@@Aktan_i think that this is because these courses were supposed to be from "past" games, and well, you know, those games didn't use the anti gravity gimmick.. Though when Waluigi Pinball was shown back in august '22, i was really thinking they would make the green section use anti gravity
2:35 I was thinking maybe we should have gotten an anti gravity on inside that tunnel? 🤔 But overall, great job. I wish Nintendo added these Anti Gravity areas
if they arent putting anti gravityin these areas, imagine how likely it could be if nintendo didnt put anti gravity on the bridge section in vancouver 💀 (still could be likely, THOSE are almost 90°)
@@Aktan_ Because it makes the camera weird and the road is barely slanted so it's not really anti-gravity. This was a cool video though, I kind of wondered what ot would be like if they did use anti-gravity instead.
All anti-gravity tracks from each wave except 6 (because it’s not out yet) (not including half pipes) Wave 1: * NONE Wave 2: * Sky-High Sundae Wave 3: * GBA Boo Lake * 3DS Rock Rock Mountain * Merry Mountain * 3DS Rainbow Road Wave 4: * GCN Waluigi Stadium Wave 5: * Wii Koopa Cape * Tour Vancouver Velocity Tracks The Could’ve Use It: * GBA Sky Garden * DS Waluigi Pinball * Tour Singapore Speedway
Pretty cool! Another idea I have for an anti-grav section would be the volcano climb in yoshis island, its really steep and makes sense to me imo (maybe could extend into clouds?) Also strange idea but what if you removed anti-grav from the first half of sky high sundae? Its really only needed after the town section, and it would make those guard rails less janky feeling
Don't get me wrong, anti gravity is so cool and used nicely in the base game however, it doesn't do much gameplay wise and is more of a visual thing and adds more variety to tracks, so it not being in a lot of the DLC tracks isn't as big of a deal as people make it out to be. Yes, it'd be cool to see more of, but its not a huge problem that its not used much.
@@Aktan_ Yeah, I think that's one of the only ones that would've benefited from anti gravity. As long as they don't turn the pinball hazards into boosts like they did with Wario's Goldmine.
@@mailpaper7754 that would've been a big downgrade lol. But tbh, the base game tracks benefit from antigravity. That's because they can create the craziest layouts
The problem is that, in the base game, all the retro tracks were remade in such a creative way, some of them felt brand new, just because of the anti-gravity sections, so, not utilizing that potential here in the DLC feels like a waste. Waluigi Pinball could have it's walls be acessible through anti-gravity, same with that metal segment in Coconut Mall, right before you get to the parking lota, Sky Gardens could do something like what Wild Woods does and have you reaching the sky, etc... there's so much that could've been done with the layout
While that could be technically possible, The antigrav panel has *nothing* to do with the actual antigravity. You could make everything looks like an antigravity Panel and nothing will happen The real reason this is happening is because the antigravity is laid out in paths. No matter what i try to do, when i extrude the antigravity points, it will create a new path and that's where the bug happens. Now you could just say that i could create the antigravity paths from scratch. But it's harder than you think on a track like this, especially when the ground is transparent. It makes it even more confusing
@@Aktan_ Well, it does benefit the half pipes, lol. Considering it has their features like special tricks and spin boosting. I wonder in the upcoming game, if antigravity returns, they’re gonna reuse it for half pipes, but depends on the engine
I remember when I was around 9/10 years old, I always used to imagine if 3DS Rainbow Road and how the antigravity would work out. But sadly the Mario Kart 8 Deluxe version of the track is so flat.
@Mario Kart Roblox - Fan Game nope, its not possible to play the antigravity mod online. But you can keep the gravity frame. If you want to play this safe and online, delete everything but the course.szs file
*Coconut Mall* : Car Section is like in Wii and Lap 3 takes the Direction of the Beach like in Tour’s Trick Variant but has Sidesteppers as Obstacles instead of Ramps
The anti-grav box looks incredible
Thanks!
Blue box
This is such a cool idea dude, such a shame Nintendo forgot about anti gravity for about like 80% of the DLC tracks
thanks! also yeah its a shame
@@Aktan_i think that this is because these courses were supposed to be from "past" games, and well, you know, those games didn't use the anti gravity gimmick..
Though when Waluigi Pinball was shown back in august '22, i was really thinking they would make the green section use anti gravity
@@nabsi MK8's retros have antigravity too though
@@Aktan_not as much as the nitros
@@hinesecitizen true
The tunnel at the end of 3DS rainbow road is such a missed opportunity in mk8’s engines
The glider ramps could probably be really glitchy if you take them upside down
2:13, have the racer go into antigravity before taking the glider ramp
2:35 I was thinking maybe we should have gotten an anti gravity on inside that tunnel? 🤔
But overall, great job. I wish Nintendo added these Anti Gravity areas
Real it wouldve been so cool to go upside down then twist back to normal inthe glider
I feel like Sky Garden didn’t need it (unless it was more elevated), but the others fit well!
Yes!
