on 06-08-2010 05:49 PM
Well, I've been around for a bit, though I haven't yet posted a full showcase of my own
tracks, until now that is. Some of you may have seen these tracks on other threads, but to
those who haven't seen them before, here they are: (Note that some tracks
A simple track where players can practice drifting on an easy 270 degree turn, a sharp 90
degree turn, and a tight 180 degree hairpin. Branching paths are available for those who
need more item pods or want to take turns a bit easier.
Inspired by Mario Kart: Double Dash!!'s DK Mountain and Mario Kart Wii's DK Summit, you'll
start things off by being launched to the top of a mountain by a mega jump. After that,
you'll need to travel back down the mountain for the rest of the lap, going through some
wetlands near the end.
Inspired by Mario Kart Wii's Mushroom Gorge, you'll be bouncing from mega jump to mega jump
in this crazy track. While this track is easy to navigate, a couple shortcuts exist for
those who are more skilled at the game. Mastering the ability to land while facing certain directions is key to getting low lap times here.
A track designed to be the Mario Circuit of my tracks, Sylvie Circuit features a plethora of
different obstacles to practice taking in preparation for what you might encounter in some
of the more difficult, technical, and tricky tracks out there.
Spectators come here for the chance to see kart parts fly in this danger-filled track, where
players must watch out for the various hazards on the track while dodging opponents that are
coming towards them. If you can make it through each obstacle on this track twice per lap,
and win, then you'll be crowned "king of the gauntlet".
I do plan on making more of these tracks later on, though I wonder if I should add these new tracks in this thread or create a new thread for them. I mean, I'd like for everyone to be able to check out these tracks, regardless of how old or new they are, though I don't want to bump threads unless I have something to say or a new track to add to the list. In any case, feedback is much appreciated.
on 09-08-2010 05:51 AM
Forgot to mention earlier that the way that I rate the difficulty of my tracks is based on how much skill is required just to avoid colliding with more obstacles or hazards than is necessary, and to stay on the track, all while travelling along the main path. The more stars (*) on a track, the more challenging the track can be expected to be. Note that some easier tracks have shortcuts that require a greater degree of skill to take than the main route.
1 star (*): Barely Challenging (Mod Circuit would be around this difficulty, as would any track that's a remake of Baby Park from Mario Kart: Double Dash!!)
2 stars (**): Slightly Challenging (Most of UFG's earlier tracks, including Alpine Drop, Miner's Rift, Island Dash, Flaming Jumps, Market Run, and Drift Paradise would be around this difficulty.)
3 stars (***): Moderately Challenging (Most of UFG's later tracks, including Rickety Bridge, Sandstorm, Lost Temple, Marina, Fracture, Crazy Crater, and Launchers Rush, would be around this difficulty.)
4 stars (****): Pretty Challenging (Mt. Pain would be around this difficulty.)
5 stars (*****): Very Challenging (TetRace by JEFFTMBG, and Grievous Gorge by WilsonPhillips-X would be around this difficulty.)
6 stars (******): Extremely Challenging (No tracks... yet. Theoretically, it would be as unforgiving as a Rainbow Road remake, though it would also be much more tricky.)
What gives a track a higher difficulty rating from me:
- A lack of guardrails means that the track is more unforgiving, as when you fall off-course, it takes a couple seconds to be resetted back onto the track. This is especially challenging if a narrow road or tight turn is lacking guardrails.
- The more twists and turns are on a track, the more difficult the track is. This is especially true if the road is narrow, and especially unforgiving if the road lacks guardrails. If the roads with the twists and turns are narrow AND lack guardrails (like in one of the shortcuts at Tree Top by darkfable1), then you may need to take it slow to clear it.
- Extra-tight hairpin turns make for a more difficult track. Karts with a high drift rating can drift through these turns more easily than karts with a poor drift rating. In any case, starting your drift from the outside of an extra-tight turn that can be cleared with your kart's current settings is recommended to avoid overshooting the turn. However, if the road on the tight turn is too narrow for your kart's current settings to handle, then you might need to slow down enough to be able to clear the turn.
- Unstable or bumpy terrain makes it more difficult to control your kart.
- Situations that require you to slow down at certain points (in order to avoid falling off-course or colliding head-on with an object while jumping for example) make for a more difficult track, as it introduces speed control (knowing where to slow down and by how much) as a factor in making it through the track.
- Jumps that require you to move around obstacles (like the Tetris Blocks in TetRace by JEFFTMBG), adjust the direction that you're travelling to land in a more preferable spot (like Launchers Rush), or land while facing a certain direction, all make for challenging obstacles to overcome. Remember that tilting the right control stick left or right will cause you to adjust your kart's direction while in the air.
- Hazards, like barrel launchers, devastators, modbots, flamethrowers, and sliding platforms, make for a more treacherous track. Even ordinary stage props, like trees, walls, and stone pillars, can serve as obstacles to drive around and avoid crashing into them.
- Flamethrowers that completely block off the main path would require players to use their shield to pass through them safely, thus making for a small challenge that encourages players to save up enough boost to safely pass through these "burning barriers".
- Small holes in the track that make you fall off-course, and small pop-up blockers, make for challenging obstacles. Jumping could clear them.
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