Difference between revisions of "CTGP Revolution/Track Wishlist"

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(Added reviews for Snifit Station and SNES Choco Island 2)
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| 1×
 
| 1×
 
| Major update of previously rejected track
 
| Major update of previously rejected track
|
 
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| [[SNES Choco Island 2 (Slimeserver)]]
 
| {{unknown|Under Review}}
 
| <small>N64</small> DK's Jungle Parkway
 
| <small>N64</small> DK's Jungle Parkway
 
| 3
 
| 1&times;
 
|
 
|-
 
| [[Snifit Station]]
 
| {{unknown|Under Review}}
 
| Rainbow Road
 
| Rainbow Road '''or''' Galaxy Colosseum
 
| 3
 
| 1&times;
 
| This is not completely finished, but we want to submit it now to understand what we need to fix.
 
 
|
 
|
 
|-
 
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| 1&times;
 
| 1&times;
 
| 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.
 
| 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 Choco Island 2 (Slimeserver)]]
 +
| {{no|Rejected}}
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| 1.0
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| <small>N64</small> DK's Jungle Parkway
 +
| <small>N64</small> DK's Jungle Parkway
 +
| 3
 +
| 1&times;
 +
| While this track is of a decent quality, it was ultimately rejected as most council members felt it was not a clear upgrade compared to the current CTGP version.
 +
 +
This track takes a very different approach in style
 +
Visually, while the track does not look bad, it uses very generic N64 DK's Jungle Parkway assets, and the usual brown tone symbolic of the Choco Island family is lost, and the resulting visuals feel uninspired.
 +
This is also true when it comes to gameplay. While few people are going to argue SNES Choco Island 2 is the epitome of fun and inspiring gameplay, this version removes the ramps at the end which have historically always been satisfying to drive as they create a great corner skip. The mud pit has always been replaced with a loop. Council appreciates that the author tried something different, especially on a large and blanc section, but the loop does not feel much better to drive.
 +
 +
Overall, in spite of strong design choices, this version stays relatively bland and simple, similarly to the current version. In front of such a choice, council would rather take the version that is more true to the original as it at least appeals to people who enjoy it for what it is. The visuals would obviously need to fit the track name more but the gameplay would also need large changes for this to replace current.
 
|-
 
|-
 
| [[SNES Donut Plains 1 (ZPL)]]
 
| [[SNES Donut Plains 1 (ZPL)]]
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| 1&times;
 
| 1&times;
 
| This verdict has nothing to do with Squire’s talents as a creator. Squire pushed the track to its gameplay and visual limits while keeping the SNES layout. The problem with the track is that the layout is simply too dull and basic for Council to believe that it should have a slot in CTGP. Outside of the addition of the shroomless ramp and rail, there is not much done to the track that would make it stand out from other retros and CTs that have similar chaotic gameplay (GCN Baby Park, Jungle Jamble, SNES Mario Circuit 1, etc. Council sees no reason to add any Vanilla Lake into CTGP with its current amount of slots unless there are significant creative liberties that would alter its layout.
 
