CTGP Revolution/Track Wishlist

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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 unreviewed tracks unless you are a CTGP Admin!

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 "Submitted" tag. 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 with the "Updated" tag. 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 "Submitted" tag as well, as opposed to a "Rejected" tag or any other 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 ready to be added to CTGP. We apologize for any inconveniences this may cause. If anyone has any questions about the status of their track, please DM bento, Cotni, or Echo 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

Ready The track has been accepted and has no known issues; it will be included in a future CTGP update.
In Testing The track has been accepted, but is still currently being bug-tested by the Track Council. It will be included in an update once all found bugs are fixed.
Needs Fixes The track has been accepted (or is a proposed update to an already existing CTGP track), but the author is currently working on a new update to the track to fix bugs and various other issues.
Rejected The track has been rejected since it was last tested.
Submitted The track has been submitted for review.
Updated The track was previously submitted for review, but has been updated before the review period ended.
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 Rainbow Road (ZPL) Submitted Rainbow Road Rainbow Road 1 Resubmitting with v3.01 - Update of BigOto2's model
N64 Banshee Boardwalk (ZPL) Submitted SNES Ghost Valley 2 SNES Ghost Valley 2 3
Sandy Clocktower Submitted DS Desert Hills Dry Dry Ruins 3 I just think it'd be interesting to know how much of a shot this has at getting into the pack.
SNES Donut Plains 2 (ZPL) Submitted SNES Mario Circuit 3 SNES Mario Circuit 3 3 I was going to submit this a while back but I forgot. So I am trying it again.
Notice!
Please do not add tracks past this list!
The tracks below have already been selected for review!

Accepted Tracks

Ready

Track Status Track Slot Music Slot Laps Speed Mod Notes
3DS Bowser's Castle (ZPL) Ready Bowser's Castle Bowser's Castle 3
Alone and Incomplete Ready DK Summit N64 Bowser's Castle 3
Lost Ruins Ready Mushroom Gorge SNES Ghost Valley 2 3
Lumpy's Lively Lair Ready Luigi Circuit GBA Battle Course 3 3
Midnight Museum Ready N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3
Terra Ursae Ready N64 DK's Jungle Parkway N64 DK's Jungle Parkway 3

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
Aqua Dungeon Needs Fixes 2.01 N64 Bowser's Castle N64 Bowser's Castle 3 Note: The vote tally turned out too close for an immediately clear verdict; after consulting with the author we've decided to accept the track given future improvements much more involved than we usually ask for

Visuals - Some people complained about the track being too dark, making it difficult to see where the walls are at places. Regarding the shroomless statue shortcut, the borders of the block and the statue's location need to be made more obvious. The arrow signs could also be illuminated - The wall texture and carpet felt too repetitive for some members; we encourage exploring different textures and elements throughout, modeling additional details, depth, decals, etc. to help break this repetition up - A few people mentioned the emptiness of the background; can keep scenery there simple but ideally there should be something - Could enclose more sections of the track and apply some interior lighting and shading, since the sky can be seen most of the time - Could "worldbuild" a bit more to communicate what makes this track distinct from other brick castle tracks. For example, chains, axes, something to put in the prison cells (to capitalize on the "dungeon" name), creative details around the pipe that provide some connection between the underwater section and the stone building...

Gameplay - A decent number of people mentioned that the number of zappers in the underwater section should be reduced due to the difficulty of that section; some others did not find their addition interesting to that section - The shroomless statue cut can be easily blocked with a few items, giving an advantage to those in the front of the pack on lap 1 - The first shroom shortcut can be a bit awkward to take, since you can be shot wide into the wall. For the only shroom cut on the track it's probably too hard and should have the landing platform extended a bit - The shroomless at the beginning is faster by going to the right at the start, which could lead to some awkward alignments in both time trials and races - A few people were not fond of the 120 km/h stream in the underwater section, especially when coupled with the number of zappers the player must dodge. A couple of people showed interest in the stream seen before the underwater pipe in v1.0 returning - Item sets as a whole could use a bit more work; taking the shroomless at the beginning would mean that you do not get an item box for at least 20 seconds from the start line. A few (but not many) item boxes could be added to the beginning shroomless

