bugsyThis track was mostly made a few months ago for ISC's competition, in which you had to make a challenging track. This version includes a number of fixes from that initial version, but isn't too heavily modified otherwise. I'm quite happy with how the track turned out, and especially as I used some new modeling techniques which I will continue to experiment with going forward.
Autumnal Archipelago v1.0bugsy2023-11-21 | This track was mostly made a few months ago for ISC's competition, in which you had to make a challenging track. This version includes a number of fixes from that initial version, but isn't too heavily modified otherwise. I'm quite happy with how the track turned out, and especially as I used some new modeling techniques which I will continue to experiment with going forward.
It has been one of my oldest CT ideas to make a track based on skiing (the first concepts for this track date back to a similar time as the first version of Celestial Speedway). I wanted to capture a slightly different mood than tracks like DK Summit, focusing on a calmer and almost meditative feeling of following the trail downhill.
The result is a very long track- long enough to get within inches of the boundaries where items stop working, on all axes. There are a number of different elements throughout, some of which are a little more grounded in reality than others, but all of which should be fun. Additionally, the ski lift ride back up should give a nice view of the entire track. I really enjoyed the challenge of creating a track in this style, and I'm also happy to have gotten this finished before the new year.
This update features numerous improvements, including some new gameplay elements and vastly improved visuals, leaving the track in a much more complete state than in the previous version. While admittedly I took on more work than was reasonable for this update (almost all the models, including every single building, was remodeled from scratch for this update), I could not be happier with the result. I really feel it's some of my best work so far. I hope you enjoy!
This track was initially accepted to CTGP almost a year ago, but it required a lot of fixes. Given that the original author was unfortunately unable to be contacted, it was up to myself and Silver to make this update. I started by making an initial draft with some gameplay changes (such as the lowered ramps), but I lost motivation. Later on, Silver added most of the KMP fixes as well as a few other fixes, and I returned to the track, giving it new lighting and texture edits. I am very happy with this result, and proud to have contributed to such an iconic custom track.
This track was made in about 2 months. I initially wasn't planning on making a track for this contest, but after I had the idea I decided to go for it. I wanted to try making something with more simple gameplay, with various objects making things more interesting, which I think I did pretty well. The track is very shroom-heavy for the first part, with pillars blocking off more of the track as time goes on. This section is contrasted by the last section on the road, with cars to avoid and no shortcuts. I've been wanting to attempt making a simpler track for some time, and I think I did very well here.
In addition, I wanted to continue to push myself in terms of modeling and visuals, especially with the buildings and ruins. I think I made a pretty good step here, although not all of it was able to fit within Mario Kart Wii's tri count limitations unfortunately. I also made a recreation of MK8's Booster Course Pass arrows for this track, which I haven't seen attempted before in this game. It's not a perfect recreation, as the original uses a particle system and a model to draw the arrows and I used a texture animation, but it still looks good here in my opinion. Generally I'm very happy with the mood and theme of the track, and I hope you all will be as well.
(Note: the SZS featured in this video is of a prerelease version. Since then, a few minor fixes have been made. Also, this is a reupload since the audio wasn't aligned properly on the original.)
I originally started this remake back in September. I wanted to try making a rallycross-inspired track for some time, and it occurred to me that this layout, with it's well defined speedway-like outer ring, would be a good candidate. I was nicely surprised at how cleanly this concept worked in this context, and how it adds new life into a retro which hasn't returned since its original appearance.
I wanted to finish this track within about a week, but that clearly didn't end up happening. Some on and off work later, I decided to push and get this finished by the end of 2022. However, despite there only being about a month total dev time for it, I'm very pleased with the end result. It's one of my best CTs at the moment visually, which I was not expecting to be the case.
I hope you all enjoy. Looking forward to what 2023 will bring for the community.
I originally wanted to join this contest, because it scratched an itch for doing another CT competition for me, while also having a longer timeframe that better fits how I like making CTs. Unfortunately, despite having 3 months to work on the track, I still found a way to not complete it fully before the due date, so the version shown here is still unfinished. The gameplay is where I want it to be, but there are a lot of details with visuals and KMP that I didn't have the time to address. While unintentionally, this track proved to be a good exercise in making visuals that are good enough, and not being overly perfectionistic with it as I often am with CTs.
