Hi, I still am working on it! Thanks for the kind words :) It's just taking very long since I rebuilt the track and the layout of it! Also, I'm working solo on it since I have no idea how to ask people if they want to work together. If you're curious, the current layout version looks like this: imgur.com/a/KG88K7S
I added the RMX part as some people in the comments section wished to see all five maps, but I don't intend to add it in for now. It is way to long with it, I totally agree.
Croco 64 made a DS Delfino Square track which uses "arrow fields" (by which I assume you mean the ones used in the Tour city courses, DS Peach Gardens, etc), so we now know it works. Another thing I would say is that the courses should be re-arranged in a way that the start line is always the same area, or at least that you don't end up going through fake start lines, such as at 0:40, 0:54, 1:03, 1:58 etc
@@mewantcookiee4481 I honestly don't know since I don't make custom tracks. I think to make it easy to direct players is to use those arrows from the Booster Course Pass like the ones from the city courses. At the moment, it's a bit hard to know where to go.
I know that there are some arrows that you can put in. They function just like the bcp ones. Just take a look at an Amsterdam drift or Madrid drive custom track and I’m sure you can find them somewhere
Woah! All 4 SNES Mario Circuits Merged Into 1?...Seeing This Now Makes Me Think Of Seeing All 3 SNES Bowser's Castles Merged Into 1, Now That Would Be Cool
I had this idea a while back but didn't think it would be cohesive. And it isn't, but it sure is entertaining lol. I do wish MC1 and MC4 were normal instead of reversed and mirrored respectively.
Yeah MC1 and 4 are mirrored. I did not want to mirror them, but my intentions for the track were to: 1. Make a track that could somewhat resemble a real life Track (Which is why I e.g. added a small straight between the first curve of MC3, and the final curve of MC4) 2. Drive on certain sections multiple times (I thought this would keep it more interesting, tho also confusing I know). As an example, if you look closely, you can see that I stretched the straights coming towards the curve before the MC2 Glider Ramp. I did that so that I could make it seem like there are multiple options in the crossing section and to make it seem cohesive. 3. Follow the track in the order of MC1, MC2, MC3, and MC4 (I was thinking of adding RMX and maybe some AG, but that would make it even less cohesive imo...) If there are suggestions to how I could implement MC1 and MC4 in their standard direction (as well as RMX), then I am more than glad to rebuild the track, as long as it seems more cohesive. Regarding it seeming incohesive, I'd say that is mainly due to me not having added much scenery to make sections seem distinct and there being no Path Arrows since I can't implement them yet. Also, it is my first ever Custom Track, so I am still trying to learn and improve. Getting the track to this state took me ~4 months with some time off in between. Any critique, positive and negative, is welcome. I also made some small improvements and implemented AI pathing. If people are interested, I could upload that version to GoogleDrive or on GameBanana to try it out.
@@mewantcookiee4481Guess what?! A new video by UA-camr Croco64 showed how to implement the arrows on this track! Just use “DS Peach Gardens” as a basis!
I had this idea for literally every track in the Mario kart series that shared music with another track, and I actually went pretty far with it, but ultimately I decided to scrap the combining every track that shares the same music with another track as it would kinda get too convoluted, and would be WAYYYYYY too long, especially with the 3 N64 raceways and N64 Wario stadium, 3DS wuhu loop and 3DS Maka wuhu, etc.
For scenery I'd personally look at rimea's snes mario circuit 2 for inspiration And since the bcp arrows can't be implemented, you could try signs on the offroad AND writing on the road itself to guide players
Thanks for the compliment :) Will keep it in mind! I was also thinking of adding MC RMX here, but then it gets more jank than it already is :D Once I am happy with the state of the track I thought of implementing Ghost Valley/ Banshee Boardwalk. But I'll keep it in Mind!
I didn't implement them at that time, because I just wanted to see if the track is working. The current progress has the pipes in their respective original positions.
I'd also say it doesn't look as great graphics/ lighting wise as the BCP tracks. The textures are not completely right, normals are missing, lighting and baking are not done at all. The skybox/ lighting look that way, because I just copy-pasted the lighting from Wii Mushroom Gorge. This was implemented as a quick fix, because if I didn't do that the Blue Mushrooms would be invisible. Also, it is my first ever Custom Track, so I am still trying to learn and improve. I still have no idea of how to implement most stuff, including lighting and baking. Getting the track to this state took me ~4 months with some time off in between. Any critique, positive and negative, is welcome. Regarding the way too upscaled objs, can you tell me which ones you are talking about? I'll try to fix it then, thanks in advance.
