Difference between revisions of "CTGP Revolution/Track Wishlist"

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(→‎Accepted Tracks: Removed accepted tracks from the latest update.)
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! width=5%| Speed Mod
 
! width=5%| Speed Mod
 
! width=55%| Notes
 
! width=55%| Notes
|-
 
| [[Blossoming Ruins]]
 
| {{unknown|Unreviewed}}
 
| Maple Treeway
 
| Maple Treeway
 
| 3
 
| 1×
 
| Visual updates are on the way, but we would like to see what layout / big model changes people would like to see first.
 
|-
 
| [[KKW Prismatic Parkway|Prismatic Parkway]]
 
| {{unknown|Unreviewed}}
 
| N64 DK Jungle Parkway
 
| N64 DK Jungle Parkway
 
| 3
 
| 1×
 
| I am thinking of updating this track in the future, and would like some feedback so I know what to edit, add, or remove. :)
 
|-
 
| [[Misty Lavalands]]
 
| {{unknown|Unreviewed}}
 
| SNES Mario Circuit 3
 
| SNES Ghost Valley 2
 
| 5
 
| 1×
 
| Based off a texture hack.
 
 
|-
 
|-
 
| [[N64 Wario Stadium (bugsy)]]
 
| [[N64 Wario Stadium (bugsy)]]
Line 104: Line 80:
 
| 2
 
| 2
 
| 1×
 
| 1×
| New version of the track. Open to it being either 2 or 3 laps.
+
| New version of the track. Open to it being either 2 or 3 laps.
|-
 
| [[Planet Pathway]]
 
| {{unknown|Unreviewed}}
 
| Rainbow Road
 
| Rainbow Road
 
| 3
 
| 1×
 
| This is a remake of the Kozakura CT Jam track "Rainbow Solar System". If i need to adjust the first shortcut i will.
 
|-
 
| [[Skybound Cloudscape]]
 
| {{unknown|Unreviewed}}
 
| Luigi Circuit
 
| Mushroom Gorge
 
| 3
 
| 1×
 
| I do not expect this track to get accepted, but I’d like to see feedback for it, as I consider it my best solo work.
 
 
|}
 
|}
  
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This track has a lot of potential, as the theming is nailed and the feedback within the threads provides many suggestions for the author. But as of right now the needs some visual and layout work to become CTGP-quality.
 
This track has a lot of potential, as the theming is nailed and the feedback within the threads provides many suggestions for the author. But as of right now the needs some visual and layout work to become CTGP-quality.
 
|-
 
|-
| [[Botania]]
+
| [[Blossoming Ruins]]
 
| {{no|Rejected}}
 
| {{no|Rejected}}
| 1.2
+
| Beta
 +
| Maple Treeway
 +
| Maple Treeway
 +
| 3
 +
| 1×
 +
| The council deemed this track as a good start but needs work to be a polished track that would work well in CTGP.
 +
 
 +
Visually, this is a very good base, however, could have improvements. There are good overall ideas such as the day-night cycle, which is effective when done well. However, it has some imperfections such as z-fighting, unaligned UVs, model holes, and the player clipping through desynced geometry i.e., the carpet. The "blossoming" aspect of the track is developed, however the "ruins" part could do with some more development. The BLIGHT might also require some thought as it doesn't fit the night theming. This could perhaps be resolved with VolcanoPiece/venice_saku moving a BLIGHT effect trigger to change it after a period of time.
 +
 
 +
Gameplay is where this track needs the most consideration. There are a few turns that some found flowed well outside, but inside the many 90° turns which were closely proceeded by a ramp can be awkward to drive. There were other ramps that were mentioned which were considered issues: the flip ramp into the water stream which was deemed not useful; the very first trick which gives a ton airtime and should be a flip ramp. On the other hand, the addition of a water stream was appreciated as it made the simpler layout a bit more dynamic.
 +
 