In addition, this track is a sequel track to Celestial Speedway. I've always had a very love-hate relationship with that track, using a concept which I love but very lacking execution by my standards in a number of ways. There are a few parts of it which I like, but as a complete package it doesn't work for me. I used this track as an opportunity to have a full reset on the theme and hopefully make it something more special, and something I can be happy about.
The current version is linked below, but expect an update on this in the coming months to give it more polish that I was unable to do in the competition timeframe.
This is a track that I've felt has been very underrated recently, so it's great to be able to have worked on an update to hopefully help with that.
This update started with SpearX doing a retexture of the track and fixing a number of KMP issues. This new version now features textures that aren't in the realistic style of the old one, but should now line up better with how CTs have been styled recently. From there, I added lightmapping and custom mipmaps to the model, and shadow KCL as well.
I also want to give a huge thanks to Jas, who was an awesome help with fixing issues with the track. He was able to fix the previously corrupted course model to such a point that it could be exported (necessary for making the lighting), and helped to fix a number of other issues after that as well.
Aside from a (very low quality) test track, this is my first finished custom track for the DS game. It was a neat challenge for me to try something new with custom track making, having to work around the far stricter limitations of the DS hardware. Despite this, I think I did a pretty good job of creating something visually appealing, and something that improves on the visuals of the original custom track. I'll probably continue with MKW as my main focus for CT making, but it was still fun to try something different with this game, and I expect I will be making more DS CTs in the future.
Known issues: - Texture animations don't work - Course image didn't generate properly - Track is untested on console
(Once these are all fixed, this will be submitted to CTGP-Nitro)
The majority of this track's development took place between April and September 2021, which is why the visuals look a little out of date compared to my current standards. All that was left after that point was finishing up the KCL and KMP, which I was able to do in about 2-3 days. I decided against making further updates from the point it was at in 2021 because I didn't want it to get in the way of other projects. There are still many good ideas here in my opinion, so I may attempt to upgrade the track visually in the future.
Gameplay isn't very well balanced. If at some point I tried getting this into CTGP (or otherwise updated it significantly) then the balancing would be addressed.
Likely won't release this publicly, since this is a more personal project of mine.Thunder Canyon v2.0bugsy2022-04-02 | It's a long-term goal of mine to remake all of my older tracks, since the quality of my released tracks are definitely mixed. What better track to start with than this one, marking (almost) my two year anniversary of making CTs.
This is a ground up reimagining of the original, now featuring a shorter layout, no cannons, and new gameplay elements. The layout is less drawn out but should still retain much of the charm that the original had. By this point my modeling skills are greatly improved as well, allowing me to finally explore the visual ideas that I was unable to create from the original version. The lighting should also be much better at this point, being a big step up from the basic blender render setup from v1.0 and v1.1.
Overall, I'm happy with the result of this new update. I don't have any guarantees for what track will be next, but there is a lot in the oven right now that I am looking forward to finishing.
Thanks for watching!
(One more detail: it's worth mentioning that this video was recorded on a version of the track that has an outdated KCL. The version in this video is bumpier and less optimized than on the released version, but otherwise unchanged.)
I originally heard of this track through MarioPower55's video on CTGP-Nitro, where it struck me that this track could work quite well in Mario Kart Wii as well.
Compared to the DS version, there are a few changes here to make it play better in this game, such as banking most of the turns and lowering some of the ramps, but the rest of the track is the same. It is also scaled a little larger here as well, simply because MKW isn't as well equipped to navigate some of the tight turns compared to MKDS. I was unable to find a way to directly port the NKM, so things like the opening cameras and object placements were done from scratch, and unfortunately aren't exact with the original (but they should be pretty close).
