(10-04-2024, 05:44 PM)Fifty Wrote:(01-01-1970, 01:00 AM)Vega Wrote: VC doesn't matter to me as long as you got Discord. I hate CT's a lot. I can deal with Retro Rewind since afaik its all based on Nintendo-made tracks. Most CTs are awful, just poor rushed design.
What era of CTs have you played/seen the most? I've seen a lot from every point in time of this game so I'm wondering what you know. Maybe that makes a difference.
I would say current era since im subscribed to CTGP Records. I've only seen a handful of good tracks.
Main issues of current CTs:
- Overall just rushed
- No good implementation of simple shortcuts
- Tracks usually way too long (why are so many CTs over 3 minutes?)
- Too many boost pads
- Too many boost ramps
- Ramps are way too extreme
- Too many halfpipes
- Insane hills or "weird" turns (that result in many CTs using spears or some triple MT strat on a turn)
So for example, I got CTGP YT and grab the most recent vid of a non-Nintendo-based CT
Volcano Skyway - https://www.youtube.com/watch?v=nFiIdmensnE
Issues the track has
- 0:14 weird use of open spacing, yes tracks can have huge wide paths (rPB) but at the start line is just weird
- 0:18 weird path angles leads to these weird drift-MT mechanics, I see this all the time in CTs
- 0:20 do the pokeys even do anything, many CTs use objects as a blocking mechanism but they end up not blocking anything. Look at rBC and BCwii, you actually need to dodge the objects in those tracks
- 0:24 weird ass ramp, why do CTs all have these? Granted some NIN tracks have em, but its overused on CTs
- 0:30 WTF am i looking at?....
- 0:38 poor path design leads to too much "idle" (going straight doing nothing), to me this is only fine for paths that were designed to be straight (MC, rBC3), but if you see it in a curved path, then its a design error imo
- 0:43 sorta neat, but still too much craze
- 0:49 why why, what is up with these insane jumps/drops
- 0:55 we dont need a trick ramp again... why
- 1:00 why another little trick ramp?
- 1:09 meh path design again