Hello, PabloMK7 and the CTGP7 team! I am here conducting a pretty thorough analysis on what I think could be improved. I'm totally nitpicking here, but I hope that my ideas can continue to iron out the few errors in this amazing mod.
THANK YOU SO MUCH for making this hack and working so hard to improve it. We ALL really appreciate it. You do not have to regard any of the things I've said here. Again, I'm totally picking it apart, but I'm not doing this negatively.
Also, if anyone gets the time, I think Shrek would be an awesome character candidate...
Banshee Boardwalk 2:
Extremely laggy startup/countdown. Also, the lighting feels a little weird.
Elemental Cave:
At low brightness, this course is very dark and difficult to see, but I guess that's a preference thing.
Space Road:
There's a random coin on the right side of the track right after the glider pad after the half-pipe. I don't know if this is intentional or not, but it seems kind of odd.
Autumn Forest:
On the wooden bridges, mashing the trick button will allow you to perform 4-6 tricks on every bridge.
Evergreen Crossing:
The turns and layout of the course make it very difficult to follow at times, notably right after the water section. At 200cc, this becomes quite an issue. Also, near the beginning, if a person attempts the jump instead of going left or right and fails, they will re-spawn on the middle island. On lower speeds, this may cause getting across the pit to be impossible.
GBA Bowser Castle:
The yellow boost ramps provide much more boosts than in previous ports. On 200cc, performing tricks on them in a certain section will pelt you into the lava.
GBA Riverside Park:
Extremely laggy startup.
GBA Sky Garden:
I like the Comet Observatory in the background!
SNES Ghost Valley 2:
The walls don't fall like in the original version (then again, that might not be such a bad thing...).
N64 Rainbow Road:
Not all of the character fireworks turn on and off correctly.
Kalimary Icy Desert:
The dirt and sand effects are still that of the original Kalimari Desert.
Wii Warios Gold Mine:
This course feels really empty. The bats from Rock Rock Mountain could be used to emulate the originals, and maybe re-skinning cars to make mine carts might work? It just doesn't feel as... chaotic as the original. Also, there are some coins in the ceiling in the first cave.
DS Tick Tock Clock:
The question block, speed boosts and lap sound effects are still those of Waluigi Pinball.
Castle of Time:
For the section markers, could someone put two-thirds and an entire Triforce as markers instead of two and three separate Triforces? This is just a Zelda nerd thing.
Extremely laggy startup/countdown. Also, the lighting feels a little weird.
Elemental Cave:
At low brightness, this course is very dark and difficult to see, but I guess that's a preference thing.
Space Road:
There's a random coin on the right side of the track right after the glider pad after the half-pipe. I don't know if this is intentional or not, but it seems kind of odd.
Autumn Forest:
On the wooden bridges, mashing the trick button will allow you to perform 4-6 tricks on every bridge.
Evergreen Crossing:
The turns and layout of the course make it very difficult to follow at times, notably right after the water section. At 200cc, this becomes quite an issue. Also, near the beginning, if a person attempts the jump instead of going left or right and fails, they will re-spawn on the middle island. On lower speeds, this may cause getting across the pit to be impossible.
GBA Bowser Castle:
The yellow boost ramps provide much more boosts than in previous ports. On 200cc, performing tricks on them in a certain section will pelt you into the lava.
GBA Riverside Park:
Extremely laggy startup.
GBA Sky Garden:
I like the Comet Observatory in the background!
SNES Ghost Valley 2:
The walls don't fall like in the original version (then again, that might not be such a bad thing...).
N64 Rainbow Road:
Not all of the character fireworks turn on and off correctly.
Kalimary Icy Desert:
The dirt and sand effects are still that of the original Kalimari Desert.
Wii Warios Gold Mine:
This course feels really empty. The bats from Rock Rock Mountain could be used to emulate the originals, and maybe re-skinning cars to make mine carts might work? It just doesn't feel as... chaotic as the original. Also, there are some coins in the ceiling in the first cave.
DS Tick Tock Clock:
The question block, speed boosts and lap sound effects are still those of Waluigi Pinball.
Castle of Time:
For the section markers, could someone put two-thirds and an entire Triforce as markers instead of two and three separate Triforces? This is just a Zelda nerd thing.
THANK YOU SO MUCH for making this hack and working so hard to improve it. We ALL really appreciate it. You do not have to regard any of the things I've said here. Again, I'm totally picking it apart, but I'm not doing this negatively.
Also, if anyone gets the time, I think Shrek would be an awesome character candidate...