 +
Overall, this track has a good start on visuals and a mostly acceptable layout which needs some changes to improve it. The main issues with the gameplay were the turns in the castle and the ramps giving too much air. Visually, the council thinks it could both develop the overall theming more, and polish the textures and general visuals i.e., UVs of the track.
 +
|-
 +
| [[Botania]]
 +
| {{no|Rejected}}
 +
| 1.2
 
| GCN DK Mountain
 
| GCN DK Mountain
 
| Moo Moo Meadows
 
| Moo Moo Meadows
Line 1,550: Line 1,525:
 
| 1×
 
| 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.
 
| 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.
 +
|-
 +
| [[KKW Prismatic Parkway|Prismatic Parkway]]
 +
| {{no|Rejected}}
 +
| Beta 3-hotfix
 +
| N64 DK Jungle Parkway
 +
| N64 DK Jungle Parkway
 +
| 3
 +
| 1×
 +
| The council determined that this track was too outdated and unoriginal in it's visuals, as well as needing a few gameplay tweaks to be considered for CTGP.
 +
 +
Visually, there isn't much to say given this is mostly the same visuals as N64 DK's Jungle Parkway. This really needs a visual overhaul to be considered; for a track to survive in CTGP, a track really needs to be unique.
 +
 +
Gameplay-wise it has some good and bad. Some players in council found the strats quite fun to do, however the consensus was that the shortcut is quite overpowered for such a short track; the grate turns are quite awkward to drive. Regardless, the praises for the gameplay of the track were certainly apparent.
 +
 +
Overall, this track really needs a complete visual overhaul to be considered at all. Gameplay-wise, it could do with a bit of tweaking to make some of the turns a bit smoother to drive, however the reception was mostly positive. Unfortunately, the visuals could not be ignored when voting.
 
|-
 
|-
 
| [[Prison Block]]
 
| [[Prison Block]]
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| 1×
 
| 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.
 
| 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.
 +
|-
 +
| [[Skybound Cloudscape]]
 +
| {{no|Rejected}}
 +
| 1.1
 +
| Luigi Circuit
 +
| Mushroom Gorge
 +
| 3
 +
| 1×
 +
| This track is decent, but lack of uniqueness both visually and gameplay-wise leads to a track that is not very memorable. There aren't enough elements that only exist on Skybound Cloudscape, and that is a critical issue when it comes to CTGP.
 +
 +
Visually, the theme is not bad and actually fairly unexplored in the custom track universe. However, it feels highly underveloped and needs to be polished. For the most part, the same visual assets, such as the house, the bushes etc..., are used throughout the track. Furthermore, the scenery is too simple. There is nothing underneath the road itself, which appears to be made of stone and wood and it's all just floating. It could have been interesting to explore architural clues as to how this cloudy world functions.
 +
As a whole, the track lacks cohesiveness. You have ad signs, perfectly intact houses, rock formations and ruin elements (such as a broken pillars), which makes it unclear what is going on. Are we on a racetrack, in a village in the sky or in a ruined world? This issue is made worse by some assets that do not really work together, like the 2D Fly Guys and the 3D Toads.
 +
As with visuals, the track does not do anything that is outright wrong when it comes to gameplay, but it also does not take any risks and as a consequence it feels dull to drive. The turns have a pretty normal radius and some feel long-winded, the cuts are pretty standard. The small platform shroomless is not bad, but it doesn't mesh well with the rest of the layout and is far from enough to add the dynamism that this layout needs.
 +
Simple tracks aren't inherently impossible to get in CTGP, but especially when they are not heavily based on item play, they need to provide players with ways to gain an edge on other drivers, whether it be via fast flowing turns that heavily reward good lines, riskier versions of shortcuts or small shroomless strats sprinkled throughout the layout. When they do not, it creates a layout that more experienced players tend not to remember, as there is nothing that separates them from other simple layouts.
 +
 +
Overall, the track needs a much stronger identity. That can be done via a combination of better visuals that sell the theme better and gameplay that takes more risks. Sectioning the layout into different parts would definitely help, but large changes are needed for us to reconsider this track.
 +
 +
Minor issues:
 +
-Respawn points are very rough; there are multiple no lap counts and a cut near the end
 +
-It is odd that the clouds along the road are not solid, considering their size
 +
-Spiral has major checkpoint issues, including a no lap count
 
|-
 
|-
 
| [[SMO RC Car Circuit]]
 
| [[SMO RC Car Circuit]]
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| –
 
| –
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 +
|-
 +
| [[Misty Lavalands]]
 +
| {{no|Rejected}}
 +
|
 +
| SNES Mario Circuit 3
 +
| SNES Ghost Valley 2
 +
| 5
 +
| 1×
 +
| The visuals of this track are pretty good, however, the gameplay for this track is very underwhelming and still has similar issues to previous tracks by the same author.
 