These things aside, I made it a goal to have the track look as close as possible to the DS version. The textures are all from the original, and displayed using the nearest setting, making it look closer to how it would appear with DS rendering. The ramps also have been made in such a way to give less airtime then they would give normally in MKW, making the airtime feel closer to the type of airtime one would get in MKDS. I have had theories about manipulating airtime like this for a while now, so it's nice to see that it is possible.
Overall, I'm happy with how this port turned out, and I'm looking forward to hearing more thoughts on it as well. Thanks for watching!
This is a new version of a track which I first released back in March. The original track was certainly a well received track, but ultimately it fell short of being accepted to CTGP because of a number of gameplay issues. Almost 7 months later, I have now updated the track to hopefully address the issues present in the original, and generally improve the overall quality.
The most significant changes happened within the park section of the track. In the original, it was widely seen as being too boost heavy and hard to navigate. The amount of fliptricks has been greatly reduced in this new version, and should play much better (especially online) as a result. A new shortcut has also been added in this section. Navigation is much easier now, thanks to more helpful arrows and the park paths being cleaned up a bit to avoid confusion, and to make it less brutal if you fall off from some turns. Those awful hexagon mipmapped walls are finally gone now! In addition, this area has much more decoration, including benches, lamps and even a fire pit area. This area also has many texture changes, since I feel like the MG textures were holding the track back visually.
The city section has less changes made, but there are still some changes. The sidewalk edge is no longer completely trickable, only trickable in certain areas. Different mipmapping is used in these areas to give a visual for where these places are. The ending split paths are also improved greatly over v1.0. The left one is the same as it was in the original version, except without as steep of an incline on it. The right one is completely redesigned and now takes the player underneath the left path, connecting to the road segment with the finishing line. A lot of effort went into balancing these paths, and (hopefully) it should lead to much more interesting gameplay.
I would also like to thank everyone who helped me with the creation of this update. CC, Pascal and Melg all had a lot of advice and input with the creation of this update, including ideas like the new shortcut, changes to the usage of the rainbow road theming, sidewalk tricks and more. The feedback from other council members and other testers was also incredibly valuable to the update process. (Sorry if I'm a little foggy on everyone's exact contributions, a lot of this feedback happened like 5-7 months ago). Additional credits goes to Jiyuu for a texture.
Thanks for watching!
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Direct download → cdn.discordapp.com/attachments/820435741141499904/902363835996971048/Celestial_Speedway_v1.5_rainbow_course.szs Wiki Page → http://wiki.tockdom.com/wiki/Celestial_SpeedwaySNES Mario Circuit 2 v1.0bugsy2021-10-15 | ...Acrobatic Airway betabugsy2021-09-21 | This was created for a Secret Santa competition. The design was made by Nihonium, and created by myself. I was drawn to this concept because it had a lot of room for challenging gameplay and unique strats. Luckily, I think I did a pretty good job of implementing them. The theming was supposed to be more in line with driving on clouds, but I decided to go in a different direction, taking inspiration from Windy Whirl and Sea Stadium. I'm most proud of the materials used here, as they are far more complex than what I usually do. Unfortunately, this may have caused issues at the end stages, since the model was having trouble saving sometimes. I ended up moving about half the model to a DemoCol model to fix this (but at the cost of having everything be visible in noclip).
I may come back to this to improve decoration and add polish in areas, but I wouldn't expect it too soon. My backlog of projects is still very long. I'm also still undecided about looking into submitting it for CTGP, but I'll probably reach out to council for opinions on the track.
The track was originally made for the magic CT Jam, where it managed to place 4th despite crashing on console. Since then, I've wanted to polish the track up a bit and have a proper release. This sort of accomplishes that. This new version features vertex colors, trees and fixes for the crash, but it's still fairly unfinished. At some point I would like to revisit the track, since I believe the theming and gameplay ideas could make something quite neat, however it probably won't be for a while since I have many other things I would like to work on before then.
My first ideas for what would eventually become this track happened when I was playing Halogen Highway. In my opinion, Halogen Highway is one of the most beautiful tracks to be released, but there are definitely a few places where the visuals could be updated. My idea was to make a mostly visual update to it, including updating lighting and some other details, however I eventually decided I would be better off using the theme as inspiration for a different layout, since I don't like the gameplay of Halogen that much. I made sure to keep the theming elements of the rainbow road inspired sections interacting with real world sections.