Other / Fixes - Wall textures have some UV mapping errors. - The crystal pillar structures lack collision; this is easily fixable by using a DummyPole object - Can hit the sliding thwomps head-on in the large room containing the two fountains - The water fountain object contains draw distance issues; i.e., the second fountain in the large room spontaneously appears when the player is close enough - There's a solid wall underneath the end of the shroomless at the beginning: [1] - The respawns from the fountains and the shroomless statue cut are overly punishing

Castle in the Sky Needs Fixes 1.01 Maple Treeway Maple Treeway 1 Bugs & Issues
  • The track has pretty severe lag issues, which must be addressed at some point. The track cannot be added to CTGP if any Time Trials lag is present, or if the track has substantial amounts of lag online.
  • The statues have extremely abnormally complex KCL for no reason, and the origin of the object is not centered so it un-renders from multiple angles. The KCL for the laser can cause players to get stuck as well, especially while in a Bill or Star (should be one-way collision).
  • Shroomless shortcut through the leaves must be removed or drastically changed, it is simply too problematic for online play (you may discuss this with us as you wish).
  • The other shroomless shortcut right before the last final indoor section should also be removed or otherwise patched.
  • Junk KCL issues w/ the wooden beams in the train track area; you can hit them as if they were an invisible wall sometimes.
  • Crane KCL has multiple backwards-facing walls.
  • WLwallGC KCL (vines) has multiple backwards-facing cactus hitboxes, and since the objects are oriented in different ways, some vines push you forwards through them, while others push you backwards; this should be made consistent for any given direction.
  • Player disappears after falling into water in Laputa (the player should still be visible, if possible).

Suggestions

  • If it is possible, please do whatever can be done to shorten the amount of time in a cannon. Not only does this have the normal issues with cannons online, but it can also delay Blue Shells from reaching their target by up to nearly a full minute extra.
  • If lag permits, adding some more visual detail to the mine sections would probably be worth looking into, but this is a non-requirement.
  • There are some arguments that the robot lasers being pointed in the direct middle of the road ruins the track for less optimal vehicles (karts and such); this is up to later discussion whether something should be done about it.
Delfino Island (ZPL) Needs Fixes 1.0 DS Delfino Square Delfino Pier 3 Bento has confirmed that, with proper setup to avoid startup issues, ghosts will sync until QM between this version and CTGP's version (this includes perfect syncing for the first low trick and the entire house sc). If you would like to see this in action, you can view the video here.

We will be fixing all of the bugs that the current version has along with this update

Bugs & Issues

  • The walls on the docks are microscopically raised, which causes pseudo bean corners and other jank
  • PTB at the end of the dock section
  • You can softlock on the sign here [2]
  • Bad bill drop here [3]
  • Islands in the background should have a little more detail
  • Dark grass texture should be made to be something else because it looks really off to some people (ask Cotni for details about this)

Suggestions

  • Obviously, many people said they would prefer to see an update that looks more like Sunshine; this isn't required for this update, but if you wanted to make such an update down the line, that would be super sick
Fiery Factory, Fading Frost Needs Fixes Beta 3 Grumble Volcano GBA Bowser Castle 3 3 Bugs & Issues
  • TT lag when close to the pair of VolcanoBall objects
  • Bill issues: can get stuck on igloos and in the warehouse (search bug reports channel)
  • Z-fighting at the tops of ice walls
  • Reaching the ice bridge at just the wrong time traps you as it melts
  • Oil offroad in the frost section should not be animated
  • Unsolid ice walls close to the track, in the water to the right before the startline
  • Crushers are too low, blocking players using Mega Mushrooms

Suggestions

  • The fire conveyor section is arguably too cluttered, object spammy, and frustrating: reducing obstacle quantity or scale may be beneficial
  • A few people mentioned clarity concerns in different places, mainly the ground area to the right in the warehouse and the final turn
  • The ice bridge is less fun than the ice ramp underneath and could be removed or made to fall earlier
  • Item boxes on the oil pipe could be made to move with the stream
  • Fix some subtle gaps between hexagonal ice walls
Gallant Grotto Needs Fixes 1.2 Moo Moo Meadows Thwomp Desert 3 Bugs & Issues
  • Split paths by the pirate ship should join level to each other (this wall should not be here) [4]
  • Tricking while small here kills you (you have to know to not trick and then trick on the lower platform, which you otherwise clear); this should not be the case [5]
  • Bad texture transition [6]
  • Pocha seems to be at the wrong height and uses the wrong draw settings
  • Rising water effect causes weird HPE interactions with the things behind it
  • Metal fence texture by the half-pipes starts to wrap before it cuts off [7]
  • Half-pipe and boost materials are corrupt
  • You can hit the ceiling if you trick off of the end up the upper path at the split (is this intentional?)

