Difference between revisions of "CTGP Revolution/Track Wishlist"

From Custom Mario Kart
Jump to navigation Jump to search
(→‎Unreviewed Tracks: ZPL asked me to submit this on his behalf)
(Auto-rejected SNES Choco Island 2)
(3 intermediate revisions by 3 users not shown)
Line 75: Line 75:
 
| Bowser's Castle
 
| Bowser's Castle
 
| Bowser's Castle
 
| Bowser's Castle
| 3
 
| 1×
 
|
 
|-
 
| [[Intergalactic Lair]]
 
| {{unknown|Under Review}}
 
| Rainbow Road
 
| Rainbow Road
 
| 3
 
| 1×
 
|
 
|-
 
| [[Shy Guy Skies]]
 
| {{unknown|Under Review}}
 
| GBA Bowser Castle 3
 
| GBA Bowser Castle 3
 
 
| 3
 
| 3
 
| 1×
 
| 1×
Line 125: Line 109:
 
| 1×
 
| 1×
 
| Brand new version by [[ZPL]].
 
| Brand new version by [[ZPL]].
 +
|-
 +
| [[3DS Rosalina's Ice World (SquireTurnbolt)]]
 +
| {{yes|Accepted}}
 +
| 1.2
 +
| N64 Sherbet Land
 +
| N64 Sherbet Land
 +
| 3
 +
| 1×
 +
|
 
|-
 
|-
 
| [[Alpine Skyway (Luca)]]
 
| [[Alpine Skyway (Luca)]]
Line 197: Line 190:
 
| GCN DK Mountain
 
| GCN DK Mountain
 
| GCN DK Mountain
 
| GCN DK Mountain
 +
| 3
 +
| 1×
 +
|
 +
|-
 +
| [[GCN Sherbet Land (Tock)]]
 +
| {{yes||Accpeted}}
 +
| 4.20
 +
| N64 Sherbet Land
 +
| N64 Sherbet Land
 
| 3
 
| 3
 
| 1×
 
| 1×
Line 302: Line 304:
 
! width=4%| Speed Mod
 
! width=4%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
|-
 
| [[3DS Rosalina's Ice World (SquireTurnbolt)]]
 
| {{maybe|Needs Fixes}}
 
| 1.1
 
| N64 Sherbet Land
 
| N64 Sherbet Land
 
| 3
 
| 1×
 
| <u>'''Major:'''</u>
 
*  [https://gyazo.com/5ecde64e2887a6bf970014cdcbaa19b4 Slow wheelie] that skips spiral is faster and counts lap
 
* Horizontal and diagonal walls exist in the underwater and cave sections, which could lead to softlocks
 
* Several checkpoints around the beginning are linked in incorrect respawns, which may cause an NLC
 
* We’ll really need to make sure that the bug that causes the extensive PTB on the CTGP version can’t happen before putting this in.
 
* KCL in cave doesn’t match model, can cause many wheelie locks and bounces
 
 
<u>'''Moderate:'''</u>
 
* No BLIGHT changes
 
* “Bill can drop” near the cheep-cheeps and the icicles
 
* Replay cameras can clip through floor
 
* Poor UV mapping throughout the track, most notably on walls
 
* Trick exiting the underwater section in inconsistent
 
* Transition between snow and brick near last turn can give random air.
 
 
<u>'''Suggestions:'''</u>
 
* Add fences to the spiral (especially at the drop that can cause the slow wheelie)
 
* Make the boost panels in the cave’s right path narrower and shorter.
 
* Re-add the low trick on the final ramp if possible.
 
* Slippery Icy road could be readded to the first spiral.
 
|-
 
| [[GCN Sherbet Land (Tock)]]
 
| {{maybe|Needs Fixes}}
 
| 4.0
 
| N64 Sherbet Land
 
| N64 Sherbet Land
 
| 3
 
| 1&times;
 
| <u>'''Major:'''</u>
 
* Moving item sets are unnecessary. Revert the items to how they are on the current version.
 
 
|}
 
|}
  
Line 1,173: Line 1,137:
 
| 1&times;
 
| 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.
 
