I remember reviewing this pack VERY early in it's lifespan, and I'm going to do so one final time to commerate both the release of Ring Racers and this pack's final update. I'll be going in track order listed on the page and giving them a 1/10 score per usual, explaining my thoughts/critiques on the tracks. Tracks were driven on Hard speed with no gameplay altering addons.

Simple Circuit: Apart from the big visual overhaul it got, my opinion on this track remains roughly the same as before. It's just a simple track and you can't really go wrong with that alone, but that also means there isn't much in the way of more interesting levels and due to that, this track just falls a bit short compared to some other tracks in this pack. (6/10)

Red Mountain: Amazing visuals, great track design and it's no longer 2 laps! My gripes said during my old review were answered, and as a whole the track still feels amazing to play. Aside from that one long straightaway before the 180 turn, there's not a single moment of the track that feels "meh" or outright bad. It truly is a symbol of thrill with relatively little flaws that could just be considered personal nitpicks. (10/10)

Red Mountain Classic: Despite being overshadowed by it's more polished counterpart, this version still holds up fine. That shortcut before the second turn is a tad OP and the track still overstays it's welcome like before, but it's still surprisingly solid despite everything, just outclassed by the newer and much more better version. (7/10)

Lonely Isle: This one didn't really get changed all that much. I do like both the setting and the music that accompanies this track, but the track itself is pretty standard and not really much to note about. The final shortcut does get blocked off at lap 3 which is a very welcome addition and one of my major gripes with the track before, but aside from that it's just a nice and simple track with not much else going for it. (6/10)

Scorching Sanctuary: Only OG's remember when this was called Molten Mine. The visual overhaul this track got turned it from a generic "fire" level into something much more unique. It feels like it tries to tell a story, but it's not all in-your-face about it which I like. Aside from the destrucitble wall near the end of Lap 1 giving no direction on where to go, my opinion has stayed relatively the same on it: very skill-oriented track that rewards good lines and focus. (8/10)

Roundabout: It's the meme track. I don't have much else to say because of that, but it's certainly one of the Hell Maps of all time. Just pure unadultered chaos through and through and whilst I get some people like that, it is certainly not my own cup of tea. (3/10)

Summer Seas: Onto the tracks I haven't reviewed now. The layout is fine (if a bit uneventful) and the visuals could certainly use some improvements. This track doesn't exactly do much of anything new (outside of the rainbow boost pads at the long straightaway) and it's just simple. Normally I would have no problem with that, but this being the 3rd track like this lowers it's impact in my own eyes. It's okay, just rather unimpressive and not a lot going for it. (5/10)

CNK Hyper Spaceway: The first of the ports and it isn't exactly painting them in a good light. Bad performance (especially in the engine room segment) and boring, uninteresting track design on top of taking over a minute to complete one lap whilst having 3 laps means this course FAR overstays it's welcome. Oh, and a overpowered shortcut to boot because who doesn't like those? I get that you were trying to stay true to the original, but there are some cases where being too on-point with the original can hurt the track itself and this is a great example of that. (2/10)

Great Galleon: I don't really have much to say about this one unfortunately. Simple 4 lap track with a surprising lack of shortcuts. I feel like you could've done more inside the ship itself and the low amount of decoration along with the uninteresting skybox makes this place feel pretty barren. The music track is a banger, but that's all it really has outside of that. (5/10)

GCN Luigi Circuit: In comparison to Hyper Spaceway, this is actually a solid port all things considered. I like the little details of the mountains blinking and it really adds to the personality of the track, but outside of that I don't have much else to say. It's just a good port of GCN Luigi Circuit and that's okay given the circumstances of this game's engine. (6/10)

3DS Rainbow Road: Whilst the Luigi Circuit port is something that I would've expected to be in Kart, this certainly wasn't. How you managed to get this to work is baffling and the fact that it runs surprisingly well is even more confusing. The hairpin at the end is a bit hard to judge if you are going too far in, but outside of that it's an amazing port and I don't have many complaints aside from glider shenanigans. (8/10)

Twinkle Village: A rather standard snow map with a nice theme to it. Performance could be better and the second intended cut is actually SLOWER than cutting through the offroad of the hairpin with a sneaker, but otherwise not much else I can say. (5/10)

GBA Boo Lake: It's just another solid port. Nice visuals and the track itself is fine, but I generally don't have much to talk about these ports as they try to play it safe and don't really have much which is why most of them are the same score. (5/10)

