Posts: 26
Threads: 9
Joined: Feb 2026
Posts: 6
Threads: 0
Joined: Sep 2025
Hello Trecker,
Well first of all well done for this beautiful track !
I saw you were inspired by Cocoa Temple.
There are many paths many sections, it's really amazing.
Some little things that I noticed :
Maybe add a small zipper rather than a cannon at the end of the left path on the bridge. Not with a too big effect to not completely unbalance the paths. But then maybe add a small nitro to the right path. Also I would prefer if there was not cannon at all. It removes me a bit of fun to not drive all the race.
Labyrinth is funny too. Maybe you could add an egg hunt for the track.
Waterfalls ideas are really fun with going through.
There is a little lack of indicator board but I like this because it makes a little challenge to the player each time to remember where to go and after all is the purpose of a labyrinth: not indicate where is the exit it would be too easy.
There is one path who doesn't appear on the minimap. When you turn right after the board "closed".
The paths are not very balanced in the labyrinth.
Also you can go through the fountain in the labyrinth.
Really amazing track !
Again well done !
Cu !
Posts: 26
Threads: 9
Joined: Feb 2026
(06-08-2026, 11:18 PM)Polo10 wrote: Wrote: Hello Trecker,
Well first of all well done for this beautiful track !
I saw you were inspired by Cocoa Temple.
There are many paths many sections, it's really amazing.
Some little things that I noticed :
Maybe add a small zipper rather than a cannon at the end of the left path on the bridge. Not with a too big effect to not completely unbalance the paths. But then maybe add a small nitro to the right path. Also I would prefer if there was not cannon at all. It removes me a bit of fun to not drive all the race.
Labyrinth is funny too. Maybe you could add an egg hunt for the track.
Waterfalls ideas are really fun with going through.
There is a little lack of indicator board but I like this because it makes a little challenge to the player each time to remember where to go and after all is the purpose of a labyrinth: not indicate where is the exit it would be too easy.
There is one path who doesn't appear on the minimap. When you turn right after the board "closed".
The paths are not very balanced in the labyrinth.
Also you can go through the fountain in the labyrinth.
Really amazing track !
Again well done !
Cu !
I'm aware of all those issues. It wasn't supposed to be possible to walk through the fountain, but that will be fixed in the next update.
Later on, a few cannon jumps will also be removed. There’s already an egg hunt. Another thing I’ll be fixing is that if you fall into the water in the mushroom cave, you won’t be reset. Also, crystals will be added to the cave.
Posts: 13
Threads: 0
Joined: Sep 2025
Here's what I think:
1) The start is the same as Cocoa Temple (which makes it unoriginal)
2) The bridges could be wider and also have supports
3) If you go completely to the side of the road at start the lap won't count until you touch the driveline again
4) A nice trick to make the grass look better would be to make it repeat less times the farther it is from the road/player
5) I think I would add some simple columns to the labyrinth walls but nothing else
6) The "closed" signs are now gone (accidentally? they were fine imo)
7) You could make the grass model bigger and remove some to optimize and make the track feel less empty, or add some big bushes
8) A glow effect for the crystals could be added (I'm thinking that you could maybe use the stk_headlight_halo_a texture and paint it with vertex colors (lights are laggy))
9) There's a cut in reverse, you can go to the left and skip the first curve of the cave
10) The start line texture looks like AI to me. You will have to replace it later because of licensing problems
Posts: 26
Threads: 9
Joined: Feb 2026
(07-08-2026, 07:25 PM)phax wrote: Wrote: Here's what I think:
1) The start is the same as Cocoa Temple (which makes it unoriginal)
2) The bridges could be wider and also have supports
3) If you go completely to the side of the road at start the lap won't count until you touch the driveline again
4) A nice trick to make the grass look better would be to make it repeat less times the farther it is from the road/player
5) I think I would add some simple columns to the labyrinth walls but nothing else
6) The "closed" signs are now gone (accidentally? they were fine imo)
7) You could make the grass model bigger and remove some to optimize and make the track feel less empty, or add some big bushes
8) A glow effect for the crystals could be added (I'm thinking that you could maybe use the stk_headlight_halo_a texture and paint it with vertex colors (lights are laggy))
9) There's a cut in reverse, you can go to the left and skip the first curve of the cave
10) The start line texture looks like AI to me. You will have to replace it later because of licensing problems
Hi Phax, I've now changed the finish line texture because it was actually generated by AI. With the “Closed” ones, it was just a bug that not all of them were being displayed. In Revision 2, one was visible, but only in reverse mode. That's been fixed now. There’s already a glow effect, but you can only see it up close at 100%. I’ve tweaked the glossy map a bit, but I haven’t quite got it right yet. I’ll make some more changes to that later, though. Same goes for most of your other points. I’m aware that the first bridge doesn’t have any supports yet, and those will be added anyway. The columns between the maze walls are a cool idea, and I wouldn’t have thought of something like that on my own. It’s a bit tricky to implement, though. But I could give it a try. I’m also aware that the beginning is very similar to the Cocoa Temple. Why is that? Answer: A few months ago, I posted the thread “New track idea for STK Evolution.” And when I started creating the track, my initial plan was to release it in the Add-on Store first, and if it was good enough, have it become an official track. However, I’ve changed my plan, and the track will remain an add-on rather than becoming a standard track. I’ll also be making some improvements to the start and adding obstacles throughout the entire track. I’m not sure yet how much more I’ll add, though, because the track is already pretty laggy. After the third revision of the route, I'll take a break and start a new one. Depending on how much time I have, the track should be complete by next year. One last thing: Is it possible for certain objects to be displayed only in Race mode and not in Egg Hunt mode?
