It's track design is mostly based on some older concepts by 0zone0ne.
ctdabomb already started making a track (which is available in the addons) based on those concepts a few years back https://forum.freegamedev.net/viewtopic ... ilit=sewer https://forum.freegamedev.net/viewtopic ... d56beb21c0
Since he isn't active anymore and I really like those concepts I wanted to give this track idea another shot.
I first thought about using his track as a starting ground but after reviewing the track I decided that it would be easier to start from scratch.
Originially I wanted the track to be progressed a bit further before posting it here but I figured it might be better to post it now because getting gameplay feedback earlier is always better than later.
Download link for the track:
https://www.dropbox.com/s/jhahv0ubpwqr3 ... n.zip?dl=0
The reason why I wanted to post it later is simply that I didn't want to waste any time texturing before I wasn't sure the objects wouldn't be final, for that reason the track was mostly grey for a very long time and therefore not good to drive (on graphic level 1 and 2 even impossible).
But I'm at a point in development were it's kinda the last chance to change things about the gameplay without wasting a ton of development time.
So I'm personally pretty happy with the gameplay of this track so far, the only thing I'm not sure about is the 3. and 4. turn
I don't dislike these turns just on their own but in combination they are pretty difficult if your not on a lightweight kart, (and even then they are not easy) I would probably leave it the way it is, but I think it's very reasonable if you rather want to see it changed, so let me know what you guys think about it.
As I said playing the track forward is in my opinion (exept for the above) pretty good already, but feedback is of course very welcome.
Reverse works already BUT it's only for testing, like with snow weeks I will start polishing the reverse mode just when the rest is finished.
Most part of the texturing work is NOT FINAL, I textured most parts of the track just to make it playable and to give it at least a bit of atmosphere.
The only part of the track which is anywere close to be looking like the final track, is the the first room you drive through, and a few parts at the double jump section.
Some objects are of course already nicly textured, but what I wanna say is: just dont pay too much attention to the graphics yet as most of it will be changing.
The following things are not really important, I just want to let you guys know some of my thoughts.
A few other things that I'm currently juggliing around with are things like:
-do I want the whole track to be indoor if not what should the outdoor surounding look like,
-how to seperate the wider sections of the track so you can't look into other sections of the track,
-and the genereal tone of the, track should it be rather dark or a bit brighter (I'm tending to mix it right now).
those are the things I will have to tackle next, after that asset modelling, texturing and special effects are on my to-do-list (whats a sewer without some blubbery green slime

Im planning to reuse the lava splash animation I used in the new Fortmagma and give it a green color and I also want to add some new animations like popping airbubbles and things like that to make the track feel more alive.
Have a great day

Sven