GTKart: one of the map packs of all time

GTKart: one of the map packs of all time 1.3

The description and initial assumption from some maps not looking as over-the-top elaborated visually as other stuff I've seen had me expecting something a bit more simple or mid to play.

The layouts are quite solid, maps either do well with their theming decoration and some have a few memorable mentions on the billboards [SEGA Rally, S3K...the Injured? GOOD had me laughing when I noticed]- Red Rock Road might be the simplest looking out of the map roster but even that I can give a pass for now because of the little tweaks you made to make the originally a GT2 layout a more fun Kart track.

And I already liked that track a lot back when I played it.

In any case, I don't have much to add right now other that it is well rounded to be enjoyable as time attack maps and very likely as multiplayer maps too. Good job.
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The recent update is a massive improvement. The maps feel good to race on! One thing I will say is on Suburban Slam, you can get softlocked if you blow up on the wind current. Aside from that, very good update.
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It sure is one of the packs of all time. A decent collection of maps to play on, overall. Here's some complaints I got for the maps:

Suburban Slam
- The signage that exists is extremely poor overall. The signs are too small to see from a distance and not very noticeable on their own either. Some signs are set up near areas that are actually shortcuts, like the one after the 1st item set, which can have players head towards the wrong path.
- It's possible to get to the lower section at the 1st jump by braking as you boost and jump then squeeze through the openings. You skip too many checkpoints to make use of it, but there's a chance of it happening in a race.
- The lighting and directioning inside the 1st cut is pretty poor. I usually end up exiting by bonking the wall out.
- The 2nd item set existing (with an additional item box in front of the boost pad, no less!) feels redundant considering the 3rd item set is literally right around the corner. Probably should remove one of these sets.
- The balloon shortcut after the 3rd item set can be easily taken without shoes by mini-turboing into the springs. That cut saves a whopping 4 to 5 seconds, which is something 1st definitely shouldn't have access to.
- Right after the spiral, there's two cuts. The right cut saves a bit of time and spits you into the 5th item set but the cut on the left is faster but skips that set. Luckily, the next item set isn't all that far out so there's barely any risk for a lot more reward in comparison. The little blue spring jump doesn't do much.
- The cut at the 6th item set is right next to the items so only someone chaining items together can take it. The 7th item set is also too close to the 6th.
- The last item set is obscured by the turn but I'd say the real problem is that it's too close to the finish line.
Tropical Raceway
- The 3rd and 4th item sets are too close to each other.
- The 4th item set is too close to the finish line.
New Grasslands
- 2nd and 3rd item set are too close to each other.
- Last item sets are too close to the finish line.
Green Grove
- The beginning drop down is not clear on where you're supposed to be going because it's brown on brown until you're right up close and suddenly you need to turn right or bonk.
- 1st and 2nd item sets are too close to each other.
- 1st cut is obscured by the turn but thanks to the 2nd item set, it's easy to grab an item and take a 3-5 second saving cut with an item in tow despite it skipping the 3rd item set.
- The normal path coming around the 2nd item set is a little weird to read considering you got small, brown fences on a brown wall background. Sometimes I may think the road ahead is a drop down rather than a turn.
Palm Rock Valley
- I saw a cut before I saw an item set and I thought "uh oh..." and yep, there's an item set just before the finish line. I'm thinking the first item set should be moved back to the banked turn while the 2nd item set is moved back to the area after the 2nd banked turn, just before the u-turn.
Dusty Junction
- The 1st item set is too close to the 1st cut, people won't roll their items fast enough to cleanly take it.
- The normal path at the 1st item set is obscured by the hill with the shortcut being the first thing you see rather than the main path. Signage is also not visible until you're over the hill.
- The last item set is too close to the finish line.
Red Rock Road
- The 1st and 2nd item sets are too close together. Personally, I feel that only the 1st and 3rd sets are good enough.
Green Hill Cliffs
- Last item set is too close to the finish line.
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