Posts: 64
Threads: 1
Joined: Sep 2025
Yes having objects only in race mode and not egg hunt is possible and the other way around too.
Add this too your scripting.as file:
bool isEasterEgg(Track::TrackObject@ obj)
{
// enum RaceManager::MINOR_MODE_EASTER_EGG is 3000
return Track::getMinorRaceMode() == 3000;
}
bool isNotEasterEgg(Track::TrackObject@ obj)
{
// enum RaceManager::MINOR_MODE_EASTER_EGG is 3000
return Track::getMinorRaceMode() != 3000;
}
Then in the "visible if" option box you can put "isEasterEgg" for objects that should only be visible in egg hunt and "isNotEasterEgg" for objects that should only be visible in race modes.
Posts: 13
Threads: 0
Joined: Sep 2025
(08-08-2026, 03:51 PM)TuxRacer_0827 Wrote: (07-08-2026, 07:25 PM)phax wrote: Wrote: Here's what I think:
1) The start is the same as Cocoa Temple (which makes it unoriginal)
2) The bridges could be wider and also have supports
3) If you go completely to the side of the road at start the lap won't count until you touch the driveline again
4) A nice trick to make the grass look better would be to make it repeat less times the farther it is from the road/player
5) I think I would add some simple columns to the labyrinth walls but nothing else
6) The "closed" signs are now gone (accidentally? they were fine imo)
7) You could make the grass model bigger and remove some to optimize and make the track feel less empty, or add some big bushes
8) A glow effect for the crystals could be added (I'm thinking that you could maybe use the stk_headlight_halo_a texture and paint it with vertex colors (lights are laggy))
9) There's a cut in reverse, you can go to the left and skip the first curve of the cave
10) The start line texture looks like AI to me. You will have to replace it later because of licensing problems
Hi Phax, I've now changed the finish line texture because it was actually generated by AI. With the “Closed” ones, it was just a bug that not all of them were being displayed. In Revision 2, one was visible, but only in reverse mode. That's been fixed now. There’s already a glow effect, but you can only see it up close at 100%. I’ve tweaked the glossy map a bit, but I haven’t quite got it right yet. I’ll make some more changes to that later, though. Same goes for most of your other points. I’m aware that the first bridge doesn’t have any supports yet, and those will be added anyway. The columns between the maze walls are a cool idea, and I wouldn’t have thought of something like that on my own. It’s a bit tricky to implement, though. But I could give it a try. I’m also aware that the beginning is very similar to the Cocoa Temple. Why is that? Answer: A few months ago, I posted the thread “New track idea for STK Evolution.” And when I started creating the track, my initial plan was to release it in the Add-on Store first, and if it was good enough, have it become an official track. However, I’ve changed my plan, and the track will remain an add-on rather than becoming a standard track. I’ll also be making some improvements to the start and adding obstacles throughout the entire track. I’m not sure yet how much more I’ll add, though, because the track is already pretty laggy. After the third revision of the route, I'll take a break and start a new one. Depending on how much time I have, the track should be complete by next year. One last thing: Is it possible for certain objects to be displayed only in Race mode and not in Egg Hunt mode?
Good to know
|