BlueTorch's Cups

BlueTorch's Cups v1.1

The Torch Cup is ok at best but not a fan of white forest zone simply being soulless most of the time & beachside drive zone 2 out of 10
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For a first mod, these are solid, decent tracks. They're rather basic overall, but that's not inherently a bad thing. I do have some issues with various aspects of the track design, though.

Beachside Drive- Right off the bat, it's possible for the person who gets the first blood boost to take the first tripwire- albeit, I spent the entirety of positioning charging a big sliptide off all the boost panels and walls first. Might wanna do something about that if it isn't intended.
The underwater section could really use some ark arrows. The road and offroad are colored pretty similarly down there, so the first time through I ended up going right off course.
Similarly, the red trick panels could use a left-pointing ark arrow so the player knows where they should be going beforehand.
The water-running segment is inspired, but kind of troublesome and can be annoying. I'd recommend adding more fencing/walls, and a 'lower' track for anyone who falls.
The 3 charger panels towards the end are serious overkill. This is a noticeable issue with the first two tracks, really- there are way too many boost panels in chainable sequence. It biases things a little heavily towards the speed classes, and turns grow and top completely menacing, especially top- it was Very easy for me to overtake the AI at the last second using it. It's not unheard of in terms of track layout, but I'd still recommend reconsidering at least the amount and placement of boost panels.

In this way I feel Winter Forest is even more egregious- there are just way too many boost panels one after the other. I suppose here it isn't *as* bad, because there aren't whole rows of them, making it possible to trap them with items, but it still feels like an egregious advantage being given to the speed classes, and things like top especially, which can ignore most things.

Storm Shore, meanwhile, has the relative opposite problem- and this is something of an issue across the cup as well- the ring capsules are *way* too generous for their placement and how many there are. It's not at all difficult for first place to scoop up most of them, giving them an even greater advantage and leaving everyone else further behind with less to use. I suppose power items and jackpots can make up for it, but again, I'm really just noting what I find questionable, especially in comparison to the vanilla tracks. Capsules that can easily be gotten while driving normally are usually 5 or 10 rings- NEVER as much as 25 to 35 per, in sequence, let alone there being only one capsule and not a row or line. And the 55 ring capsules in Beachside Drive?! This definitely should get reconsideration.

The battle stages are fine. Inoffensive. Basic. I really don't have much to say about them. They're there. They're a bit oversized, but that's about it.

That's another consistent trait of this cup- the tracks are a little too large, in my eyes. That's not the worst thing ever, or anything, but reducing their scale a bit would probably lead to things feeling better all around... and make having so many boost panels less necessary.

I like the special stage though! Very high octane. Again, somewhat simple, but it's good and fun and somewhat unique in concept.

For your first cup, this is a good start, but there's definitely room for improvement. Keep at it!
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