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Need help for live tournament ruleset (Read 383 times)
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Need help for live tournament ruleset
05/06/08 at 21:30:39
 
So there's a LAN center in San Diego that is going to have a live tournament next month. There are no rules in place. I had mentioned to them that I was going to come up with a suggestive ruleset they could possibly use.

I want to run it by everyone here; give me some thoughts on what should be changed.

By the way, the preliminary indicator is that the winner receives $300. I'm not totally certain on that, but that's speculation right now. I think the turnout would be enough to make first place $300 anyway, but ... yeah.

= = =

* -- QUALIFYING: 1 hour, unlimited tries, on a course not announced until tournament day. Top 16 fLaps.

* -- SEEDING: The 16 players are set up in this format

Division 1: 1, 8, 9, 16
Division 2: 2, 7, 10, 15
Division 3: 3, 6, 11, 14
Division 4: 4, 5, 12, 13

Four races, top two advance. In the event of a tie for second, a one-race playoff.

The swiss format of seeding would take place, meaning that players are reseeded for the second round of matches. It would look like this:

Division 5: 1, 4, 5, 8
Division 6: 2, 3, 6, 7

Four more races, top two advance. In the event of a tie for second, a one-race playoff.

Final four: Four more races, with all ties broken by a one-race playoff.

Courses can't be repeated at any time until the finals. Probably drawn out of a hat.

= = =

More specifics

Speed: 150cc
Vehicles: All allowed (Character choice goes in order of high seed to low seed)
CPU: Off
Items: Strategic (aka Basic)

= = =

I have about six courses that would be banned because I think they're too sandbagging of a course; I have it written down somewhere, I'll make note of it here when I find it.
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Re: Need help for live tournament ruleset
Reply #1 - 05/06/08 at 22:53:28
 
hows it goin glen. wish i could make it to this thing but i almsot 100% wont be able to but anyways....
as for banning stages cause of sandbagging i think thats a bad idea. as annoying as sandbagging is its a perfectly legit tactic.
qualifying round sounds good.
im thinking maybe top 12 tho. that the first round can be a 12 man match with top 8 proceeding. this way people get the feel for the new 12 man race feature and its a different flavor of racing. but the better players will still make it through as only the bottom 1/3 get eleminated.

EDIT: almost forgot you cant have moret han 4 human players still. im an idiot. maybe wifi matches lol that would prolly be all bad.
round2
two seeds of 4 with top 2 progressing

round3
one seed of 4 with top two progressing to finals

round 4
cause you just gotta have a face off right?

items sound good on strategic
i agree no ban should be placed on kart/bike

only real issue is character select. unfortunately certain characters have an advantage. hmmmm
and it would particularly be an issue witha 12 man race as some people may not even get to choose the kart/bike they want if all a weight class is taken. i guess preliminary round COULD resolve this but perhaps there is another way to go about it. doubt it tho
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Re: Need help for live tournament ruleset
Reply #2 - 05/06/08 at 23:59:04
 
I would do 3Lap times instead of Flap times for qualifying. Why Flap? I might make it down for this if I get the details early enough. $300 would not be a bad day of work playing Mario Kart.
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Re: Need help for live tournament ruleset
Reply #3 - 05/07/08 at 00:04:24
 
NON ITEMS!  Grin
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Re: Need help for live tournament ruleset
Reply #4 - 05/07/08 at 01:45:40
 
Timothy wrote on 05/07/08 at 00:04:24:
NON ITEMS!  Grin

Basic items > non-items.
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Re: Need help for live tournament ruleset
Reply #5 - 05/07/08 at 09:05:45
 
If you ever play a match like Skygarden DS where there's a serious advantage to simply having a single mushroom (let alone three), you'll understand why sandbagging can be a big problem on some courses. But part of the reason why Skygarden is so bad is because there's only one set of item boxes before the shortcut, so that's one thing to consider before you ban a course - the more opportunities to get items before the shortcut tends to even it out for everyone.
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Re: Need help for live tournament ruleset
Reply #6 - 05/07/08 at 09:22:30
 
I'll go through some of the responses here

The tournament would be June 14 about a couple miles from Belmont Park.

In regard to sandbagging courses: To my knowledge, items are awarded based on where you are when you hit the box (like MKDS), not when the roulette wheel ends (like MKDD). You might hit the item box in second place and then jump to first. In this situation in MKDS, you could get 3 mushrooms and that's essentially game over. In the same situation in MKDD, you get a shell. Now, this could get evened out because the POW block is among the Strategic items.

Players per division: I don't think you can have more than 4 per group, unless there's a LAN feature on the Wii (no clue). And I don't think I would want to be a part of that, an eliminator-style tournament.