Suggestions

  • There are potential issues with brightness in a few sections of the track, most notably the inside of the cave.
  • Multiple people thought that there could be some visual improvements to push the "grotto" theme more, mostly in the beginning half of the track (up to the end of the cave?), but this is just a suggestion. A lot of people had a lot of different suggestions for potential improvements here.
  • Many people asked for some changes where the pirate ship is; it should probably be turned 180d, and the top route should be reworked accordingly (if that's even needed). Having the ship's sails only viewable when looking backwards is not super great.
  • A few people found the billboards to be a little jarring; either removing them or increasing the resolution of the ads might help a little with that.
  • A few people mentioned that the grass shortcut at the end of the track is more inconsistent / "annoying" than it is difficult. Trying to make it more consistent while keeping the difficulty would be appreciated by them.
GBA Luigi Circuit (Flint) Needs Fixes 2.0 Luigi Circuit Luigi Circuit 3 Major:
  • UV mapping of the road is noticeably jagged + inconsistent on multiple turns, most notably on the second-to-last turn.
Glacier Mine Needs Fixes 1.0-CTGP RC5 N64 Sherbet Land N64 Sherbet Land 1 Minor:
  • The big ice ramps at the end are a bit misleading in that it looks like you can drive off to the sides but you actually can't; either widening the ramps or putting arrows there would be appreciated, but it is not required. This is the only thing that was listed from last test, and as far as we are aware this track is ready otherwise.
Haunted Gardens Needs Fixes 2.0 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.
  • 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.
  • You can currently fly over the ramps exiting the mansion.

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.
Mech Factory Needs Fixes 1.1 Toad's Factory Toad's Factory 3 Major:
  • Item sets need to be respaced again; see bento's suggestion in the Track Testers server.

Minor:

  • People really want some texture distinction between the flip-trick ramps and the normal-trick ramps.
Phendrana Frostbite Needs Fixes 1.0 Toad's Factory N64 Sherbet Land 3 Bugs & Issues
  • The sirens must be removed completely
  • It's unclear what is trickable or offroad; it especially needs to be clear the shortcut is a 2-shroom cut
  • Heavy snow offroad is too strong (especially in the shortcut). A tutorial for keeping snow particles can be found on the wiiki
  • Rework shortcut to be broadly accessible without tricking
  • The first item set should be reduced from 12 to 8-10 boxes
  • The non-shortcut path is bumpy and gives microbounces
  • Missing lava splash animation (or rather, it is above the player) [8]
  • Minor softlock [9]
  • Weird collision triangles before startline [10] [11]
  • Tube grate texture is scaled too small, resulting in moiré artifacting
  • Many find the lack of contrast between walls/road here to be unclear/difficult to read [12]
  • Model holes, null UV coords, minor quirks posted in #submission-bug-reports

Suggestions

  • Several testers were dissatisfied the final stunt-trick ramp; reworking it as flip-trick should definitely be considered
  • The stompers may be more interesting if they alternated rather than sync'd. Some testers expressed a desire for them to be higher and smaller as well, a la TF
  • The second set should be moved back behind the boost ramp, penultimate set has too many boxes in the circle, final set a bit too early
  • Path switching in the 2-shroom cut (performing a 1-shroom variant) could be made much more accessible (as right now it's really awkward)
  • Some expressed a desire for a tech-oriented shortcut; one tester suggested adding a spindrift-hop / TF-input cut here [13]
  • One tester suggested adding an item box to this area to give it a purpose [14]
  • A Metroid-themed itembox model would be well-received
Shy Guy Lumber Co. Needs Fixes 1.1.2.1 DK Summit Maple Treeway 3 Significant amounts of lag across the entire track.
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
In Testing

Rejected Tracks

Rejected (2023)

Rejected (Pre-2023)


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 General Reasons