| 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.
 +
|-
 +
| [[Intergalactic Lair]]
 +
| {{no|Rejected}}
 +
| Beta
 +
| Rainbow Road
 +
| Rainbow Road
 +
| 3
 +
| 1&times;
 +
| The council voted to reject this track based on the fact it doesn't look quite finished and some of the visuals are not up to scratch for CTGP.
 +
 +
Visually, the rainbow section has a unique road texture, but lacks in visuals/differentiation, and only contains the same asteroid object. This leads it to it feeling bare and monotonous. The "lair" section doesn't have good texture choices, as well as being very basically modelled. It has a lot of reused assets, huge rooms where nothing really happens, and walls everywhere that really give this enclosed feel  that doesn't really fit the lair aspect.
 +
 +
Gameplay-wise, the rainbow section is modelled in such a way where most uphills and turns are completely blind, and wheelie-locks are very common. Most turns are quite awkward to navitgate as it's unclear where they end. It's complexity can sometimes lead to awkwardness in its design. The castle section is quite uneventful and offers no interesting strat or section to spice things up. There aren't many available shortcuts, and the ones that are available are either awkward (such as the halfpipe shortcut exit), or are completely blind (such as driving through the wall in the castle section). There is also no indication near the end that the block island is offroad, leading to situations where the player gets stuck in offroad.
 +
 +
Overall, this feels like an unfinished track, and the theming and visuals have a long way to go before this is considered for CTGP.
 
|-
 
|-
 
| [[Interstellar Laboratory]]
 
| [[Interstellar Laboratory]]
Line 1,601: Line 1,580:
 
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 [https://www.youtube.com/watch?v=ISGCyxMirH8 this video by Carp].
 
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 [https://www.youtube.com/watch?v=ISGCyxMirH8 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.
 
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.
 +
|-
 +
| [[Shy Guy Skies]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| GBA Bowser Castle 3
 +
| GBA Bowser Castle 3
 +
| 3
 +
| 1&times;
 +
| This track goes for a relatively unexplored theme. As with all tracks from the author, the visuals are decently executed with a decent attention to detail. However the track is hindered by a few issues that ultimately led to its rejection.
 +
The elephant in the room is the use of VolcanoRock1 (the moving airship) as the central element of the track. Unfortunately all objects that move up and down in the game have poor draw distances; when you look backwards while on the ship, it disappears, which obviously affects playability. Moreover, the airship separates the two paths entirely so you cannot choose which path to use and racers can get separated for 20s, severely limiting interaction; that problem is made worse by the bottom path being over a second slower. Finally, if you reach the ship as it's transitioning from top to bottom, a common situation on lap 2 in TTs, you HAVE to slow down because the front face of the bridge is a wall. It does not appear like there is a solution in vanilla to fix the draw issues and it might not be the way to go. A suggested idea is to only have the bridge move, at a much lower cycle. It would fix the draw issues and ensure racers are on the same path at any given lap.
 +
 +
As for the rest of the track, visuals, while very good already, could be improved. Despite the name of the track, there are almost no shy guys on the track, and they are hidden by a very tall fence. It is also unclear what is actually happening in the track. Are the airships in a battle? Are they trying to fight the players themselves? Using objects such as the rSGB cannon balls (the ship already have cannons to begin with) could make that clearer and easily improve the immersion. Other minor issues include the lack of BLIGHT, spotty areas in the lightmap, UV mapping not being seamless in between the two VolcanoRock1 and the fact that the black trick ramps only have one arrow.
 +
 +
Gameplay is very solid but likewise it could be improved. The cannon could easily be removed, as the gap is fairly short. The bottom path was generally agreed to be less interesting than the top one, as the turns can be quite wide and the section feels a bit drawn-out. The cataquacks are oddly positioned and also too punishing as you can respawn on top of them.
 +
 +
Overall this track has everything it needs to succeed, but some of its issues, most notably those related to the moving airship, prevented the track council from accepting it, as they simply go beyond the scope of simple fixes to make. Its potential is however undeniable and it already has most of the work done with its great theme and its fun layout.
 
|-
 
|-
 
| [[Sky Beach]]
 
| [[Sky Beach]]
Line 3,887: Line 3,882:
 
| &ndash;
 
| &ndash;
 
| Inferior to the current SNES Bowser Castle 3.
 
| Inferior to the current SNES Bowser Castle 3.
 +
|-
 +
| [[SNES Choco Island 2 (Cats4Life)]]
 +
| {{no|Rejected}}
 +
| 1.0
 +
| N64 DK's Jungle Parkway
 +
| GCN DK Mountain
 +
| 3
 +
| 1&times;
 +
| Did not pass initial quality checks. This has the exact same issues as Water Island's remake from the same author. The feedback would mostly be the same (overscaled model, poor geometry). Moreover, the animations and colour choices are not cohesive and very disturbing.
 