Qualifying: I don't mind either way. When its flap, then you give people essentially 3 chances per attempt; this is the style that racing leagues use in their qualifying races. Whether people use the mushrooms in the first lap in the game, I don't know. 3lap does reward consistency, so I understand why people want to go that way. If we go 3lap, then we would have to extend the qualifying to about 2 hours.
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Re: Need help for live tournament ruleset
Reply #7 - 05/07/08 at 09:36:33
 
The only thing I don't like about flap qualification is that sometimes the flap strat is so much different than the 3-lap strat. But when there's time constraints, as Glenn said the 3-lap qualification takes a lot longer.

Evo MKDS qualification was 3lap N64 Banshee Boardwalk, but they gave us a whole day to do it.
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Re: Need help for live tournament ruleset
Reply #8 - 05/07/08 at 09:56:30
 
Camster wrote on 05/07/08 at 09:36:33:
The only thing I don't like about flap qualification is that sometimes the flap strat is so much different than the 3-lap strat. But when there's time constraints, as Glenn said the 3-lap qualification takes a lot longer.

Evo MKDS qualification was 3lap N64 Banshee Boardwalk, but they gave us a whole day to do it.


You won that Evo tourney against Husky. I remember him telling about it.

I'd say go 3lap over flap, but with only 1 hour that might not be best.
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Re: Need help for live tournament ruleset
Reply #9 - 05/07/08 at 10:06:34
 
Chuck Foster wrote on 05/07/08 at 09:56:30:
You won that Evo tourney against Husky. I remember him telling about it.


Yeah, that tournament was a lot of fun. Paid for the whole trip. Best damn hotel I've ever stayed at too.
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Re: Need help for live tournament ruleset
Reply #10 - 05/07/08 at 14:17:04
 
If only I completed that BSD, it would have been a 4th place for me. Sad

The qualifying time can be changed. I bring up 1 hour because that's what I've done in the past for my tournaments. Anything past an hour and people start getting itchy.

Considering that the majority of people will likely be driving to this, I'd like to see a format where players can play right when they get there.

--GCII
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Re: Need help for live tournament ruleset
Reply #11 - 05/07/08 at 23:46:36
 
id say flap qualifying is the way to go. i mean especially since its JUST a qualifyer. ur just tryin to get a general feel for who r the better players and you will get that wether its 3lap or flap. may as well make it quicker so players can get to the real competitive part of the tourny. plus with 3lap if u mess up majorly once it cant greatly reduce ur score. flap just seems to be a more accurate way of testing a players skill level.

i still stand by what i say about sandbagging. items are already brought down to basic which is a good thing, but complaining too much about the items is to complain about 50% of the game. im sorry but the game was designed so the items make the matches a lil closer. you dont like that then go play need for speed or somethin, not mariokart.
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Re: Need help for live tournament ruleset
Reply #12 - 05/08/08 at 01:08:05
 
Hey Glenn,

I haven't had much time with mkwii yet, but from what I know, I like the rules. I'm not too far from SD, I may go.

TT Qualification:
I agree about keeping the qualifying time short, like an hour or two. I would prefer 3lap. I think it's better to show speed AND consistency. However, I don't think it will make much of a difference, so I don't really care. Flap works well too and chances are the same people will qualify either way. Any differences are likely to be with people who will lose quickly in the multiplayer matches anyways Tongue Like with evo2k, Cam and I dominated the TT qualification and went 1 and 2 in the matches as well. The #12 guy from TT didn't get into the final four or anything.

Are there enough Wiis, games, and TVs to allow people to keep trying repeatedly? If there's only one or a couple, people would have to wait and switch, which wouldn't give players many chances for a clean run. If so, the qualification may need to be extended. Or possibly pick a shorter course to help.

Restricting Courses:
I would consider banning courses with glitch shortcuts from the TT qualification. This way simply knowing a glitch sc doesn't get you through. I think they may be fine for multiplayer matches though, since those types of SCs usually are a big risk and severely penalize you if you mess up. I'm not familiar enough with the courses or SCs to give a list.

I don't think there's anything wrong with sandbagging. However, I agree with you on restricting courses where 1 item usually determines the outcome. SG from mkds is one example. What courses are you thinking about?
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Re: Need help for live tournament ruleset
Reply #13 - 05/08/08 at 02:46:42
 
SuperSkeetBro wrote on 05/07/08 at 23:46:36:
id say flap qualifying is the way to go. i mean especially since its JUST a qualifyer. ur just tryin to get a general feel for who r the better players and you will get that wether its 3lap or flap. may as well make it quicker so players can get to the real competitive part of the tourny. plus with 3lap if u mess up majorly once it cant greatly reduce ur score. flap just seems to be a more accurate way of testing a players skill level.

i still stand by what i say about sandbagging. items are already brought down to basic which is a good thing, but complaining too much about the items is to complain about 50% of the game. im sorry but the game was designed so the items make the matches a lil closer. you dont like that then go play need for speed or somethin, not mariokart.

