Unfortunately, I wasn't around when most of the discussion and work around this New Minigolf was happening.
There are interesting elements in the new version, but overall I don't really like it. I feel it changes the spirit of the track too much, while not addressing some of the core issues that exist in the 1.0 version. I'm not going to comment on item placements because these are easily changed. I'm not going to comment on graphics either.
Here are some comments :
- The start line configuration is largely the same as in 1.0. Unfortunately, a strong curve so soon after the start invariably leads to A LOT of crashes as soon as you get more than a couple of players. This can make someone lose a lot of time very early on, and it's very random, because you cannot reasonably anticipate how the other players are going to drive there. Fortunately, moving the start line back 3 or 4 "green squares" back would attenuate the issue a lot. Unfortunately, it doesn't play very nice with the minigolf hole.
- The jump before the tunnel is now very weak. I can appreciate that this makes the driving more reliable, but jumps are fun and I think a couple of them can participate in making Minigolf different from other tracks as well as fun.
- I don't really mind the changes to the tunnel area, I'd say it is overall better.
- The small bridge is still problematic, with higher speeds I hear a crashing sound and the jumping/colliding can be quite unpredictable. Although this might not be entirely on the track, this is an issue.
- The Minigolf ball obstacle is just as bad as in 1.X, and it is probably the worst thing about the 1.X version of the track. I can appreciate the effort that went into making the ball jump from one side to another, unfortunately it doesn't solve the core issues. Firstly, the ball jumping in the air is completely out of frame as soon as you get into the banked curve. Secondly, there is quite a delay between the end of the ball jump and it coming out, so it makes this visual cue even more limited. You still cannot see the ball coming. Thirdly, and I think this is actually the most important, the way the ball crosses the track is exactly the same as in the 1.0 version, and that was just bad. Essentially, there are timings where you cannot cross the minigolf ball path at all, because the minigolf ball is so fast it is hardly dodgeable. The only solution, if you know it's about to come, is to brake. Whereas 90% of the time you just ignore it and do as if it was not there, 10% of the time you are forced to lose time either by braking or worse by hitting the ball. It feels random and it is fundamentally unfair. I think a much deeper redesign of where the ball comes from, where it is going to, and where on the track it rolls is warranted, in order to achieve (1) making it easier to see before it becomes a threat (2) making it a more consistent threat that needs to be accounted in trajectory planning (reduce the "90% of the time you just ignore it" element) (3) making it dodgeable without braking or taking a much worse path. Compare with MK DS Waluigi Pinball's balls track obstacles.
- I miss the "one road above, one road below" track section that exist in the 1.0 version. It could have taken a redesign (and a tweak to item placements), But I found it interesting and, provided that there is more incentive to use both roads, rather fun.
- The loop is pretty cool, although I'm not too fond of the possibility to just stop there upside down. Adding a ground zipper all along would solve it, but while that design works well in many track theming that could use loops, it would be strange here.
- I don't mind too much the tweaks to the section leading to the bridge and to the start of the mill.
- However, I'm really disappointed by the final section between the mill and the start line. What I expect from Minigolf are some tricky curves or jumps, if possible in a layout that matches some popular minigolf layouts. Instead, it is a grey tube with magnetic roads into a normal grey road and a magnetic grey road. The theming feels strange, but worst for me is the gameplay. I don't like the random upside-down driving and you don't really need to turn much. A 2.0 heavy (worse turning than 1.0 heavy) can just cruise through this section without any worry.
- And the final spot that feels like it could be a jump is designed to actually avoid karts jumping.
- Regarding the overall track length, it feels rather good.
Perhaps the track could be divided in multiple parts each with its hole, and on some of these parts you'd have minigolf ball following the same road as the karts and being a threat.