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 reviewed for addition 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.
  • Any texture hack of a current CTGP track, or of a previously reviewed / rejected track, that does not fix the issue(s) given for the track.
  • Any track that crashes your game upon load (yes, these have been submitted before).
  • Any track that is directly 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).
  • Any track that is directly based after a real-life person, mostly for liability purposes (e.x. Troy's Teespring Trek).
  • Any track that has a speedmod value below 1.0 (e.x. half-speed mods).
  • Any track that has the Item Position Bug present.

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
Interstellar Laboratory Submitted Rainbow Road Rainbow Road 3
Lantern Light Terrace Submitted Maple Treeway Maple Treeway 3 This track got a good bit of positive reception, so I figure we'd put it up for council's review. Why not? :-)
Meteor Shower (Crystallic Dream) Submitted N64 Bowser's Castle N64 Bowser's Castle 1 Item Position Bug is present, and will have to be fixed; this is being reviewed ahead of time so that the author can apply requested fixes at the same time as IPB fix.
SNES Choco Island 2 (Slimeserver) Submitted N64 DK Jungle Parkway N64 DK Jungle Parkway 3
The Castle of Broken Promises Submitted GBA Bowser's Castle Bowser's Castle 3 This track is probably very bad, I just hope it isn't a total disappointment. JC wanted me to push it for review again, and I'm trusting his word, I just hope this one goes better for people, and I hope things can improve in general. I'll probably drop smaller stuff as updates if there's any especially strong ideas for it too, just really hoping it can go in mostly the way it is currently (assuming it isn't a massive flop too).
Comfort Food Circuit Submitted Coconut Mall Coconut Mall 3 :)
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
Alone and Incomplete Ready DK Summit N64 Bowser's Castle 3
Delfino Island (ZPL) Ready DS Delfino Square Delfino Pier 3
DS Mario Circuit (ZPL) Ready Mario Circuit Luigi Circuit 3
Gallant Grotto Ready Moo Moo Meadows Thwomp Desert 3
Glacier Mine Ready N64 Sherbet Land N64 Sherbet Land 1
Mech Factory Ready Toad's Factory Toad's Factory 3
Phendrana Frostbite Ready Toad's Factory N64 Sherbet Land 3

Needs Fixes

Track Status Ver. Track Slot Music Slot Laps Speed Mod Notes
3DS Rainbow Road (ZPL) Needs Fixes 3.02 Rainbow Road Rainbow Road 1 Bugs & Issues
  • PTBs in the Saturn section
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
Bowser Jr.'s Crafty Castle Needs Fixes Beta+++ DS Delfino Square DS Delfino Square 3 Bugs and Issues
  • Lag of unknown origin
  • Former shroomless on the bottom route is being reworked to be more readable and slightly faster of a shortcut
  • The dirt road texture outside should have a much smaller and mush sharper green border; currently it is hard (display-dependent) to tell where the edge of the off-road is
  • Ramp-like thing leading up to the clown car has mislead a concerning number of people into thinking it's the main route and driving straight into it; do whatever you need to to make this not happen
  • The above-mentioned ramp is being lowered to make tricking off of it a lot better
  • Trickable wall-corner-things are being raised to not be accessible anymore
  • The visual model of the lava pillars is a fair bit larger than both the hole it's coming out of and the hitbox of the lava pillar itself
  • The collision of the Bowser Jr. statue in the lava pillar room is incredibly disjointed from the statue itself and it is very easy to accidentally hit
  • Ring around the above-mentioned Bowser Jr. statue is being made non-trickable
  • If you get shocked/bump on the ramp exiting the top route 1-shroomer, you need to be able to continue playing the track without turning around and driving back to the beginning of the ramp
  • The texture of the purple stunt ramps looks too similar to a boost panel trick, which is causing a lot of confusion for first-time players
  • KMP needs general cleaning; checkpoint coverage, respawn positioning, enemy and item routes, etc.
  • All relevant bugs posted in #submission-bug-reports
Castle in the Sky Needs Fixes 1.2 Maple Treeway Maple Treeway 1 Bugs & Issues
  • Frameskip is still present around where the shroomless used to be, as well as towards the end of the race
  • The trick in the first cannon sometimes doesn't work apparently, unsure why
  • Someone got dragged into OOB by sticky road when playing on the Jetsetter, on the first no-boost ramp in Laputa [2]
Cosmic Grove Needs Fixes 1.0 Koopa Cape 3 Bugs and Issues
  • Water stream should push you forward slightly; around 100kmh would be good in order to provide gameplay that matches the visual and to give the track more identity while still keeping it balanced and controllable
  • Too many item sets at the moment -> shroom glitch. The set on the second S-bend in the water stream was a common recommendation for removal
  • The time trial shroomspot is frustrating since it can be very difficult and inconsistent to get 100kmh off the mushroom. Moving the mushroom closer or making it lower would do wonders for this
  • Shroom turnskip on first s-bend often gives sticks, resulting in the player going OOB; this could be made overall more consistent
  • Road geometry could be smoothed out to provide smoother driving
  • Offroad types in cave should be distinguished
  • Tree branches at the start can shoot the racer backwards
  • Starbox is too powerful on the top route, it should be removed or changed to another significantly less powerful item
  • All relevant bugs in the submission-bug-reports channel on the Track Testers server (bill routes, model holes, textures, etc.)