Why should people stop playing mariokart just because they play with costume rules if they find it more fun that way? basic items are even an option in the damn game. >_>
I didn't expect people on a competitive gaming site to be so ignorant to say something along the lines of "play the game as it was meant to be played" rather than "play the game the way you enjoy the most". It can be a heck of a great game, but it just have some flaws (in some people's opinion) that you then can easily turn off if you want in order to make it more competitive.
There's nothing more annoying than being told to go play another game just because you don't play by another person's preferences.

Mariokart basic (or non) items are not anything near the same as a normal racer like need for speed or burnout.


And what is all this about sandbagging and banning courses because of it? Is mkds played too? In mkwii with basic items i have yet to see people get other items than green shells and bananas. The description does say that "good" items appear rarely, but to me it seems to be way too rare to be worth sandbagging for, but maybe that's just because i only played a 1on1 race? To me the strong point of sandbagging in this game seems to be more about going behind to get a draft from the opponent (which is still risky due to the 2 basic items being shot backwards) than to get strong items. At least if you play with basic items.
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« Last Edit: 05/08/08 at 03:07:27 by stelzig »  
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Re: Need help for live tournament ruleset
Reply #14 - 05/08/08 at 07:39:32
 
I haven't played enough of all the courses yet in time trials to get a firm grasp on what's possible with having just a single mushroom. So my idea of sandbagging courses comes strictly from MKDS, specifically SG. SG was the only course ever banned in any MKDS tourny, so it seems unlikely we'd find another. I'd be interested to see what courses are being considered ban worthy in mkwii and the reasons why.
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Re: Need help for live tournament ruleset
Reply #15 - 05/08/08 at 07:52:37
 
Following up on what Husky said about banning courses from qualification because of SCs, you might keep Grumble Volcano out of there.

Also, *Stelzig's post here*
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Re: Need help for live tournament ruleset
Reply #16 - 05/08/08 at 11:36:36
 
stelzig wrote on 05/08/08 at 02:46:42:
Why should people stop playing mariokart just because they play with costume rules if they find it more fun that way? basic items are even an option in the damn game. >_>
I didn't expect people on a competitive gaming site to be so ignorant to say something along the lines of "play the game as it was meant to be played" rather than "play the game the way you enjoy the most". It can be a heck of a great game, but it just have some flaws (in some people's opinion) that you then can easily turn off if you want in order to make it more competitive.
There's nothing more annoying than being told to go play another game just because you don't play by another person's preferences.

Mariokart basic (or non) items are not anything near the same as a normal racer like need for speed or burnout.


And what is all this about sandbagging and banning courses because of it? Is mkds played too? In mkwii with basic items i have yet to see people get other items than green shells and bananas. The description does say that "good" items appear rarely, but to me it seems to be way too rare to be worth sandbagging for, but maybe that's just because i only played a 1on1 race? To me the strong point of sandbagging in this game seems to be more about going behind to get a draft from the opponent (which is still risky due to the 2 basic items being shot backwards) than to get strong items. At least if you play with basic items.


whoa whoa who. ur preachin to the choir stelzig. im all for rule customization beleive me. i strongly agree that items should be set to basic. but i even more strongly i think items should not be turned off. items are an essential part of the game is all. and to turn them off is to completely change the game. if most people wanna turn em off and compete by all means do so, but dont go around thinkin ur some  kinda mariokart champ when u won. mariokart isnt just a racer. its a vehicle combatant game as well. it would be the equivalent to having a smashbrosmelee tournament where u set the game mode to one button mode, simply cause peach can pull out a bomb-omb at random. special moves are a vital part of that game and yet u can customize it so you dont use them. the point of the matter is that there is a line between customizing rules to reduce a random factor and then there is customizing rules simply cause you dont like an aspect of the game. setting items to strategic reduces random factors; turning items off is just a matter of preference and should not be a reason to turn them off in a tournament.

i do agree with you about sandbagging. if items are on strategic then its almost not worth sandbaging but if you wanna take the risk you should be allowed.
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Re: Need help for live tournament ruleset
Reply #17 - 05/08/08 at 15:13:07
 
If people want no items in MK Wii, we'll just run a Gran Turismo 5 tournament.

Items will be in the game. I don't know why some people want them out.

