Track update "Wildlife Jungle Ruins" approval
#1
I uploaded the 6th revision of the “Wildlife Jungle Ruins” track on Tuesday, March 17, 2026. When can I expect it to be approved? In this update, a few details were removed—not many—to improve performance. I also optimized the jump a bit so you don’t fly out of it as easily. The sounds have been turned down a bit. If there’s anything else that bothers you, just reply here. A major update for this track is in the works anyway.
Best regards
TuxRacer
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#2
Addon submissions can sometimes take a few days to be reviewed and approved, that's nothing to worry about.  Smile

I see that the 9th revision submitted 3 days ago on the 23rd has already been approved.

I checked out your track by the way, and I think it's pretty cool! The wildlife sound effects are actually a nice touch. Of course, there are are also many things that could be perfected.
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#3
Thanks for getting back to me. The 9th revision was a much-needed update because I had to change the music. The music from versions 5 and 6 is copyrighted, which is why I changed it. This also applies to Scary trees and The Savannah of Africa. As soon as I’ve uploaded the upcoming “Flower Hills” track, I’ll start working on an XXL update for this jungle track. I might, but I might not, upload another add-on map first. Later on—though it could still take months—there will be a Wildlife Jungle Ruins 2, the “Country City” track will also undergo major changes, and much more. Two more question: what steps do I need to take to ensure that my add-ons are featured in the future? And what still needs to be improved?

Best regards,
TuxRacer
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#4
(26-03-2026, 12:49 PM)TuxRacer_0827 Wrote: Two more question: what steps do I need to take to ensure that my add-ons are featured in the future? And what still needs to be improved?

To get your addons featured, I would just focus on making the best possible track. Right now, it's the track reviewer (usually @CrystalDaEevee) that decides to mark it as featured or not. I'm not quite satisfied with how this system works with only two levels and there are plans to improve this in the future.

Now, when it comes to issues in the latest version:
- Poor performance, with several areas being particularly problematic. I'm getting framerates ~25% lower than in Cocoa Temple
- Many of the prominent assets are reused, notably from Cocoa Temple. While this doesn't make the track bad by itself, it certainly makes it less worthy of attention. There is a lack of unique visual elements.
- In addition to the lack of unique visual elements, there is a lack of purpose and meaning in how what is present is laid out. It looks like you made a road, plopped trees around, then added houses and vases randomly without much logic. You have multiple type of street lights and torches burning around the track. It lacks thematic consistency and this hodgepodge is simply not immersive. Just look at the following picture with three type of lights:
[Image: attachment.php?aid=110]

- I wouldn't say the road is necessarily easy to drive, especially because the road is quite narrow. Yet, it is somewhat boring, probably in part because a lot of the visuals are generic and forgettable, partly because some sections are too long for what they offer, partly because of the lack of dynamic elements.
- There is a big cut in the cave that there is no reason not to take.
- Canons instead of true jumps are always disappointing.

Then you have small details like floating trees.


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#5
Oh, that’s quite a few points of criticism. I’m going to start working on an update for this track anyway. It’ll take at least 2 to 3 weeks, or maybe longer, until the complete redesign is released. I’ll do my best to address your points of criticism. But it also depends on my skill level. I’ve only been doing this for a year, and this will be my sixth track. The upcoming version will definitely be more varied. This includes 2 to 3 secret paths visible on the map, an improved village, a temple (like the Cocoa Temple, but not an exact copy), three jumps without a cannon, one jump possibly with a cannon, where in one of these three without a cannon you jump through the waterfall and then drive to the finish, and more life in the jungle—because in the current version, I had planned it, but since the current version of the track was created with Blender 5.0. For the upcoming one, I’ll use version 3.3, because it works without any issues there. I’m not a pro yet, so the result might not turn out exactly as you’d like. I’ll do my best to make the track look better. You’re absolutely right about the performance. There are more than 500,000 triangles, and I’ll adjust it later so there are fewer than 300,000. You’ll have to be patient until it’s released. By the time the track is released, I’ll probably create a YouTube channel specifically for SuperTuxKart. If there are still a few things that bother you when the time comes, let me know. I’ll get to work soon on completely redesigning the route. Have a nice evening.

Best regards
TuxRacer
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#6
(27-03-2026, 06:47 PM)TuxRacer_0827 Wrote: Oh, that’s quite a few points of criticism. I’m going to start working on an update for this track anyway. It’ll take at least 2 to 3 weeks, or maybe longer, until the complete redesign is released. I’ll do my best to address your points of criticism. But it also depends on my skill level. I’ve only been doing this for a year, and this will be my sixth track.

If we were talking about a track meant for the main game, I would have many more points to criticize.

One thing I missed in my quick testing and that I'll point out here is that a lot of the objects that look solid in the track can just be driven through. If a kart can reach something and it looks solid, it should not let the kart go through.

It's fine and normal to be learning and improving, nobody's first track was awesome. For the most part, I wanted to give you some directions to help orient your efforts.

(27-03-2026, 06:47 PM)TuxRacer_0827 Wrote: You’re absolutely right about the performance. There are more than 500,000 triangles, and I’ll adjust it later so there are fewer than 300,000.

It's likely not just a matter of triangles, things like point-lights can increase the load significantly too.
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#7
Okay, that’s good to know about the lights—that they also drain power. I’d still be interested to hear what the main criticisms are if this becomes the standard track. I also realize that it’s still too rough to be considered an official track. By the way, the cannon is only there to prevent players from flying off the track. In the next update, there won’t be a cannon at that spot anymore. And another thing I thought of is having wild animals running across the road. But there will be a warning about that. I’ll put in a lot of effort to make it look much better and to ensure you can’t veer off the track so easily, while still allowing egg hunts to be possible. And CTF will still be playable then. If I need help, I’ll get back to you.

Best regards
TuxRacer
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