- Obsidian Oasis -
Visuals: ★★★★★
Balance: ★☆☆☆☆
Obsidian Oasis is one of the prettiest maps in SRB2K custom courses as a whole. The texture work, atmosphere, music, everything works together really well to provide a gorgeous track to race through. Unfortunately, it is held back by its cuts, which is going to be a running theme throughout this review.
The first cut is immensely strong, saving 5-6 seconds over someone taking the regular route. On its own I would say this is already way too much but a case could be made for this being okay-ish since it's very early in the track (still, I'd love to see it nerfed). The fact that it's followed up by *another* cut almost immediately really amplifies the problem, though. In practice almost every race on Obisidian Oasis in a lobby where people are about equal skill will be won by someone getting triple or rocket sneakers and saving them for the final lap, where they can then take these double cuts to easily overtake anyone ahead of them. Really puts a damper on what is otherwise a beautiful track.
- Shuffle Square -
Visuals: ★★★★☆
Balance: ★★★★☆
Shuffle Square is my personal favorite of CTAP. An exciting race through a funky city, this track's a real banger. The layout is interesting and varied, there are a lot of cool alt routes (even if some are a bit useless). This track really makes for some cool, interesting races.
The cuts, while a little dubious with the first one being a little too weak and the one with the ramp after the window breaking feeling a little too strong, are not too overbearing. There are some invisible walls on the final stretch that can be annoying and I'm pretty sure the higher alt route on the far right of the last few turns is not actually reachable in the current version, but these aren't dealbreakers in the slightest (though it'd be nice to see them fixed). Great track.
- Vermillion Vessel -
Visuals: ★★★★★
Balance: ★★★☆☆
A map that is largely fine and inoffensive. It's fun to drive through and the wind gimmicks, despite sometimes being a little janky, are interesting and cool. It's also very pretty, something Chengi really excels at. The map layout is simple but works well.
There's an alt path near the end that seems entirely unused by pretty much the entire playerbase, and the "fan cuts" near the end have a 50/50 chance of either screwing you over or netting you a good lead. Both of these are a little unhealthy for gameplay, but again, they're not dealbreakers.
- Avant Acropolis -
Visuals: ★★★★★
Balance: ☆☆☆☆☆
Oh boy, the infamous Avant Acropolis. This is the track that spawned the term "chengi moment" in the community when referring to cuts that are completely busted. The track, while beautiful and an absolute vibe, suffers immensely from the power of its cuts.
One player with triple sneakers can shave a solid 10-11 seconds off a lap by taking the cuts. This simple fact sees the map SOC'd out of rotation on many servers: a guaranteed win off of a lucky item roll is just a pain. It encourages toxic, sandbaggy gameplay. I've seen (and partaken in) moments such as first place just stopping on the finish line entering the third lap because there is no chance of winning against a lucky pull, which is almost certainly going to happen... So they just wait and fall behind in the hopes of being the one getting the pull instead. The track is sandbag heaven - and one of the strongest cuts is right at the end to boot, so even if there's a close race, there is still an end cut to make sure that even on the off-chance there's a close race happening, that skillful win will almost certainly be stolen by some lucky player taking the end cut.
I think this track would be one of the best in the game if it had half of its cuts removed. Personally, I'd go with yeeting the red spring cut after the third item set and the end cut for starters. Also, when driving normally, the item sets are about 5-10 seconds apart, which is a very short distance from each other - I think it would be good to space them out a little.
- 765 Stadium -
Visuals: ★★★★★
Balance: ★★☆☆☆
As a bit of a weeb I wholeheartedly enjoy this track. The visuals are great and exciting, the music - while I'm not much of an idol person - is absolutely banging, and the layout, while simple, is fun and enjoyable. I would give this 5 stars out of 5 in both categories... if it weren't for the cut at the end.
Once again I would like to reiterate: end cuts are not good. They rob players of well-earned wins by letting a player that gets a lucky boost item near the end get a free win without any possible recourse from the one getting robbed. When an exciting race boils down to "who gets lucky at the end", it's incredibly deflating. Another issue here is that again, there's another cut *right before* the end cut that would be fine on its own, but because there's also an end cut, it means someone with triple sneakers is just gonna take both cuts and net an easy win. Like I said, it's an otherwise great track, but again there's just a small detail that puts a massive damper on the whole thing.
- Sketchberry Spring -
Visuals: ★★★★★
Balance: ★★★★☆
This track... all I can really say about it is that it's absolutely adorable. The track is a vibe and a half. I didn't particularly like earlier iterations of it, but you've really improved on it and as it stands it's probably your most well-rounded track. The only issue I can find is the lack of shortcuts, making it really hard for anyone to catch up. The only spot you can make any meaningful progress towards catching up is the offroad patch at the end. I've already listed my gripes with end cuts above but this specific cut saves very little time so I don't think it's problematic, I just think there should be some more cuts in earlier parts of the track. Good track overall.
- Avant Garden Classic -
Visuals: ★★★☆☆
Balance: ★★★☆☆
I know this track is listed as "unsupported", but I figure since you have it in regular rotation rather than hell, I review it just the same. The track, while not suffering from any overpowered cuts (from what I've noticed in my gameplay at least), does suffer from poor signage in certain areas. Particularly the first area is really messed up, and I've seen entire lobbies take the wrong turn there and end up in offroad or bonking a wall. There's also some major checkpoint issues in the last turn, but because it's at the very end of the track it doesn't actually impact gameplay - just looks kinda weird. The cut hidden in the bushes near the start can be very easily mowed and is hard to spot.
Visually, the map does show its age and you've really improved since then (especially when looking at the preview images of DRRR content, seriously, that stuff's gorgeous), but it still looks pretty dang good. I appreciate you bringing this back, and I think this track would be a really solid addition to the CTAP lineup with just a few small fixes to prevent confusion from new players.
- Overall -
CTAP is a track pack that promises gorgeous visuals with solid gameplay, but is bogged down by frustrating design choices that prove unhealthy for a competitive environment. Overpowered cuts rather than skillful driving and item play decide the race on a lot of the tracks, and this proves to be frustrating for a lot of the playerbase, to the point where some competitively-minded players would rather not play on some of these tracks at all. It's frustrating to see because I feel with just some small edits here and there, this pack would be an absolute must-have for any server hosting custom courses and truly shine as one of the best. This might be the pack with the best visuals overall, but in the end, I find that gameplay balance is more important than a pretty track.