These are honestly kinda just okay in my opinion. They function, except at times in anchorhead cup where some collision bug put me at the top of a building or over a wall which i cant replicate constantly and haven't been able to save a clip of. Visually they could use some more detail, especially in anchorhead cup.

That being said, the idea behind the cups are genuinely really cool to me, having the maps take place in the same area but each map has you on a different part of that area is really cool, but then you run into the issue that you're kinda just playing much of the same map over and over, which kinda takes away alot of the enjoyment of it, due in part with how the idea kinda limits what you're able to get away with. The second cup starting you off at the same area every single time only makes the issue worse. It also kinda makes it hard to evaluate these maps by themselves.

The special stage being replaced with a duel race is again, a really cool idea, but you can give yourself such a big head start that it's kinda just impossible to lose? I played these maps in master mode grand prix and the duel races are really easy to complete, which was sorta disappointing considering that bots are really damn tough in master mode, like almost to an unfair degree.

If the maps didn't feel so repetitive playing through grand prix i think i would rate this higher than "okay", despite being onboard with the concept. Still look forward to what else you may be making in the future.
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Might be my favorite full cup in the game? Not sure, but I love the aesthetic of both cups and the idea of all of the tracks being sections of big maps is great, they're all satisfying to traverse. Can't wait to see what else you cook in the future. (ノ◕ヮ◕)ノ
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I do like the looks and driving around these... but there's some HUGE issues.

1. Since there's parts of other tracks, you can get flung into them and the game does not acknowledge it. It doesn't try to respawn you back or anything

2. When you are flung into the water areas that have rails on them, you just explode instead of falling into the water and respawning. That is a fatal design mistake, especially on the last lap. Respawning from an explosion is incredibly slow.

3. Sometimes you start a race and it doesn't recognize you started, thus it pulls you back to the beginining.
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First of all, I'd like to say I really like the track aesthetically though, you did a really nice job on that!

I also like the idea of it being 4 different tracks on the same map, but it feels more like you split up one complete track into four, so you have four tracks that feel and look similar but also feel very basic and samey. I think it'd be more fun and interesting if the pathing switched each lap so you took all the different routes throughout the course of the race. The track itself also feels a bit simple with the lack of shortcuts or paths to go for items and rings but I think that'd be made up for with the track dynamically changing over time. As is it feels like I'm playing four Sonic Colors acts that are all cut up versions of a main level I'd rather play instead.

Alternatively, I think some extra complexity to each area could also make this concept work better. I like Aquarium Plaza and Tidal Loop's turns but there's a lack of variety in how you can interact with them, and North Ocean Expressway feels like you could include some off road or something at least. The long straight away also feels kind of boring since you're not aiming for boosters or rings or anything.

Plaza Bypass feels like a worse version of Aquarium Plaza I think, it's the same track except it loses the main setpiece of Aquarium Plaza. I think if you were going to do the simplest change, I'd give it a unique setpiece as all the other tracks do.
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this is a really fun concept that I greatly enjoy honestly

I think a couple improvements I'd suggest however is maybe adding some of those floating arrow signs the base game uses, since the arrow walls blocking off the other parts of the track can be a little hard to see from far away, and the minimap's design can be a bit confusing to read first time around

another suggestion I have is to add respawn sectors/invisible walls in parts of the track you're not supposed to be in, I had a race where I got knocked into a different section of the track, not realising I wasn't supposed to be there until I took a closer glance at the minimap and had to use the ring shooter to get back in the race

still a really solid pack, nice to have some custom tracks that don't go all out and stick to somethin simple once in a while
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I think some of the turns could use more signaling and some of the paths aren't blocked off that well (tidal comes to mind), but the idea is so cool. It feels like a real city raceway. Sick Job!


(Also this is a little silly but maybe you could retrofit the longest paths for the sealed star, so the grand prix is a little more complete. Or just use the first one, so the full cup can get a sealed star as well.)
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