Hey, you know how certain obstacles on specific areas just appear that you've passed like the ramp in Kalimari Desert? Is it possible to apply a similar mechanic to the lap posts? This is just to reduce confusion.
Hey, I don't know if you are still working on this project, but if you are, Can't wait to see it !
Hi, I still am working on it! Thanks for the kind words :)
It's just taking very long since I rebuilt the track and the layout of it! Also, I'm working solo on it since I have no idea how to ask people if they want to work together.
If you're curious, the current layout version looks like this: imgur.com/a/KG88K7S
I added the RMX part as some people in the comments section wished to see all five maps, but I don't intend to add it in for now. It is way to long with it, I totally agree.
Now you just need arrow fields and a custom on/off finish line object.
Croco 64 made a DS Delfino Square track which uses "arrow fields" (by which I assume you mean the ones used in the Tour city courses, DS Peach Gardens, etc), so we now know it works.
Another thing I would say is that the courses should be re-arranged in a way that the start line is always the same area, or at least that you don't end up going through fake start lines, such as at 0:40, 0:54, 1:03, 1:58 etc
Well it was a cohesive mess and definitely benefits the need of the arrows from the Booster Course Pass, but so far... looks good.
Thanks :) Any suggestions on how to maybe make it more cohesive?
@@mewantcookiee4481 I honestly don't know since I don't make custom tracks. I think to make it easy to direct players is to use those arrows from the Booster Course Pass like the ones from the city courses. At the moment, it's a bit hard to know where to go.
@@tctt185_dg Sadly it's not possible to implement the BCP Arrows currently. Also waiting for that to be implemented. Still appreciate the feedback!
I know that there are some arrows that you can put in. They function just like the bcp ones. Just take a look at an Amsterdam drift or Madrid drive custom track and I’m sure you can find them somewhere
@mewantcookiee4481 you could but bridges
How snes track should work
"The test isn’t confusing“
The test:
Woah! All 4 SNES Mario Circuits Merged Into 1?...Seeing This Now Makes Me Think Of Seeing All 3 SNES Bowser's Castles Merged Into 1, Now That Would Be Cool
This could be a sick 24 player battle stage
Nah, it gives me Wii U MK8 flashbacks
La parte de Mario Circuit 1 y 2 podría funcionar, pero después de los límites que dan comienzo al 3 y el 4 sería tal cual como el modo batalla de WiiU
Was considering it. Maybe it would work if the offroad was switched with Asphalt, or if a smaller section was used
I had this idea a while back but didn't think it would be cohesive. And it isn't, but it sure is entertaining lol. I do wish MC1 and MC4 were normal instead of reversed and mirrored respectively.
MC1 is also mirrored, not reversed
Yeah MC1 and 4 are mirrored. I did not want to mirror them, but my intentions for the track were to:
1. Make a track that could somewhat resemble a real life Track (Which is why I e.g. added a small straight between the first curve of MC3, and the final curve of MC4)
2. Drive on certain sections multiple times (I thought this would keep it more interesting, tho also confusing I know). As an example, if you look closely, you can see that I stretched the straights coming towards the curve before the MC2 Glider Ramp. I did that so that I could make it seem like there are multiple options in the crossing section and to make it seem cohesive.
3. Follow the track in the order of MC1, MC2, MC3, and MC4 (I was thinking of adding RMX and maybe some AG, but that would make it even less cohesive imo...)
If there are suggestions to how I could implement MC1 and MC4 in their standard direction (as well as RMX), then I am more than glad to rebuild the track, as long as it seems more cohesive.
Regarding it seeming incohesive, I'd say that is mainly due to me not having added much scenery to make sections seem distinct and there being no Path Arrows since I can't implement them yet. Also, it is my first ever Custom Track, so I am still trying to learn and improve. Getting the track to this state took me ~4 months with some time off in between. Any critique, positive and negative, is welcome.
I also made some small improvements and implemented AI pathing. If people are interested, I could upload that version to GoogleDrive or on GameBanana to try it out.
