When this page is finished, it will discuss the topics listed below and more :)
Contents
- Elevation changes
- Ground zippers
- Alternative paths
- Jumps and Cannons
- Dynamic elements
- Gravity changes
Elevation changes
Elevation changes make tracks more fun!
This section will be expanded at a later point.
Ground zippers
Some ground zippers are good, but don’t abuse them.
This section will be expanded at a later point.
Alternative paths
It should be done, but not overdone, common sections are important for player interaction.
- Each track should have a main path that is fairly balanced and not too difficult to drive. Some tracks, of course, will be harder than others, but the most difficult sections should be kept for side roads and shortcuts.
This section will be expanded at a later point.
Secret Paths
This section will be expanded at a later point.
Balancing paths
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Alternate roads should not not allow for a shortcut unless there is some sort of risk in taking the shortcut. For example, there is shortcut in Gran Paradiso Island, but the player risks falling into the water.
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Reward players for trying something unusual with items or a shortcut. For example, Zen Garden has some hidden nitros if you are careful.
This section will be expanded at a later point.
Jumps and Cannons
- There should be plenty of space to land after a jump—make the track quite wide. Cocoa Temple is a good example of this.
This section will be expanded at a later point.
Dynamic elements
This section will be expanded at a later point.
Gravity changes
This section will be expanded at a later point.