DS Luigi's Mansion: Yet again, just another port. I'm not sure if you were out of ideas for original tracks when making these, but considering almost half of the tracks in this pack are ports it kinda just bogs down my general experience with it as I can't really talk about them unless they are radically different from their original counterparts. (5/10)

GCN DK Mountain: 3rd port in a row. I do like the inclusion of the gap cut and the wind to simulate the rickety bridge is cool even if it is a bit too weak, but once again there's nothing I can really talk about. (5/10)

FZ Death Wind 2: I haven't actually played through the original F-Zero but needless to say this track does kinda blow, pun intended. The wind feels more like an annoyance than a threat and considering that's the entire gimmick of this map, it doesn't exactly make the track stand out. I do like the mountain being the thing we drive on for the first half, but otherwise it's just yet another port that is just okay. (5/10)

Robotnik Raceway: Aside from the track being set in what I can only assume is Castle Eggman, this is pretty standard. Layout's good even if it lacks many shortcuts and the music's great. Generally not much else I can say, just a solid track through and through. (6/10)

FZ Fire Field: Visually great track that plays surprisingly well despite the speedmod. It is a port so I (once again) do not have much else to say, but this is on the upper end of the many ports this pack has, for sure. (6/10)

BSFZ Silence 2: This one plays fine, pretty uninteresting scenery. It's another port so I can't say much again, but this is around the level of the other ports in this pack which is fine. (5/10)

FZMV Icarus Circuit: 3 F-Zero ports in a row. Again, this one's fine. I don't have much else to say, it's plays well for a port and that's all I really need from ports in order to be solid. (5/10)

CTR Roo's Tubes: Crash Team Racing jumpscare! Visuals are good and the track itself is fine. This plays pretty good, definitely among the upper echelon of the ports. (6/10)

FZX Japan: Pretty great track but this absolutely should have been 2 laps. Outside of that it's just another solid port and you already know my stance on those. (5/10)

Arid Eclipse: This was one hell of a track, in a good sense. It reminded me of a level from Sonic Riders and that was only further heightened by the pillar of light around the latter half of the track. Good visuals as well, but this should be 1 lap. Apart from that, this is a pretty killer course to go through. (7/10)

N64 Yoshi Valley: Another solid port, visually great but nothing else outstanding. Surprised to see this track instead of something like GCN Yoshi Circuit, but otherwise standard. (5/10)

N64 Rainbow Road: We have arrived to the last 2 tracks, and they are both Rainbow Road ports. Of the two, this is for sure the stronger of them but it honestly just plays like a rather standard port like most of the other ports in this pack. I do like the clouds acting as offroad but that's really it. (6/10)

Wii Rainbow Road: Here we are, the final track. Visually great and it plays nice, but being a port I (as usual) do not have much else to say and because of that, this is a pretty anti-climactic ending to this review. (6/10)

Final Score: 148/240

Conclusion & Thoughts: I was definitely not expecting this many ports and for most of them to be rather "same-y", but the originals both new and old hold up well. Due to the large amount of ports however, this pack seems held back by them and I wish you did more original tracks instead as almost all of them hold up pretty well, even Red Mountain Classic which was quite shocking for me. Unfortunately, the new era of Kart is upon us in the form of Ring Racers and this pack will probably never be updated again. A shame, but it was certainly a way to go out. Hope to see you in the future making more maps!
TheTrueEpicPro
TheTrueEpicPro
Thanks for the great review! I do wish I did more original maps over ports, but I'll be continuing this pack in Ring Racers, you can expect to see all of these return at some point amongst a bunch of new maps too. (Just as soon as we get the modding tools too) I'm not sure how long it'll take before all of these maps return in Ring Racers just because I do wanna focus on new and original maps over ports this time, but when I do get around to bringing these maps back, I'll probably be adding new things to them to spice them up and make them work better for Ring Racers. This was my first jump into modding a game like this so hopefully I'll improve as I go along. These in-depth reviews always help out a ton so I hope to hear more from you when Pro Pack comes back for the next era of kart racing!
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It was a very nice experience looking at this map pack in the first time in a long time and seeing the improvements. You've definitely gotten a lot better at visuals, and seeing all the stuff we complained about on the couch being better does make my neurons fire in a pleasing way. Almost makes me want to put the stream up again. Almost.
TheTrueEpicPro
TheTrueEpicPro
Thanks! Your streams really did help out a lot. Being able to get in-depth critiques on pretty much, every section of a course from others who are more experienced with map making, or just had better knowledge of what makes a course fun to play really helped me fine tune some of the more troubled areas. You all were a very big help in making a lot of my tracks have a better play experience and have much more visually pleasing environments and decoration too!
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These Tracks Are Pretty Cool!
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Not a fan of a lot of these maps. I *do* rather like Simple Circuit, Luigi Circuit & Summer Seas however, they look great compared to the other maps and I like the little details on SC like the tire marks coming out of the dirt. MK7 Rainbow Road is fun but feels like a let down visually, the road is nice but the planets could use some smoothing out, and the moon you can drive on in particular is barren.