@@mewantcookiee4481I don't think MC4 should be mirrored because it makes the track near-identical to MC3
@@jclkaytwo
I'll check if there is a better way to implement MC4.
Hoping they do this in the next Mario Kart for SNES tracks
This is really cool. I like how you went in order (Mario Circuit 1-2-3-4 I think). Looks promising.
Looks like a city track.
Yeah. Sadly it's currently not possible to implement the PathArrows, that would probably make it look even more like a city track.
@@mewantcookiee4481Let’s revisit this track once that feature comes into fruition.
@@mewantcookiee4481Guess what?! A new video by UA-camr Croco64 showed how to implement the arrows on this track! Just use “DS Peach Gardens” as a basis!
@@mewantcookiee4481Path Arrows are accessible now, via “DS Peach Gardens.”
That's What my Idea Was for My Mario Kart Wii Custom Track
I had this idea for literally every track in the Mario kart series that shared music with another track, and I actually went pretty far with it, but ultimately I decided to scrap the combining every track that shares the same music with another track as it would kinda get too convoluted, and would be WAYYYYYY too long, especially with the 3 N64 raceways and N64 Wario stadium, 3DS wuhu loop and 3DS Maka wuhu, etc.
For scenery I'd personally look at rimea's snes mario circuit 2 for inspiration
And since the bcp arrows can't be implemented, you could try signs on the offroad AND writing on the road itself to guide players
They should have done something like this for the boostercourse pass. With tour arrows and stuff.
Please do the same for Vanilla Lake. 1, 2, and RMX!
Thanks for the compliment :)
Will keep it in mind! I was also thinking of adding MC RMX here, but then it gets more jank than it already is :D
Once I am happy with the state of the track I thought of implementing Ghost Valley/ Banshee Boardwalk. But I'll keep it in Mind!
That's so cool
Why not put arrows on the tracks?
2:05 《2/3 lap》
That was crazy lol
You need to add those arrows from the Tour tracks so that we fully understand how the route works.
No pipes in Mario Circuit 4?
I didn't implement them at that time, because I just wanted to see if the track is working. The current progress has the pipes in their respective original positions.
What tour track is this?
Algo así imagino que debería ser un remake de SNES Mario Circuit, pero solo con el 4 y el 2
It’s a cool concept but it’s impossible to know where to go 🤔
Lakitu, you need to get your sign fixed, mate
Rosalina doesn't sound like I remember her
It unironically looks better than the BCP version, graphic wise
literally looks the same but with objs that was way too scaled up and worse lighting how does this look better
@@Roxleton Are you blind? These textures make SNES MC3 BCP look like 3DS Toad Circuit BCP
@@DittoGTI the textures are literally the same what are you on 💀
@@Roxleton Well maybe it's the lighting that makes them look good
I'd also say it doesn't look as great graphics/ lighting wise as the BCP tracks. The textures are not completely right, normals are missing, lighting and baking are not done at all.
The skybox/ lighting look that way, because I just copy-pasted the lighting from Wii Mushroom Gorge. This was implemented as a quick fix, because if I didn't do that the Blue Mushrooms would be invisible.
Also, it is my first ever Custom Track, so I am still trying to learn and improve. I still have no idea of how to implement most stuff, including lighting and baking. Getting the track to this state took me ~4 months with some time off in between. Any critique, positive and negative, is welcome.
Regarding the way too upscaled objs, can you tell me which ones you are talking about? I'll try to fix it then, thanks in advance.
Hey, you know how certain obstacles on specific areas just appear that you've passed like the ramp in Kalimari Desert? Is it possible to apply a similar mechanic to the lap posts? This is just to reduce confusion.
Me after seeing the minimap: *Old American Accent* I don't get it! *Brain Blows Up from Data Overflow*
I mean combine snes 1 and 2 together to make them a so what equal regth to mc3 and 4 and then add the arrows like in the tour tracks
Okay this is just too confusing.
If they can do something like this to Kalamari Desert and Peach Gardens then this would’ve worked too.
He forgot RMX Mario Circuit from Mario Kart Tour on Mobile Devices
出た改造マリカ。こういうのやるのはいいけどやるならやるでもっと上手く走ってほしい
中途半端なんだよこういうのやる奴は。意識がねぇんだよ