| This verdict has nothing to do with Squire’s talents as a creator. Squire pushed the track to its gameplay and visual limits while keeping the SNES layout. The problem with the track is that the layout is simply too dull and basic for Council to believe that it should have a slot in CTGP. Outside of the addition of the shroomless ramp and rail, there is not much done to the track that would make it stand out from other retros and CTs that have similar chaotic gameplay (GCN Baby Park, Jungle Jamble, SNES Mario Circuit 1, etc. Council sees no reason to add any Vanilla Lake into CTGP with its current amount of slots unless there are significant creative liberties that would alter its layout.
 +
|-
 +
| [[Snifit Station]]
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| {{no|Rejected}}
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| 1.0
 +
| Rainbow Road
 +
| Rainbow Road '''or''' Galaxy Colosseum
 +
| 3
 +
| 1&times;
 +
| Ever since its release, this track has had a ton of potential and the latest update has definitely improved it. Nevertheless, it was rejected due to the remaining visual and gameplay related issues, though most council members agreed that the track has a strong base and has clear areas for improvement.
 +
 +
Visually, the track has a good theme. Its color scheme and its various assets from Mario Party 2 and Mario Party Superstars' Space Land properly differentiate it from other space theme tracks, and CTGP itself does not really have any space station track to begin with. The various references to the aforementioned board will please Mario Party fans and contribute to the unique feel of the track.  Despite these strong points, the visuals are ultimately held back by some of the sections, which feel underwhelming compared to other. The part after the force field looks quite bland and feels too much like road that only exists to connect the dome to the station. The station entry itself is also empty, as it's a large metal façade that could really use some more colours. This criticism can be applied to the track globally, as compared to Space Land, it looks too monotone. Using more background objects taken from both the Nintendo Switch board but also the Nintendo 64 one  (the blooper, the golden shells, the snifit patrol POLICE stations to name a few) could help spice up the visuals and fill up the empty areas. The rainbow tunnel also feels out of place. It's unsure what its purpose is visually, as it's not even used to enter the force field since you go through it both when entering and leaving the dome. Moreover, the lightmap is clearly baked wrong as there are jagged shadows everywhere, most of which are very noticeable.
 +
Gameplay wise, the track has a lot of great ideas. The halfpipes, when they work, feel very satisfying. Moreover, they don't funnel players into a specific line which is often a problem with halfpipes, and there are multiple ways to get the wrap around both of the metal grate left turns. Some of the ramps, most notably near the station entry, are also quite enjoyable as you can clip through the floor (or time a hop properly) to get very low tricks. Overall the track gives players a ton of creativity on how they want to approach the unique sections, and that gives the track a very strong starting point upon which to improve. However, much like the visuals, parts of the layout undermine the dynamism these sections bring. The same section after the force field also feels very empty when driving. There are no objects to interact with, the right turns are far too wide, the cut is too basic and not very satisfying to pull off. This is the one section that really does not feel up to par with the rest of the track, but a similar (albeit weaker) statement could be made about the split path section, where both paths feel like they are just there to link the station entry to the whomp cars sections, in a way that you enter the latter facing straight. While it's obviously natural that this would be the goal of that section, both paths do not feel very engaging to drive, with the right one especially being quite frustrating as you release the left MT into a boost panel and then you have to hold the right MT very long because of same boost panel sending you wide. Furthermore, the paths are quite unbalanced and there is little reason for racers to go left.
 +
Obviously, as author most likely already know, the biggest issue of the track remains the halfpipes. Halfpipes will naturally always be inconsistent and that's a game problem and not really something fixable. However, the halfpipes on this track could feasibly be improved massively in a way that would solve most cases where players do not get the wraps. Making them more vertical and also shorter in height should help racers stick to the invisible walls. Moreover, parts of them could removed near the apex of the turns so that racers do not try to go off them at these precise locations where one is most likely not to wrap. This latter improvement would especially help with the last halfpipe section as it is already quite vertical and works perfectly fine if you take the halfpipe early.
 +
To summarize the main gameplay issues:
 +
-The layout is good for the most part
 +
-The halfpipes are amazing, but simply too inconsistent. Making them more vertical and shorter as well as removing the parts that aren't really fixable should help a ton.
 +
-The main shroom cut feels very underwhelming and is also probably too weak considering the amount of tricks and boosts. Suggestions include transforming it into a platforms cut (which would fit the space theme) that skips off more.
 +
-The section after the dome is very empty and wide.
 +
-The track could use more objects in the background but also ones that racers could interact with.
 +
The track is also littered with more minor problems:
 +
-There should only be one ramp (or both should be made stunt trick) after exiting the dome at the start as it is faster not to trick off the first one, and the second one sends you too far.
 +
-The metal grate section is missing sticky road, which makes it very bouncy if you decide not to take the halfpipes.
 +
-Most flip ramps should be changed to double flip, most notably at the station entry, to really push the low tricking aspect that they provide.
 +
-With slower vehicles, you cannot get enough height off this ramp which leads to a super slow and bouncy landing.
 +
-Some members have complained that offroad is too unclear currently.
 +
 +
Overall, this review is quite extensive as most members really think this track could be amazing with the right improvements. Most sections feel fun to drive both offline and online and the track has a good theme to built upon. It is undeniable that this has a lot of potential and could get into CTGP should it get updated.
 
|-
 
|-
 
| [[Spectral University]]
 
| [[Spectral University]]

Revision as of 13:28, 5 April 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 Melg, NateRNH, or CC on Discord.

It should also be noted that the following list of tracks are unable to be submitted to CTGP for varying reasons:

  • New tracks from Mario Kart 8 (due to potential copyright).
    • Note: Retro remakes of tracks that appeared in Mario Kart 8 (e.x. SNES Donut Plains 3) are still eligible for review.
  • New tracks from Mario Kart Tour (due to potential copyright).
    • Note: Retro remakes of tracks that appeared in Mario Kart Tour (e.x. SNES Koopa Beach 2) are still eligible for review.
  • Texture hacks of current CTGP tracks, or texture hacks of previously reviewed / rejected tracks that do not fix the issue(s) given for the track.
  • Any track that is based after or includes references to a real-life company or organization that may cause potential copyright issues (e.x. Burger King Drive-Thru or Toy Story).
  • Tracks with speedmods below 1.0 (e.x. half-speed mods).