Ingame it doesn't seem too tilited but it still felt a little wrong lol. + wave 1 has antigravity now so that's a cool thing i guess
if they arent putting anti gravityin these areas, imagine how likely it could be if nintendo didnt put anti gravity on the bridge section in vancouver 💀 (still could be likely, THOSE are almost 90°)
best tour modeling:
this comment aged well
the bridge section has antigravity
@@I_TheNightWolf_I i was also joking, i was still expecting it
2:19 I’m sorry MESS UP THE SATURN RING? Chunks are taken out of it and 1/4 is taken out of it
SWEET VIDEO!!!! You really did these tracks justice.
Thanks!
I'm actually really glad that this doesn't have anti-gravity.
What makes you think that?
@@Aktan_ Because it makes the camera weird and the road is barely slanted so it's not really anti-gravity.
This was a cool video though, I kind of wondered what ot would be like if they did use anti-gravity instead.
@@prestonandtom9337 the camera doesn't have to move. You can disable that. I enabled it because it looked cool
But thanks^^
@@Aktan_ I still don't like when Nintendo forces it on courses in the BCP.
@@prestonandtom9337 true sometimes it just doesn't fit. But it would feel out of place to not include it in tilted areas for a whole new page of cups
All anti-gravity tracks from each wave except 6 (because it’s not out yet)
(not including half pipes)
Wave 1:
* NONE
Wave 2:
* Sky-High Sundae
Wave 3:
* GBA Boo Lake
* 3DS Rock Rock Mountain
* Merry Mountain
* 3DS Rainbow Road
Wave 4:
* GCN Waluigi Stadium
Wave 5:
* Wii Koopa Cape
* Tour Vancouver Velocity
Tracks The Could’ve Use It:
* GBA Sky Garden
* DS Waluigi Pinball
* Tour Singapore Speedway
Pretty cool! Another idea I have for an anti-grav section would be the volcano climb in yoshis island, its really steep and makes sense to me imo (maybe could extend into clouds?)
Also strange idea but what if you removed anti-grav from the first half of sky high sundae? Its really only needed after the town section, and it would make those guard rails less janky feeling
Those are good ideas. I'll try that too
2:15 Thats really cool. Even if its just a visual thing.
Thanks!
Big missed opportunity
How? It doesn't change anything and it isn't actually anti-grav.
@@prestonandtom9337 hush it is
@@2LoopMk That doesn't explain how.
It is antigravity
@@prestonandtom9337cuz you don’t have the mod
In general we need more camera movement in Mario kart
I liked this Video. Some DLC Tracks need AntiGrav. I think another one is calimari desert the gridramp or on maple treeway some trees.
Thanks! But I think Kalimari Desert would be too random
And about Maple Treeway.. Nothing feels that slanted
I think these round tribes like before the wigglers or the glider ramp. But i guess for those shot tribes it would not be worthwhile.
Maybe the shortcut?
@@ExplosionYB honestly, if anything, then a completely new section. But I don't know how to do that properly yet
I didn't even realize that so many Booster Course tracks lacked Anti-Gravity.
Congrats on more than 2000 views in less than 24 hours!
Thank you!
2:53 finally this is what i always was hoping for, But nintendo didnt add it :/ thank you for making it a reality
No problem^^
Also, when playing the track without the mod it just feels strange. It just doesnt feel right without antigravity
@@Aktan_ yes alot of tracks feel the same way, without anti gravity
I think the Singapore Speedway Bridge doesn't have anti-gravity is so that the bridge on Vancouver Velocity can
That doesn't make sense lol
THANK YOU FOR FIXING WALUIGI PIN BALL
no problem lol
Don't get me wrong, anti gravity is so cool and used nicely in the base game however, it doesn't do much gameplay wise and is more of a visual thing and adds more variety to tracks, so it not being in a lot of the DLC tracks isn't as big of a deal as people make it out to be. Yes, it'd be cool to see more of, but its not a huge problem that its not used much.
I agree to be honest. But some parts are just so tilted it that it feels really wrong that there is no antigravity. Like in Waluigi pinball
@@Aktan_ Yeah, I think that's one of the only ones that would've benefited from anti gravity. As long as they don't turn the pinball hazards into boosts like they did with Wario's Goldmine.
@@mailpaper7754 that would've been a big downgrade lol. But tbh, the base game tracks benefit from antigravity. That's because they can create the craziest layouts
The problem is that, in the base game, all the retro tracks were remade in such a creative way, some of them felt brand new, just because of the anti-gravity sections, so, not utilizing that potential here in the DLC feels like a waste. Waluigi Pinball could have it's walls be acessible through anti-gravity, same with that metal segment in Coconut Mall, right before you get to the parking lota, Sky Gardens could do something like what Wild Woods does and have you reaching the sky, etc... there's so much that could've been done with the layout
I think the 3DS RR bug is because going back over the anti grav panel from any hight turns off anti grav.
While that could be technically possible, The antigrav panel has *nothing* to do with the actual antigravity.
