Make it to 10,000
When I'm gone, honey
I'm not really gone
You still hear me callin'
Every dusk to every dawn

'Cause I'll reach out to haunt you
From the bottom of the swamp
When I'm gone

Oh, when I'm gone, hear me
I'm not really gone
Drank from the poison chalice
Served by Abaddon

So if you're the one to take me
It won't be the last you'll face me
When I'm gone
My username is in Scottish Gaelic. If you speak that language, please tell me how to pronounce it properly.

The best source I've got so far is this: https://learngaelic.scot/dictionary/inde...word=false
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(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
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What Vega said
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Might as well give my thoughts out as well...

Vega Wrote: - Tracks usually way too long (why are so many CTs over 3 minutes?)

Disagree on this in two ways. Most tracks are 1m30s to 2 minutes long. There are a couple that are 2m45s max, but 3+ minutes is very rare. For the other aspect I disagree with, I honestly like long CTs a lot. I wish there were more. Oh well.

Vega Wrote: - Too many boost pads
- Too many boost ramps
- Ramps are way too extreme

You can probably blame both the casual and competitive scene for this in different ways. Casual players love the speed from boost panels and perform effortlessly, while competitive players enjoy taking advantage of the more technical aspects of it.
I'm okay with it... what I'm very surprised by is how you don't mention too many tricks. It's ridiculous. Every modern CT has an absolutely ridiculous amount of trick KCL to the point of absurdity. I implore you to check it out; here's Luncheon Tour - https://youtu.be/mzdvNyPo18M

If you thought Volcanic Skyway was bad (which it is, I agree) then you won't like Luncheon Tour at all. Or maybe you will? I'd be very surprised.

Vega Wrote: - Too many halfpipes

Undeniably. What a stupid feature to be using in every corner of a track. Competitive players are probably to blame here

Vega Wrote: - Insane hills or "weird" turns (that result in many CTs using spears or some triple MT strat on a turn)

The worst part to me is that Spear CTs are NEVER the traditional "straightaway" Spear track, like Luigi Circuit or Mario Circuit.

They always just barely reach the bar of becoming a Spear track. Usually this happens when there are slightly wide Flame Runner-suited turns but straightaways dominate the track overall. Check out Volcano Canyon, Fishdom Island, or Incendia Castle for perfect examples of this. It is in my opinion the worst type of track.

That concludes my thoughts.
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Can you post me links/vids to your 5 favorite CTs?
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