New Tracks

Legend

Accepted The track has been accepted without issue, and will be included in a future update.
Maybe The track has been accepted previously, but second deliberations are required by the Track Council. This will rarely ever be used.
Updated The track has been accepted, but an update has been released after the accepted version.
In Testing We would like to add this track, but is still currently being bug-tested by the Track Council. It will be accepted once all found bugs are fixed.
Needs Fixes We would like to add this track, but further action by the author is required.
Updating We would like to add this track, but the author is currently working on a new update to the track. We will test the track once this update is out.
Rejected The track has been rejected since it was last tested.
Under Review The track is currently under review, and a decision has not yet been made.
Unreviewed The track has never been reviewed before.
Notice!
Add new tracks to the topmost table! If you don't, your course will stay un-reviewed!

Unreviewed Tracks

Track Status Track Slot Music Slot Laps Speed Mod Notes
DS Shroom Ridge (SquireTurnbolt) Under Review Moonview Highway DS Twilight House 3
GBA Ribbon Road (Gabriela) Unreviewed SNES Mario Circuit 3 GBA Battle Course 3 3 Major update of previously rejected track
Snowpoint Valley Under Review DK Summit DK Summit 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.
Aquania Accepted Koopa Cape Koopa Cape 3 Update from SpyKid:
  • Removed face-down road.
  • Removed trash collision.
  • Added additional bubble effect (EnvFire).
  • Changed post-effect.
  • Improved ramp trick consistency.
  • Improved sticky road consistency to prevent random bounces.
  • Optimized course model.
  • Replaced and changed some textures.
  • Added new water animation.
  • Removed 2D bubbles (BGteresaSFC).
  • Fixed holes.
  • Fixed corrupted materials in ghost replays.
  • Remade minimap. (Credits to Trainiax)
  • Fixed Z-fighting
  • Optimized KMP. (With help from Carp)
  • Fixed KCL errors. (With help from Carp)
  • Fixed Slow Motion Bug.
  • Fixed Position Jump Bugs.
  • Added Mipmaps.
  • Replaced water animation.
Banished Keep Accepted N64 Bowser's Castle N64 Bowser's Castle 3
Big Express City Accepted Moonview Highway Moonview Highway 3 Update from Brawlboxgaming:
  • Made 100% baggable.
  • Fixed checkpoints (whilst keeping ultra shortcut).
  • Fixed KCL issues.
  • Made track slightly brighter.
  • Fixed item routes.
  • Added bulldozer to nerf large shortcut.
  • Restricted baggers from using easter egg to bag.
  • Remade skybox.
  • Moved last item set.
  • Removed the invisible wall.
  • Brightened fences.
  • Moved ramp at the fountain to the left.
Camp Kartigan Accepted Moonview Highway Maple Treeway 3 Update from MrFluffy:
  • Fixed Ultra Shortcut.
  • Removed double-sided wall collision adjacent to out of bounds.
  • Updated item routes and checkpoints.
  • Updated car routes and reduced number of vehicles.
  • Updated materials.
Candy Coaster Accepted Maple Treeway Daisy Circuit 3 Major update from SpyKid:
  • Changed ramps.
  • Made some model changes.
  • Added Bullet Bill no drop-off zones.
  • Fixed KCL bugs.
  • Adjusted checkpoints.
  • Added shadow map and new vertex colors.
  • Adjusted skybox model.
  • Increased cannon speed.
  • Removed a softlock.
Christmas Court Accepted N64 Sherbet Land N64 Sherbet Land 3 Update from Brawlboxgaming:
  • Fixed bill routes
  • Made 100% baggable
  • Fixed respawns
  • Removed junk KCL
Coin Heaven Accepted Mario Circuit Mushroom Gorge 3 Major update from TacoJosh:
  • Remade from scratch
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 Mario Circuit (ZPL) Accepted Mario Circuit Luigi Circuit 3 Major update from ZPL:
  • Remade from scratch
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 Sky Garden (_tZ) Accepted Mushroom Gorge Mushroom Gorge 3
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 Dry Dry Desert (ZPL) Accepted Dry Dry Ruins Dry Dry Ruins 3
Mansion of Madness Accepted Grumble Volcano DS Twilight House 2 Update from Cotni and Silverr:
  • Lowered first ramp.
  • Buffed first shortcut.
  • Fixed pseudo softlock on the net.
  • Removed mushroom collision at the boost on the right side of the ramp exiting the half-pipe room.
  • Removed a part of the half-pipe on the left side of the half-pipe room.
  • Removed falling floors from the half-pipe section.
  • Added half-pipes on the outside edge of the rainbow spiral.
  • Remade rainbow skybox and fall boundaries in the rainbow area.
  • Made it possible to drive backwards up a couple walls.
  • Added a new shortcut.
  • Corrected various model defects.
  • Added vertex colors.
  • Improved texture mapping.
  • Improved enemy and item routes.
  • Adjusted respawn points.
  • Added lava splash effect.
  • Removed Wiggler and replaced it with two Penguins.
  • Added Pokeys to the half-pipe room.
  • Made moving item boxes stationary.
  • Moved an item box set slightly back.
  • Adjusted giant Bullet Bill timing.
  • Moved a crab slightly back.
  • Lowered texture sizes.
  • Added an Easter egg.
Mushroom Valley (ZPL) Accepted Mushroom Gorge Mushroom Gorge 3
  • Edited texture mapping.
  • Edited textures.
  • Edited post-effects.
  • Remade minimap.
  • Edited KCL.
  • Changed pole position.
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
N.I.S.W.O.E. Desert Accepted Dry Dry Ruins Dry Dry Ruins 3
Royal Rainbow Accepted Rainbow Road Rainbow Road 3
Sandstone Cliffs Accepted Mushroom Gorge Mushroom Gorge 3
Sky High Island Accepted Koopa Cape Koopa Cape 3
Skyline Avenue Accepted Moonview Highway Moonview Highway 3