On the other hand, the other maps just feel pretty unpolished. Summer Seas feels pretty empty for the most part, Hyper Spaceway being even more so, and many of the maps feel outdated. Molten Mine in particular is really harsh on they eyes due to using a strong heat wave effect everywhere on the map and combined with the music it's a headache I can't stand. And on the note of music, please just let users take advantage of DynMusic to add their own final lap music rather than bloating the file size with extra music and lua that outright breaks DynMusic.
TheTrueEpicPro
TheTrueEpicPro
Thanks for the review. I agree that Rainbow Road could do with some more visual upgrades. I just wasn't sure what else too add to it visually. I just struggle with visual design in general. As for the issue with DynMusic. I don't know what to say since the final lap music is handled through linedefs and sector triggers. I'll provide a no final lap version in the future however...
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Since I reviewed Simple Circuit a while back, and since this is now a full on pack, I wanted to give my thoughts on the other maps currently. I will say, these tracks are good, but nothing outstanding or defining.

Red Mountain: This should NOT be 2 laps. 4 mintues on a single track is simply too long, and that makes it pretty daunting for most players, especially newer ones. Lap count aside, however, this map is actually pretty fun! I'm surprised we didn't get a Red Mountain stage for a long time, and this delivers well. The shortcuts make this a very fun track to do in Record Attack, and the actual course, while big, doesn't overstay it's welcome for too long, at least for a single lap. The first corner is kinda jank, but that's the only gripe I have with it layout-wise. Just change the lap count to 1 lap, and I wouldn't mind this track too much. (8/10)

Lonely Island: Unlike Red Mountain, this course suffers from being too short. The average time to finish for most tracks nowadays is usually around 2 minutes. It can be a bit higher or lower, but 2 minutes is generally the right time to aim for when creating tracks. Change the lap count to 4 laps, and this track reaches the average time. Rambling aside, This one is very basic and simple, which helps it a lot. The final shortcut at the end is a little bit overpowered, and I can see a lot of races being stolen from that shortcut alone. I feel like it should be nerfed, I don't want another Kitchen Kerfuffle situation where people don't pick the track just because of the final shortcut being OP. (6/10)

Simple Circuit: This is also another case where the lap count should be 4. There's not much I can really say about this track, it's just really basic. It could use a bit more in terms of actual gameplay, because at the moment it's just very bland and there's not a lot going on in it. (5/10)

Molten Mine: This track is easily my favorite from the pack at the moment. The layout, while a bit heavy in 90 degree turns, does a good job of keeping the player on they're toes. The usage of barrel bombs are also very good in this track, and it gives the player even more to focus on during the race if they decide to use a Sneaker to go into the offroad to shave some time. Very skill-based track, and this would be really fun with a full lobby that knows what they're doing. (9/10)

Final Score: 28/40

Conclusion: I see a lot of potential in this pack. If you just iron out the kinks, I could really see myself using this track in my own server if I ever got around to doing that, which I won't because I'm lazy as hell. Molten Mine and Red Mountain essentially carry this pack at the moment, and if what I said about Lonely Island and Simple Circuit can be fixed, then I would have no problems with this pack.
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While I enjoyed both tracks, I feel like at V1.0 Red mountain seemed to have gotten more attention but here's both tracks in a vacuum.

Red mountain- I really like such a technical course RM is, but I really feel that two laps is ABSOLUTELY brutal for anyone doing other modes (Kart Rush, I'm looking at you!!) and the fact that it nearly a 4 minute two lapper is daunting to many a player. Despite the course length, I feel that if it was a single long lap, I would feel that would be appropriate. As it stands, it's a magnificent course that might overstay it's welcome on some players! 5/5

The Simple Course- It's stock with very little room to cut time and other than that, it's basic to the point that Emerald Hill has a new friend on how simple it is. I would definitely see this as an intro stage to many new players, while experts will be wanting more... 3/5

Total score- 8/10
Average- 4/5

At the end of the day, I really feel like this first set is really strong, despite some of the things i mentioned above. I'm looking forward in trying out more of your work or seeing expansions to this cup proper!

Good luck and please enjoy yourself!!!

Sinister-Sama
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