|-
 
|-
 
| [[SNES Choco Island 2 (Kozakura)]]
 
| [[SNES Choco Island 2 (Kozakura)]]

Revision as of 23:06, 26 June 2022

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 Brawlbox or Melg 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
3DS Bowser's Castle (ZPL) Under Review Bowser's Castle Bowser's Castle 3
SNES Mario Circuit 4 (Brawlboxgaming) Under Review SNES Mario Circuit 3 SNES Mario Circuit 3 3
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 DK Jungle (ZPL) Accepted N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3 Brand new version by ZPL.
3DS Rosalina's Ice World (SquireTurnbolt) Accepted 1.2 N64 Sherbet Land N64 Sherbet Land 3
Alpine Skyway (Luca) Accepted DK Summit DK Summit 3 Remake of an old CTGP track.
Bowser Jr.'s Fort (MrFluffy) Accepted Rainbow Road GBA Bowser Castle 3 3
Bowser's Termination Station Accepted GBA Bowser Castle 3 GBA Bowser Castle 3 2 Brand new track
Dark Matter Fortress Accepted N64 Bowser's Castle N64 Bowser's Castle 3 Update from KantoEpic:
  • Adjusted checkpoints in the gravity section.
  • Fixed two respawn points.
  • Removed unused files.
DS Rainbow Road (ZPL) Accepted Rainbow Road Rainbow Road 3
GBA Broken Pier (xBlue98) Accepted SNES Ghost Valley 2 SNES Ghost Valley 2 3
GBA Ribbon Road (Gabriela) Accepted SNES Mario Circuit 3 GBA Battle Course 3 3 Brand new version.
GCN Bowser's Castle (Tock) Accepted GCN Bowser's Castle GCN Bowser's Castle 3 Update that improves the KCL on the stairs and removes the fire wheel at the end.
GCN Dino Dino Jungle (Tock) Accepted GCN DK Mountain GCN DK Mountain 3
GCN Sherbet Land (Tock) 4.20 N64 Sherbet Land N64 Sherbet Land 3
Hell Pyramid Accepted Grumble Volcano Grumble Volcano 3
Ice Cream Fortress Accepted N64 Sherbet Land N64 Sherbet Land 3
Mystic Tangle Accepted N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3
N64 Rainbow Road (cpfusion) Accepted Rainbow Road Rainbow Road 3 Brand new version
N64 Yoshi Valley (ZPL) Accepted Maple Treeway DS Yoshi Falls 3
Northern Heights Accepted DK Summit DK Summit 3 Major:
  • Wrong KCL flag on the walls on the sides in the section before the cannon
  • The "OOB cuts" exiting the observatory are still a thing
  • Add a set somewhere at or after the spiral so that people doing both shroomless cuts get more than 1set per lap.
  • Make the other sides of the blocks of the first shroomless driveable

Minor:

  • Intro cameras are very jerky, they should be smoothened slightly.
  • No replay camera is assigned to an AREA

Suggestions:

  • Extend the fencing on the left near the spiral, and make the snow actual offroad and not OoB to create a cut there.
  • Push last set forward to just before people from the shroomless land so that the position tracker has already updated at the set and it gives better items.
Obstagoon's Palace Accepted DS Peach Gardens DS Peach Gardens 3
Sky High Island Accepted Koopa Cape Koopa Cape 3

In Bug Testing

Track Status Track Slot Music Slot Laps Speed Mod Played Online? Notes

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes

Waiting on Author Update

Track Status Track Slot Music Slot Laps Speed Mod Notes
Halogen Highway Updating Moonview Highway Rainbow Road 2 Author is currently making an update.
Overgrown Temple Updating N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3 Author is currently making an update.

Note 1/2/2022: It has been over a year since these tracks were initially accepted and the track has received no updates. Because of this, we have asked the author to fully re-submit when their updates are finished.

Unnamed Town Updating Moonview Highway DS Delfino Square 3 Author is currently making an update.

Note 1/2/2022: It has been over a year since these tracks were initially accepted and the track has received no updates. Because of this, we have asked the author to fully re-submit when their updates are finished.

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