Suggestions

  • Multiple people suggested making the eyes move to add character and be silly
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
Fort Francis Needs Fixes 2.2 Maple Treeway Block Plaza 3 Bugs & Issues
  • Background visuals could be improved beyond their current state, which is primarily a blue void. Given the visual style of the track and the current version being incredibly faithful to the original game, something along the lines of simple 2d hills, trees, clouds, etc. would probably do the job, but this is up to interpretation
  • The spiral is too tight for most vehicles (even Flame Runner is forced onto a few specific lines); this should be widened
  • The second flip ramp should be made so that the entire ramp is the height of the right side of the ramp, since there is no incentive for players to take the higher ramp
  • The ending shroom cut is barely possible shroomless with a TF input and should be adjusted so that this is impossible
  • The lap 3 route is currently both slower (due to the cannon) and somewhat polarizing due to the provided opportunity for free shock-dodging in team events (due to the cannon); many people suggested reworking it to not involve a cannon
  • On fast paces in time trials, the lap 3 route opens up too late to be accessible
  • A couple people suggested improving intro cameras, with one suggestion being a close-up shot of Francis himself as a way of referencing the track's theme
  • The window at the spiral was mistaken on first playthrough for the main route by multiple people, since it doesn't look like a window until you're basically in the turn (at which point you're already committed to going forwards)
  • Bill routes at the lap 3 route can be activated early
  • Respawns towards the end of the track are slightly too punishing

Suggestions

  • Some textures are blurry; consider LOD bias or neat mip filtering
  • Council thinks this would look cool with shading of some sort, and said to reach out of you are interested and need help
Haunted Gardens Needs Fixes 2.11 DS Peach Gardens SNES Ghost Valley 2 3 Bugs & Issues:
  • Checkpoints are not updated to match the nerfed mud cut (this causes its own PTBs, so we can't tell yet if the older PTB has been fixed)
  • Top floor bill route takes a very wide line, bumping the outer wall
  • There isn't a bill route for the ramp cut over the water; at the very least it should safely turn back to the main route if used there
  • One of the ghost dancer routes continues to gather criticism for its unexpected snap into the hallway; at the very least it should take a straighter and therefore more telegraphed route as it moves in that direction
  • Lap 2+ force field should be scaled to cover the whole road width
  • There are a couple minor KCL bonks at the start and end of the mansion interior (seemingly at carpet edges), likely tiny walls underneath the ground
  • Water has quicksand KCL instead of a pocha effect, which looks out of place as its colour isn't murky at all
  • Mud cut entry needs its mipmaps or their bias adjusted to be more visible from the main road
  • The pipe objects at the beginning are missing their bottom rims, they should be model edited or moved downwards to hide this
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 be very aggressive 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
GBA Luigi Circuit (Flint) In Testing Luigi Circuit Luigi Circuit 3
Shy Guy Lumber Co. In Testing DK Summit Maple Treeway 3

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