|-
 
|-
 
| [[Moe's Path]]
 
| [[Moe's Path]]
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| 1×
 
| 1×
 
| Does not pass initial quality checks.
 
| Does not pass initial quality checks.
 +
|-
 +
| [[Planet Pathway]]
 +
| {{no|Rejected}}
 +
|
 +
| Rainbow Road
 +
| Rainbow Road
 +
| 3
 +
| 1×
 +
| It was decided to reject this track due to its issues of flickering and corruption in the skybox and objects, the unevenly modelled road, and, given it has a very similar CLR animation to a track already in CTGP (Royal Rainbow), it can be argued it would not survive very long in the pack.
 
|-
 
|-
 
| [[Planetary Ruins]]
 
| [[Planetary Ruins]]

Revision as of 01:26, 7 January 2023

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.
Expired This track was accepted, but too much time has passed since then with no progress on promised updates, so it must be submitted again for reconsideration.
Under Review The track is currently under review, and a decision has not yet been made.
Unreviewed The track has never been reviewed before.
Notice!
Add new tracks to the topmost table! If you don't, your course will stay un-reviewed!

Unreviewed Tracks

Track Status Track Slot Music Slot Laps Speed Mod Notes
N64 Wario Stadium (bugsy) Unreviewed GCN Waluigi Stadium GCN Waluigi Stadium 2 New version of the track. Open to it being either 2 or 3 laps.
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

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
3DS Bowser's Castle (ZPL) Needs Fixes v1.1 Bowser's Castle Bowser's Castle 3 Minor:
  • Fix current bullet bill issues.
  • Fix the bumpiness of the ramp before the barrel so that tricks aren't as difficult to get.
  • Make the spinning barrel longer, unsquished, have moving road collision and have the rim animated.
  • Change the collision of the underwater fire pillars from cactus (could perhaps use an object for its collision).
  • Glider displacement is incorrectly UV mapped.
  • Underwater section needs water KCL.
  • Lava is corrupt.
  • Add sticky road to the underwater exit.
  • Missing pochaYogan at the lava geysers.
  • Z-fighting on the windows.

Suggestions:

  • Remove the boost panels on the top route after the ramp to balance the paths better.
Glacier Mine Needs Fixes v1.0 N64 Sherbet Land N64 Sherbet Land 1 Submission created by popular demand, allowed as the original author is unreachable.

Major:

  • Sticky tricks need to be made more consistent.
  • In general, KCL should be improved. You can fly over boost panels or get weird pockets of air (most notably at the mine exit) amongst other inconsistencies which are mainly due to overuse of sticky road. Out of bounds planes are also not great, you can get a no lap count in the mine due to missing OoB.
  • Both water currents need to be slowed down. The first one makes you go at 116 without a wheelie, so the boost panels but also any boost items are useless, and it is over 10s long. The second is just far too punishing.
  • Star box needs to be removed
  • Bill can drop you off the track at most gaps.
  • No checkpoint coverage in any of the shroomcuts.
  • Multiple places (mine downhill, mine exit, koopa sign at the end) have lag issues.
  • UV-mapping is very mediocre almost everywhere, but it is very noticeable at most walls, the boost panels and the halfpipes.
  • No mipmaps

Minor:

  • Boulders in the waterfall sections need a smoother route.
  • Similarly to the Koopa sign with the question mark, an indicator for the shroomcut after the water current could be useful.
  • Some Z-fighting (most notably the arrow signs) issues

Suggestions:

  • Most large ramps in the ice section could be much flatter, as they give far too much air.
  • The wooden ramp right after the mine exit could be removed, as it can be annoying due to the road being slippery.
  • If possible, make the track baggable without altering forwards gameplay.
  • Visuals can definitely be improved. The track reuses a lot of assets from regular tracks and could also look much better with proper lighting. However due to the current lag issues, it is unclear how much can really be done.
  • The wario signs do not fit the atmosphere of the track

To be polled:

  • Making one or both of the shroomless cuts ramps bigger
  • Changing the road from slippery to normal in the mine halfpipe turn.
Midnight Museum Needs Fixes v2.0 N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3 Major:
  • Starting position should be moved closer to 1st ramp so that 12th place's view is not obstructed by a fence.
  • The track has a lot of item route issues at the various path switchs. Most notably, it locks onto the ship shroomcut by default.
  • The small flip ramps are inconsistent, sometimes you cannot get a trick.
  • When going for the shroomless, you can clip offroad randomly.
  • Out of bounds is far too punishing at the skull shroomcut.
  • There are still a lot of horizontal walls spread throughout the track. In general, the KCL needs to be improved to prevent softlocks.
  • Minimap needs to be redone; it lacks details and also shows areas that aren't driveable.
  • The carpet and the arrows have major Z-fighting in the main exhibit hall.

Minor:

  • Model could match the KCL better at the horn for the skull shroomcut.
  • Opening cameras can be improved and no replay cameras are assigned to an AREA.
  • Toad Mummies could use smooth shading so they look less jarring.
  • BLIGHT is not used.
Sky High Island Needs Fixes v1.05 Koopa Cape Koopa Cape 3 Major:
  • Lag.
Starry Cityscape Needs Fixes 0.5 Rainbow Road Galaxy Colosseum 2 Major:
  • The track needs arrows, it is too confusing right now
  • Even with arrows, the industrial section lap 1 could do with more clarity as it is quite dark and blind.
  • OoB needs a ton of work. You can access areas you should not be able to (even allowing an unintended shortcut) and it can is very agressive elsewhere.
  • Some KCL jank, most notably walls can poke above the road sometimes. The flip ramp at the split path rainbow section can also give very early tricks.
  • Item routes issues at the volcano piece area.

Minor:

  • No replay cameras assigned to an AREA

Suggestions:

  • Add BLIGHT
  • To be tested some more: the shroom cuts look a bit weak, most notably the top path cut lap 2 and the ending cut.
  • Item sets could be rearranged in a better way in the first rainbow section.
  • The industrial section uses a volcano piece that falls through the floor which is not very realistic, but you do not see the object fall during normal races.
  • Buildings in the city section all look quite similar and the track could use more variety there.

In Testing

Track Status Track Slot Music Slot Laps Speed Mod Notes
Lost Ruins In Testing Mushroom Gorge SNES Ghost Valley 2 3

Waiting on Author Update

Track Status Track Slot Music Slot Laps Speed Mod Notes
Dark Matter Fortress Updating N64 Bowser's Castle N64 Bowser's Castle 3
Haunted Gardens Updating DS Peach Gardens SNES Ghost Valley 2 3 Major:
  • Ghosts need a far more predictable route or their collision completely removed.
  • The mud cut entry should be clearer, either via a better LOD balance or by some kind of indication with plants or another object.
  • There should be no respawns directly in the mud cut as driving in heavy offroad is very painful.
  • Position tracking of the players doing the mud cut versus players driving in the normal path is off. It was also the case in the original Haunted Woods, but it feels like more of an unintended effect rather than a purposeful decision. The game still shows you in first when you're clearly not based on where people doing the cut are.
  • Bill is too strong in the cut. It used to go flying on Haunted Woods, and the same could probably be done here to nerf it somewhat.
  • Mega box should be less difficult to reach.
  • The shortcut will be lengthened to nerf it by a couple seconds, as a result of the poll that was run by author request.

Minor:

  • The force field thing that appears behind the arrows on laps 2 and 3 does not have collision, making it completely pointless. It should either be given collision or removed.
  • The pipe object lacks an underside to the rim. It is very visible on this track since the pipes at the beginning are rotated off the vertical axis.

Acceptance Expired

Acceptance Expired

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