In Bug Testing

Track Status Track Slot Music Slot Laps Speed Mod Played Online? Notes
N64 Yoshi Valley (ZPL) In Testing Maple Treeway DS Yoshi Falls 3 No A PTB was found

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
3DS Rosalina's Ice World (SquireTurnbolt) Needs Fixes 1.1 N64 Sherbet Land N64 Sherbet Land 3 Major:
  • 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

Moderate:

  • 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.

Suggestions:

  • 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.
Alpine Skyway (Luca) Needs Fixes 1.2 DK Summit DK Summit 3 Major:
  • Make the cannon stick consistent no matter where and how you enter the cannon.
  • Move the cannon trigger and the tornado to the boost panel so there is no way to miss the cannon by getting bumped or target shocked before it. [1] [2]
  • The skaters have different speed which makes them eventually merge into each other
  • Wheelie locks are far too common currently due to the KCL being rather bumpy.

Minor:

  • The background forest texture forms Moiré patterns.

Suggestions:

  • Improve the background visuals diversity.
Bowser's Termination Station Needs Fixes 1.0 GBA Bowser Castle 3 Galaxy Colosseum 2 Major:
  • Getting air over the grass is very inconsistent, you often just stick to the grass.
  • The cannon is very unintuitive, right side sends you to the left and vice versa.
  • There should be an invisible wall or oob on the ceiling to prevent weird wall climbing behaviour when shrooming off the mushroom pad.
  • The gap cut should not be possible shroomless, which can be prevented by adding offroad on the right edge of the road or by extending the gap slightly.
  • The respawns in the double aurora at the end are far too punishing.
  • The mud cut near the start should be changed to heavy offroad, as it currently faster to just drive through the offroad shroomless.
  • The bill can currently drop you on the fire wheels.
  • First set should be moved to before the trickable end of the bridge
  • The set in the turn you skip when doing gap cut is badly positioned and you cannot reliably get all boxes. It should be moved to before or after the turn itself.

Minor:

  • You start far away from the start line
  • Bill hits the road here.
  • CPUs get stuck in multiple areas.
  • Replay cameras are not assigned to an AREA
  • In the lava room, the lava splash effect (pochaYogan) is too high, it never matches the height of the lava.
  • There is still Z-fighting on the Bowser banners on the castle at the start.

Suggestions:

  • Many players have found the respawn on top of the 1st aurora boost ramp to be awkward. Adding a platform on the left or right side for players to respawn on would solve the issue.
  • At times the BLIGHT does not match the lighting perfectly (Discord).
  • A few council members have found the rock uphill to be too bumpy.
GBA Boo Lake (Slimeserver) Needs Fixes 2.0 SNES Ghost Valley 2 SNES Ghost Valley 2 3 Major:
  • The gap cut should be more difficult
  • The vertex colours are hard to see near the cracks at the end

Suggestions:

  • Only one gap is missing to make the track fully baggable, the first one. That can be solved by making the wooden edge trickable.
GCN Sherbet Land (Tock) Needs Fixes 4.0 N64 Sherbet Land N64 Sherbet Land 3 Major:
  • Moving item sets are unnecessary. Revert the items to how they are on the current version.

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