side at a weird angle?
- Incentive to go under the stompers (TF conveyor?) would be nice.
|
Wario Circuit (MysterE99)
|
Rejected
|
3.0
|
Mario Circuit
|
Mario Circuit
|
5
|
1×
|
This remake was praised for its visuals and theming. Many council members liked the atmosphere and the use of custom objects that give life to the track, albeit the general feeling was that the wario theme could still be pushed more. The simple layout of the track was also praised. However, the gameplay was heavily criticised. The overuse of boost panels, with one at almost every turn, make the track rather one dimensional, forcing racers to take a predetermined driving line, making miniturbos non-relevant and generally weakening the cuts far too much. The alternating ramp and boost panel straight is very awkward, especially for outside drifting vehicles, since taking the ramps is not an option compared to going for every boost panel. It also makes bumps too punishing online and makes the lake cut pretty weak. Most testers thought the section would be better as a simple straightaway. Finally, council thought the track should be changed to 3 laps.
|
Wario's Cosmic Construction
|
Rejected
|
1.1
|
Rainbow Road
|
Rainbow Road
|
3
|
1×
|
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.
|
Withered Fortress
|
Rejected
|
1.1
|
—
|
—
|
3
|
1×
|
- The floor inside the castle should not be completely trickable.
- The troll ramp with the invisible wall in front of it should just be removed.
- Forced dead ends should be removed in the hedge maze.
- The ramp into the spiral should be improved.
|
X Circuit
|
Rejected
|
Beta-Hotfix
|
Luigi Circuit
|
Luigi Circuit and Mario Circuit
|
3
|
1×
|
This track was previously accepted, but this decision has been overturned following reevaluation. The eponymous gimmick of the track, its X-shaped layout, is extremely uninspired, and no theming exists beyond that, as the visuals are equally unoriginal and thoroughly primitive. This gimmick undermines gameplay, making the fundamental design of the track repetitive with claustrophobic hairpin turns. The bridge ramp landing is too blind for its misaligned position, and the minimap is overly faithful to the gimmick, so it does not help.
However, some testers greatly appreciated the simplicity of the design and the thought put into gameplay balance for online races, finding the track fun. This layout is fundamentally unsuitable for CTGP, but if this sort of gameplay is implemented into a track with a more creative and polished concept, it could be under much stronger consideration.
|