You could make everything looks like an antigravity Panel and nothing will happen
The real reason this is happening is because the antigravity is laid out in paths.
No matter what i try to do, when i extrude the antigravity points, it will create a new path and that's where the bug happens.
Now you could just say that i could create the antigravity paths from scratch. But it's harder than you think on a track like this, especially when the ground is transparent. It makes it even more confusing
See what happens when you remove anti grav from the half pipes. They just use it so the physics wouldn't get messed up
Good idea
@@Aktan_So what happened when you remove anti gravity from the half pipes?
@@RuRyRyRyan Mayro did it before. apparently the trick gets messed up and you jump too far
@@Aktan_ Well, it does benefit the half pipes, lol. Considering it has their features like special tricks and spin boosting. I wonder in the upcoming game, if antigravity returns, they’re gonna reuse it for half pipes, but depends on the engine
i fond the anti-gravity on saturns rings, and on the last stretch with the astroids really unnecessary. Other than that, cool vid
thanks, also if you look closely, the saturn ring is really tilted and nintendo actually did put antigravity there. its just not visible ingame
@@Aktan_ mind explaining how they put anti Gravity but did not use it ? Is there any other tracks with the same case
@@pyrux9506 they put anti-gravity physics in that area but your kart doesnt transform
Also im pretty sure there are other tracks but i dont know which
@@Aktan_ Like the slopes in Wario's Gold Mine?
@@harrybest2041 that could be possible
I'd get rid of that first anti-gravity pad in Rainbow Road, and place it before the jumps in the turn, now it feels really out of place.
You'd need to see how tilted that area is. Almost like a wall
1:30 why not as well make the whole track be in anti gravity like wii's?
it would suck tbh
The RR tube should have it too so you can go around the inside of the whole thing.
That's not how it works sadly. I would need to edit the tube itself and i don't know how that works
I might try and figure it out someday though
@@Aktan_ dang. Should've known it wouldn't be that simple
@@indulgent_pooch it probably is simple.. _probably_ . I don't know how Nintendo handles walls and roads that spin
I remember when I was around 9/10 years old, I always used to imagine if 3DS Rainbow Road and how the antigravity would work out. But sadly the Mario Kart 8 Deluxe version of the track is so flat.
Yeah. But we still have Wii Rainbow Road and i wonder how they are gonna do it without the camera playing tricks on you
6 months later, we know, the track is a antigrav only track
They definitely should’ve had anti gravity on Waluigi Pinball it was literally made for it
Singapore and sky garden don’t need anti gravity
Love it
Thanks!
Booster Course Pass but they actually listened
True
2:16 really cool but no.
The ring actually uses antigravity but it doesnt transform your kart
@Mario Kart Roblox - Fan Game nope, its not possible to play the antigravity mod online. But you can keep the gravity frame. If you want to play this safe and online, delete everything but the course.szs file
@Mario Kart Roblox - Fan Game i dont think so tbh
Why is there no link to download the mod?
Can I use only the anti-gravity judgment of this mod in my video? ( Of course, I'll post the link)
Sure
It's completed just in case. ua-cam.com/video/0J7grgJtFZk/v-deo.htmlsi=vwfj6mdMEkaXHlWv
I have a whole list of TINY IMPROVEMENTS that would make this game so much better… I’ll put them in the comments
*Paris Promenade* : The Unused Section of Paris Promenade B can be Taken on Lap 3 as a Shortcut
*Coconut Mall* : Car Section is like in Wii and Lap 3 takes the Direction of the Beach like in Tour’s Trick Variant but has Sidesteppers as Obstacles instead of Ramps
*Shroom Ridge* : The Cars on the Right Side drive Towards the Player like in Tour
*Sky Garden* : After the Mushroom and Before the Glider becomes an Anti-Gravity Section and has a Less Simplified Layout of the DS Layout
*New York Minute* : The Unused Section of New York Minute 4 is Taken on Lap 3 and the Taxis move Back and Forth
Can you remove the anti gravity from sky high sundae???
Yeah, I'm currently working on a mod that does that
Well, I've seen video where some guy called Mayro removes anti grav on certain tracks and on Sky High, it just makes you extremely floaty
@@RuRyRyRyan i can remove the floatiness
@@RuRyRyRyan why?? In Tour it's not floaty.
@@BK2410 I don't know... the floaty physics are probably meant to be fitting the anti grav.
Hi
hi
Sky garden one is unnecessary
You forgot Yoshi’s Island.
No I didn't. I just didn't know how to implement it without it being too random
So, you just stole Rimea's mod?
No, I just wanted to create something like that myself and Rimea was my inspiration. I wouldn't have credited them if i intentionally stole it
The mod is a scam it won’t work for me
Did you try to download the mod?
I could've messed up the folders if it didn't work at all
@@Aktan_I couldn’t get it to transfer to my switch
@@Aktan_and plus I didn’t have the guts to call the person
@@Tauruswithouttherus that doesn't actually make the mod a scam, especially if it does work for others
@@Aktan_oh