Throughout the development process of the track many changes have been made. Some of the most notable changes have to do with the rainbow road geometry and the ending city section. Roughly a month into the development I realized that the rainbow road sections were too awkward with karts and outside drifting bikes, so I remake the geometry for almost all of those sections. This new geometry is much better, however, since it has dynamic, u-shaped banking and generally makes the whole track feel much faster paced and more satisfying. Interestingly, there's a good chance that the road I made here would be the best road I ever make with Sketchup, since by this point I've switched to using Blender for creating road. The other area with major changes is the city section. My original idea was to have 2 separate shortcuts at the end (a 1 shroom and 2 shroom cut), however I quickly realized that the 1 shroom saved considerably more time than the 2 shroom, which actually lost time in its initial state. I played around with many ideas for how to fix this, including nerfing the one shroom, turning the one shroom into 2 separate shortcuts, making the 2 shroom take a tighter line, adding a three shroom shortcut, using a volcano piece, and more, but by the end I decided to remove the 2 shroom cut entirely and use the nerfed version of the one shroom cut. I figured that more complexity in this section isn't needed, especially with the addition of the shroomless sidewalk route.
One of the areas that I'm most proud of with this track has got to be the lighting. I had the idea of making the rainbow road glow onto other surfaces quite early on in the development of the track, and I'm happy that I was successfully able to translate it in game. I also like what I did with the rainbow road texture in general, combining a few MK8 normal maps to make the texture, and adding custom mipmaps to make it appear to shift as you drive by. Unfortunately, the lightmap baking in the last few days of making the track did not go very well, mostly in the city section. I had to redo the lightmap a few times, including using texture paint in the end because there were some things I was unable to fix with different bake settings. Despite this, I still think that area's lighting looks pretty good.
As for what's next, I have a few plans. Firstly, I would like to release a version of GBA Luigi Circuit and make a visual update to 3DS Rainbow Road. I would also like to start work on a new remake, which I'm hoping to make entirely in Blender. Aside from those, it's also very likely that some sort of bugfix update for this track will be happening soon, although it probably won't change too much about the gameplay or theming.
Thanks for watching!
Wiki page: http://wiki.tockdom.com/wiki/Celestial_Speedway Direct download: cdn.discordapp.com/attachments/820435741141499904/825768106886168627/Celestial_Speedway_v1.0_rainbow_course.szsConstellation Cliffs v1.1bugsy2021-02-16 | Here we have an update to Constellation Cliffs, which I made for CT Jam S4J4, with the theme of canyon (which I'm aware this doesn't fit particularly well). Overall I was very happy with v1.0 (the version seen in the jam), especially considering how high quality I was able to make it within the given timeframe. To be honest, I think it's slightly higher quality than most of my current custom track projects, however that's probably just a function of how long I tend to spend on them.
Modelling this track was pretty straightforward. This was my first time using Blender's subdivision surface modifier to make road, and I think the results are very good. The rest of the model is pretty simple by comparison, with the final model being only around 6k tris. Interestingly, I had all sorts of unexplainable brres weirdness happen when creating the initial model, including the brres locking and later unlocking itself without me making any attempt to do that. Despite this, as a whole the jam went pretty smoothly. In fact, v1.0 of this track only took about 2.5 days total (with the last half day being mostly bugfixing the kmp), which is far faster than I would have ever thought for a track of this quality coming from myself. This extra time let me add intro and outro cameras and blight.
For v1.1 of this track, I wanted to make some quality of life changes (such as the smoother road) and to improve the visuals. One of the main things I changed was the lampposts, which now have a vertex alpha effect and generally look a lot better. Many people complained about the lamps on v1.0, and with reason, since they had no light source and were floating, so that was one of the main things I wanted to address in this update. I also was inspired by the moon section of 3DS Rainbow Road, so I added the glowy boost panel effect from there onto the boost panels in this track, with help from riidefi. I also added this effect to the finishline because I thought it would look cool.
