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.

We strongly recommend joining the Track Testers Discord Server for easier communication: https://discord.gg/sjPzuJ7PwD

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 (@bento69), Cotni (@cotni), Echo (@rocksaltwa), or JC (@jcmkw) 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 a real-life company or organization that may cause potential copyright issues (e.x. Burger King Drive-Thru).
  • 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.
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
Cascade Kingdom Submitted GCN DK Mountain GCN DK Mountain 3
GBA Cheese Land (ISwearChris) Submitted Moo Moo Meadows Moo Moo Meadows 3 I thought I private submitted this earlier, but I didn't. I'm dumb as a rock. :carp: I guess here's it as a gift.

This version is really based off the slot's older versions a lot and I remodelled and made everything from scratch for this. Mostly did this cause competitive really wanted it badly, and I think this older based design is a more fun one to current, and could get picked more online and I prefer this older take. Hopefully it's good :D

Jungle Fortress Submitted DS Delfino Square DS Delfino Square 3
KAR Celestial Valley Submitted Luigi Circuit SNES Ghost Valley 2 2 1.2× I don't think a resubmission of Meteor Shower is happening currently, I don't see the summary changes working out, and the interest in that track would probably be gone for me with all the changes asked. I'm nervous to do it, but I'll ship you guys this one for now instead. I'm really happy with the result of this one so far, and I think it's really fun and would be pretty cool to play online. Cp was also really fun to work with and a great guy, in general :)
Toadette's Castle (FunkyRacer) Submitted Bowser's Castle DS Twilight House 2 v2.0 resubmission. Thank you all for your feedback!
Vacay Bay Submitted GCN Peach Beach GCN Peach Beach 2
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
Aqua Dungeon Ready N64 Bowser's Castle N64 Bowser's Castle 3 I suppose it's ready now
Bowser Jr.'s Crafty Castle Ready DS Delfino Square DS Delfino Square 3
Castle in the Sky Ready Maple Treeway Maple Treeway 1 One bad bit of OOB you can hit while small [1], otherwise ready to go
Cosmic Grove Ready Koopa Cape SNES Ghost Valley 2 3
Gallant Grotto Ready Moo Moo Meadows Thwomp Desert 3
GBA Luigi Circuit (Flint) Ready Luigi Circuit Luigi Circuit 3
Haunted Gardens Ready DS Peach Gardens SNES Ghost Valley 2 3
Phendrana Frostbite Ready Toad's Factory N64 Sherbet Land 3
Shy Guy Lumber Co. Ready DK Summit Maple Treeway 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, most likely has to do with the cross-section of the spiral
  • There's a bit of OOB poking into the moon section from the entrance, this should be removed
Blissful Block Needs Fixes 1.3 Moonview Highway Moonview Highway 3 Bugs & Issues
  • Close the first turn of the lap 2 route about 10 seconds earlier, as it is reachable on very fast paces going into lap 3.
  • Missing pocha effect
  • PTB near rooftop section on lap 1.
  • All relevant bugs in #submission-bug-reports

Suggestions

  • Further differentiate grass textures so that offroad grass and non-offroad grass are easily uniquely identifiable.
  • The ending section, while praised for its creative driving, is extremely hard to take a good line on. Either flatten the road a little or reduce drastic altitude changes - the combination of the road surface being curved and changing height dramatically leads to its current gameplay issues. This turn particularly raises issues. [2]
  • The ramp at 0:21 here should be widened to prevent toxic gameplay. [3]
  • Multiple members felt the geyser section was too heavily punishing, and that one or two geysers could be removed or the section reworked.
  • The blind turn near the end where cars come tight around the corner should be made less blind or more generous in terms of cars, if possible.
  • The track could use one or two more shroom cuts for balance purposes. Turning the second half of the lap 2/3 shroomless route into one is a possibility, but other ideas are welcomed.
  • Firetruck shortcut lap 2 should potentially not be cycle-based due to pacelocks.
  • More arrows in a few places - talk to an admin about this.
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
GBA Peach Circuit (ISwearChris) Needs Fixes 1.0 SNES Mario Circuit 3 Luigi Circuit 3 Bugs & Issues:
  • Shading/lighting on Peach's Castle (so that it does not look like a gray dungeon-like structure) would be strongly appreciated
  • Fences still cause strong moire effect at long distances
  • That one bush needs trimming
Interstellar Laboratory Needs Fixes 2.0 Beta 1.2 Rainbow Road Rainbow Road 3 Bugs & Issues:
  • Replace placeholder materials/textures with finalized work
  • Adjust shortcut platform like discussed: Flatten and make normal trick
  • The startline boost ramp is blind and punishing; add much more generous invisible walls
  • Slightly rebalance lab item sets with discussed plan
  • Respawns (especially near shortcut) are too harsh
  • Fix Z-fighting places in lab
  • Clean up dark/oversaturated shading in some areas (city, metal road)
  • All relevant bugs in the submission-bug-reports channel on the Track Testers server

Suggestions:

  • Translucent start ramp / other visual indicator to make the first jump not blind at all, if feasible.
  • Redo your lightmap UVs. The weird dark shading in the city appears to be from overlapping/degenerate mapping, which if corrected would improve other areas too
  • Finish adding the space goomba
  • Add animated objects to the background to make the course come alive.
  • Lag permitting, bake lighting for your trees (currently unshaded)
  • Consider additive blending on translucent surfaces to 1) reduce visual artifacting and 2) look better.
N64 Wario Stadium (bugsy) Needs Fixes 1.0 GCN Waluigi Stadium GCN Waluigi Stadium 2 This track has been re-reviewed and subsequently accepted due to the track's recent ban in the Grand Star Cup competitive league as well as strong public demand for the track to be added. The author has released a blueprint of his plans for futher developing the track [4]; this feedback is based on that plan.

