Hello there! My name is Joris and I am an 18 year old texture hacker and custom track creator from the Netherlands. I have been active in the Mario Kart Wii modding community since 2013. I'm trying to create tracks in which it's easy to understand where you have to go, so people don't get screwed the first time they play them. I hope you like my work! I appreciate feedback, so I can improve my tracks. If you are a custom track creator and want to edit one of my tracks, I would appreciate it if you would ask for permission first.
My Custom Tracks
|F-Zero Big Blue (No cactus KCL version)||V1.0|
Currently working on
|Desert Fort update||Modeling.|
|Ghetto Geldrop||A big exploration track based on a real life place.|
|Goomba Cave remake||Add animations, redo some sections.|
|Grassland Lake remake||Add animations, add some shortcuts.|
|Wario's Ice Mine||V2.0|
|Night Toad's Factory||V1.0|
|Night Wario's Gold Mine||V1.0|
Thoughts about Custom Track Design
I think that the perfect custom track is a track that is at least drivable (and not punishing) for beginners but has advanced strats and shortcuts that make it so that people that know the track well and are better at the game in general will still have an advantage. Custom tracks shouldn’t be created for a specific group of players in the MKW community (like competitive players or Daisy mains for example), but they should cater to everyone.
Completing a lap on a custom track should take ~40 seconds and just like Nintendo tracks there should be 3 laps in total. Although tracks that only take 2 (or even 1) laps to complete can be great to race on when designed well; most 2-lap tracks were made 2 laps afterwards, because races would take too long with 3 laps.
I think that the perfect custom track is original in a way that its theming is executed in an original way, that there are original sections on the track and that the texture combinations used are original. There have been enough generic custom tracks for every theme that can be thought of.
Tracks should be fun to race on and this can be accomplished by making the playability of the track in a way that it’s challenging, feels satisfying to drive on and has great visuals.
- With challenging I mean that tracks shouldn’t be made too easy; areas where you can fall off, hard shortcuts that require practice or enemies that are hard to avoid are ways to accomplish this.
- With feels satisfying to drive on I mean that the way you have to drive the track makes you want to play it again. This can for example be accomplished by adding variation of sections, making certain things trickable, adding shroomless shortcuts that feel satisfactory when taking them and more. In my opinion it is more satisfying to drive on Toad’s Factory than on Sherbet Land, because Toad’s Factory has a great variation of sections, a shroomless shortcut and a low trick at the end that feel very satisfactory when you pull them off, while on Sherbet Land there is like nothing but straights where you have to wheelie.
- With has great visuals I obviously mean that the theming and visuals are on point. Custom tracks that look good are generally nicer to play on than tracks that look bad, although this isn’t always the case. Custom tracks shouldn’t ónly focus on visuals; gameplay is also really important. Great visuals are very important to make a nice custom track though. It would be a waste if a track would play amazingly but looks like trash. The perfect custom track has great playability and great visuals, i.e. a balance between the two ideals.
Koopa Ruins – Hyrule Castle – Autumn Falls – Volcanic Stadium – Grassland Resort – Lunar Path – Sunset Valley – Wario's Ice Mine – Night Wario's Gold Mine – Blue Castle – Handy's Garden – Christmas Garden – Green Circuit
Grassland Circuit – Night Toad's Factory – Starlight Castle – Midnight Gorge – Snowy Hills – Choco Summit – Night Desert – Night Beach – Snow Beach
YouTube Channel: JorisMKW
Mario Kart Boards: JorisMKW