As a whole, I am very happy with this version of the track. As for now, the only further updates I intend to make would be smaller bugfixes. I hope you enjoy!
Special thanks to: Jiyuu, for textures from Garden of Dreams Riidefi, for creating the transparent boost panel material
Changelog: - Improved lightmaps - Overhauled lamp models - Added a vertex alpha effect to the lamps, finishline and boost panels - Improved UV mapping - Smoothed sections of road - Added more out of bounds - Added water splash - Remade item box positions - Other minor course model, kcl and kmp improvements
Something that makes this update unique compared to my other projects so far is the update from the alpha version to this version was modelled almost exclusivley in Blender, as opposed to SketchUp, which I have used up to this point. The changes that needed to be made to the model to work with the 3DS visuals would have been much harder in SketchUp, which is why I went with Blender for this update. After making this update, my skills with Blender have increased dramatically, moving from only really knowing shadows, vertex colors and basic UV mapping to kmowing much more about UV mapping (which I had to redo for almost all the 3DS elements), transforming existing geometry and modelling new geonetry (although I don't think I'm quite at the level where I can make the full switch). The help that I got from ZPL, _tZ and others was one of the main reasons why I was able to get so much better at this software, so I would like to thank them for teaching me many of these tips and tricks with Blender.
Despite this being a massive update from the previous version, there are still many things I would like to add (hence the version number). Things like the chain chomps, MK7 boost panels, the star gates and floating asteroids, just to name a few, are still to be added. Additionally, there are a few bugs in this version, most notably some enemy routes being weird and the lack of character shadow on the main road material. I would also like to make the model less flat looking in the future, adding shadows and the cool boost panel effect on the saturn section, but that will have to wait until after I finish some of my other projects.
Huge thanks to the following people as well: Zatchi and Riidefi, for helping to fix issues with the road material Bladestorm, for the mushroom model _tZ, for helping me to port the 3DS visuals and for making the road material
Wiki page:7 Unfinished Custom Tracksbugsy2020-09-30 | Despite only releasing two custom tracks at the time of uploading, I actually have a number of incomplete tracks. After I posted a meme about this in Jasperr's den, EmanresU gave me the idea to do a showcase of these unfinished in the order that I started them, which is this video.
0:10 Untitled space track This was actually the first custom track model I ever made, sometime around fall of last year. I didn't know how to actually make a ct back then, since if I were able to maybe it wouldn't have turned out so poorly. I don't currently have plans to make any updates or changes to this track, since it is a little bit beyond saving. Despite this, I find the theming to be quite cool, and something that I would like to use in a later ct of mine.
0:47 Generic Castle This is the second custom track model I ever made, based off something I made in RCT3, of all places. This being the second 3D model I ever made, the geometry is awful. The sheer amount of work I have done on it to improve the geometry from starting it last fall to the present day is quite substantial, but even still much of the geometry is a complete pain to work on, which I have found very demotivating. Even so, I think the track is very fun, and I would love to see it released one day. however I couldn't tell you when or how different it might look when it is released.
2:09 Space Orb This was another track of mine, originally based off The Grand Tour's Eboladrone racetrack. This was also the first custom track I ever got to load in game. The main reason why this is still unfinished is because the second custom track I ever got to work was Generic Castle, which I thought played far better, leading me to be more motivated to work on that track over this one. I would still like to finish it at some point, probably in a similar visual style as the untitled space track at the start of the video.
2:59 Pyramid Track This was going to be my submission for the third Custom Track Jam, which had a theme of coin (but almost had a theme of pyramid, which was the only theme I had any ideas for.) The track was actually almost completed during that time period, despite remaking large portions of the track twice during the period of the competition. Unfortunately, a combination of other projects and still having plenty to fix led me to be unable to finish in time. Something else that is potentially problematic with this track is it might need conditional OOB, which I don't know how to add. Even so, I still really like how it plays, so I'm still planning on eventually adding lightmaps and releasing it.