Bugs & Issues:

  • After the fifth turn, adding a second bump such that the fastest strategy involves wheelieing over the first bump and getting a low trick off the front of the second bump would be appreciated.
  • The flip ramp shortcut could be buffed a bit by cutting more off, should it need to become the main shroomspot https://imgur.com/LExPRAP .
  • There was decently strong pushback on the shroomless shortcut from throughout council. It doesn't save much time, but due to it requiring racers to travel perpendicular to the road, it will be extremely blockable and laggy online. Options for revision include making it shroom-only or allowing for multiple viable shroomless angles, among other alternatives.
  • The straight after humps should be reworked to require more driving tech, as opposed to just two normal tricks. It doesn't need to be the same as the current version, but this section on the current version is loved for the myriad ways to take it fast and the unintuitive but satisfying tech the set of three humps present.
  • U-turn after shouldn't have OOB tight of the grate, just widen the grate for intuitiveness.

To Be Polled:

  • Lap Count
  • TT Shroomspot involving the bonk
SNES Choco Island 2 (Slimeserver) Needs Fixes 2.0 N64 DK Jungle Parkway N64 DK Jungle Parkway 3 Bugs & Issues:
  • Several members thought the track could benefit from further improved visuals, including stronger ties to the "choco" theme and improved lighting
  • Turn entering cave needs OOB on the outsides so that you can't fall back down
  • Comp player should look into boxes and tell me if the gap between set 2 and set 5 is fine
  • Look into the beam trick off of the minecart track near the beginning; is this fine, or should the trick be removed, or should the whole thing be trickable?
  • Add KCP a little bit after halfpipe on that turn
  • Track is missing "Bill Cannot Stop" points
Spooky Swamp Needs Fixes 2.1 SNES Ghost Valley 2 SNES Ghost Valley 2 3 1.07× Bugs & Issues:
  • Ending cut should be removed, as almost everyone on council who mentioned it in their review felt that it hindered the track's gameplay. The track has a series of interesting cuts that all save smaller amounts of time, and keeping the ending cut would overcentralize the track around that one cut at the expense of all others, as well as result in highly luck-based races.
  • The fish that can fly out of the water and randomly kill the racer should not do that, as it is basically a random death roulette in its current form that is fully blind and impossible to anticipate. Either making it not blind or not using the obstacle there altogether (or some other solution) would be necessary.
  • A significant number of council members complained about the track being too dim for their monitors. Brightening the track a bit more would help.
  • The hut shroom cut should either be made solidly 2 shrooms or it should be made a tad easier with one shroom such that it is practical for time trials.

Suggestions:

  • The arrow before the mud section was found to be a bit unclear on first playthrough by a few members, though changing it is not mandatory.
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.
The Castle of Broken Promises Needs Fixes 1.6 GBA Bowser's Castle Bowser's Castle 3 Bugs & Issues:
  • You can wheelie over the slow ramps to the sides of the mushroom pad without hitting the slow ramps, negating the intended strat of hopping over them.
  • Getting up top via the mushroom bounce is also currently free. It seems to be intended to require a hop over the slow ramp, but currently it's doable with a normal trick on the slow ramp.
  • The rock surrounding the final shroom shortcut should be wall KCL, not OOB, so as not to be quite so harsh.
  • Significant lag by ending fireballs.
  • All relevant bugs in #submission-bug-reports

Suggestions:

  • Most members found much of the lighting a bit too intense, making it hard to see, especially in the outdoor area. The BBLM bloom specifically should be toned down some so as to not cause visual issues for racers (à la the issues with the previous version of GBA Broken Pier)
  • Downscale the fireballs a bit - members reported finding them a bit too big so as to overly impede visibility.
  • The gap right after the entrance to the outside area is too punishing. During testing, multiple first-time players of the track tricked off the flip ramp straight into that gap, as it is very difficult to recover if going off the left side of the flip ramp. Modifying the road geometry here would probably be the most useful fix, though arrows could potentially help as well.
  • The grates in the road should be normal road texture, as the grate texture was found to be harder to see and increased confusion.
  • Item sets: First set placement should be moved to before the apex of the turn so that getting a wide box doesn't lose as much time and doesn't require an extremely awkward line.
  • Not necessary by any means, but the opening ramp could be lowered so that if the racer hops over it, they land while their boost hasn't yet run out.

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