Most probably, the main inspiration for this track are the two
sewer tracks of
"Sonic All Stars Racing", from 2010, which, possibly, are the source of all visual references (other than those ones widely known from hundred movies: pipes, air exhausts, the bricks and the Paris sewer itself) for this project created by
ctdabomb in a topic posted in march 28, 2012:
viewtopic.php?f=18&t=2350&p=28535&hilit=sewer#p28535Sonic sewer:
ttps://www.youtube.com/watch?v=qWVrT5FaAlghttps://www.youtube.com/watch?v=Q1y4Xsw2tcgwoompa loompa {l Wrote}:Since I see a lot of action on this track, I'd like to suggest my humble input.
Most tracks in STK are wide, long straightaways, with very little track variations. This is kinda boring. My suggestion would be to add more jumps, faster sectors, more dunes and altitude variations, and more road bends with an angle of 90° or more.
Well, this game has already all of this. Here, some tracks with curves of 90° or a few more:
The game has already many sectors with narrow roads:
So, you can see easily that some tracks of the main game have "hard" points. Maybe these are not hard for you (I don't consider these points difficulty) as they aren't for me, but, maybe they are difficult for some people. There are children and old people playing this game too.
In contrast, you see my projects, where, as standard, I make tracks with a width of, at least, 8 karts, that allows little kids, elder people (or guys with limited skills
) to drive with no problem:
In
Las Dunas Stadium, I tried to put some difficult, but a lot of people told me that "
the track is impossible to play. From very hard to master " . Well, I and my brother always test our tracks using a plan, flat keyboard for tablets (to be sure that everybody with a common keyboard or gamepad will be able to drive on without difficult) and the track was very playable by us. My brother considered the tracks very easy to play and the jumps easy too. Even so, he resized the track to make it easier for everyone.
. The concept of narrow is based on personal preferences. AFAIK, there's no standard width of roads in this game. So, the criteria to classify a track as narrow or large are subjective.
This is a free forum and you are free to suggest something in terms of mechanics or art. Some people already posted concept art since 2013, so, the season to discuss graphics was opened by themselves three years ago, which means that nobody can tell you, in a subtle way or a rude way (that will be not tolerated), that you can't opine about this in 2016. However, I don't think
ctdabomb will make big modifications based on our opinions since he is an experienced author who made
many nice tracks for STK since 2011 or even 2009. Maybe he may even accept some suggestions for education.