3:50 SNES Donut Plains 1 This track is less unfinished and more a joke. I asked a friend which SNES / GBA track he would like to see me remake, telling him that I would make my version "the most true to the original remake in all of Mario Kart Wii". What I didn't tell him was that meant the track would be completely flat, just like the original version. The track is actually quite close to being complete, but there are still a few KCL and KMP issues that would need fixing before a potential release.
4:25 Twilight Turnpike This was going to be another CT Jam track, for the twilight jam, based on an older concept of mine which I lovingly named "h circuit". I only got as far as modelling the road, which even then could still do with some work. The main reason for this one being unfinished was this was at the same time when I first learned lightmaps, which I was busy adding to test versions of Generic Castle and Thunder Canyon. The first implementations of these lightmaps did not go smooth, however, which led me to spend almost all my time figuring out how to make everything work in such a way that you would see where you were going. Both of these took the entire week of the jam, plus more time on top of that, leaving almost no time to finish this track. I still really love this track's layout, so I'm hoping to finish this at some point down the line.
5:06 House Music This track was going to be my submission for the music themed CT Jam. I made much of the current model in about an hour, and it really shows, based on the visuals and how the layout is actually incomplete. This is also a joke track. When making the track I felt conflicted about submitting a joke track for a CT Jam, since I really liked the idea of making my CT Jam debut with a more serious track. This led to the track being unfinished (the visual model was completed in the timeframe but the rest of the szs seen here was made at a later date). I would only intend to release this as some sort of joke, most likely being April Fools or if it gets into Yeet Kart Wii.
Also apologies for the character flickering. While this is something I have fixed, the footage in this video was recorded before I was able to find the issue.
The lamps in the cave sections were a must for this track, as difficulty seeing was one of the most major criticisms of v1.0, and with good reason. Depending on your monitor, stream setup etc. there could be next to no contrast between the road and walls inside the caves, which of course isn't helpful for when you're trying to race. I added plenty of lamps in this update, styled similarly to some lamps seen in Wario's Gold Mine, to help interaction this. I personally quite like how they look, as they help add more decoration to otherwise quite bland parts of the track. It's also helpful that they actually let you see where you're going!
BLIGHT is another improvement over the last version. Having different shading effects on the character helps to add to the shadows already present in the track, and that's what I've done here. There's still some improvement to be had with the shading, as it could line up with the actual lighting a little better. Something else that is worth mentioning is I tried to be fancy with making the lighting on the ramps. A change in color only happens when the vehicle lands on a section of road with a different color trigger, so if you go off a ramp, and that ramp has a different color than the surrounding area, then you will stay whatever color the ramp was until you land. In an attempt to combat this, I added a small section of normal lighting at the very end of the ramp, which sounds great in concept, but in practice only seems to work some of the time, depending on how you lowtrick the ramp (and maybe other variables?) Either way, that is also something to improve, I'm just not quite sure how to fix that at the moment.
The last major improvement in this update is the addition of cameras, which were made by Jasperr. There isn't really a whole lot to say about this one, as in v1.0 there were literally zero cameras and in this version there are cameras.
There are a few other more minor differences between the versions here as well. For one, between v1.0 and v1.1 I learned how to bake multiple materials onto one lightmap, which allowed me to reduce the amount of lightmaps from 9 to 3. The way I unwrapped them in this version is improved as well, since it allows me to put adjacent triangles next to each other on the lightmap, which allows for smoother lightmaps (although there are still one or two things to fix with those). I also blocked a no lap count shortcut that Emil found.
I don't have any more updates planned for the near future. At some point I would like to make the black gradient at the bottom done with vertex colors, which was planned for this update but I couldn't get it to work with the lightmaps. Something else to do later is to add far more background scenery and detail, making it look more like an area with all sorts of abandoned industrial stuff. I'm going to work on some of my other projects for the time being first though.
Also apologies for the character flickering. I'm not sure what is causing that :p
Changelog: * Add lamps in the cave sections * Made some minor texture edits * Added BLIGHT * Added cameras * Patched a no lap count shortcut * Made some minor course model and KMP tweaks