Just for the record, these are the items that are in Strategic (whether there's more, I don't know. I did about 75 item tests in second place just to make sure)

1-3 red shells
1-3 green shells
1-3 mushrooms
1-3 bananas
POW Block
Fake Box
Bomb (but you have to be way back in last, based on the tests I've done)

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Re: Need help for live tournament ruleset
Reply #18 - 05/09/08 at 19:47:16
 
OK, so these were the stages I was going to consider banning because of one of two factors:

1. The stage's hazards are too random and inconsistent
2. The stage allows for blatant sandbagging.

Yes or no?

Dry Dry Ruins
Mario Circuit 3
Desert Hills
Shy Guy Beach
Yoshi Falls

I don't think I would ban Peach Beach because under a versus game, from what I've seen, the in-game hazards are not random enough. You have to be so close to the hazards to get damaged, and by that part, who's fault is that?

And I don't think there are enough item blocks in Mario Raceway to where someone could triple mushroom their way to a big lead or big comeback. So I would allow it.

All other stages are allowed.

Discuss.

--GCII
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Reply #19 - 05/09/08 at 22:38:29
 
Could you list the reasoning behind why you are banning each course?

I would ban Wario Goldmine but only because I really really dislike that track.
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Re: Need help for live tournament ruleset
Reply #20 - 05/09/08 at 22:54:45
 
Jonesy wrote on 05/09/08 at 22:38:29:
Could you list the reasoning behind why you are banning each course?

I would ban Wario Goldmine but only because I really really dislike that track.


With you on that; I hate that course.

The Game II wrote on 05/09/08 at 19:47:16:
Dry Dry Ruins
Mario Circuit 3
Desert Hills
Shy Guy Beach
Yoshi Falls



Yoshi falls? heh, I have to see the reason behind that one.
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Re: Need help for live tournament ruleset
Reply #21 - 05/09/08 at 23:57:17
 
glen, in reply to that gran turismo comment.....EXACTLY FTW

as for the stages, if ur gonna ban based on hazards wario goldmine is the worst aside from moonview highway. non of those other stages seem like they should be banned. especially not yoshi falls. i guess i can sorta see why with DH SGB AND DDR but still think they r fine

also u can get the storm cloud as an item on basic which really sux and happens quite often in 1st. only real reason id say take items off, which i dont think u should, as it give 1st place a disadvantage. it seems to show up more in 1st place then in 2nd
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Reply #22 - 05/10/08 at 06:23:48
 
I have about 30 minutes before I need to get to a tournament, so if I remember something later, I'll edit it.

Dry Dry Ruins and Desert Hills; both stages I think have too many shortcut capabilities to where someone could just hold 3 mushrooms and boost on by for a big lead.

Mario Circuit 3; not as rough as the desert stages, but to me it almost plays like MC1 on MKDS, if you get 3 mushrooms early, you can item farm and grab a huge lead.

Shy Guy Beach; when and where the bombs drop are too inconsistent. And the crabs don't have a set movement; they intentionally try to stop you.

Yoshi Falls; I find that this course is built on having the pole position and navigating the first waterfall. That's it. If someone can avoid being slipstreamed, it's a win. It's almost like FC8 on MKDS; you can't allow that because it's all about who can mt more than the other person.

= = =

I would allow Wario's Goldmine because the hazards aren't random. The bats in the beginning go  left side, then right side, and you can see the train cars and their route before you reach that track.

Yeah, and I would ban Moonview Highway because of the cars.

I should add that since the POW block is in basic, people can lose their items. If that is the case, then I would allow the desert stages and MC3.

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Re: Need help for live tournament ruleset
Reply #23 - 05/10/08 at 07:27:59
 
The Game II wrote on 05/10/08 at 06:23:48:
Shy Guy Beach; when and where the bombs drop are too inconsistent. And the crabs don't have a set movement; they intentionally try to stop you.


Do you dislike Yoshi Falls and Shy Guy Beach or something?  

The SGB bombs drop in the exact same place every time.  The crabs movements can be easily predicted.  Neither of these hazards are particularly hard to avoid with practice.  

On Yoshi Falls I really don't understand your reasoning.   I'm 100% sure the race is not determined by who can navigate that first waterfall.
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Re: Need help for live tournament ruleset
Reply #24 - 05/10/08 at 07:49:09
 
The Game II wrote on 05/10/08 at 06:23:48:
Dry Dry Ruins and Desert Hills; both stages I think have too many shortcut capabilities to where someone could just hold 3 mushrooms and boost on by for a big lead.

Mario Circuit 3; not as rough as the desert stages, but to me it almost plays like MC1 on MKDS, if you get 3 mushrooms early, you can item farm and grab a huge lead.

Shy Guy Beach; when and where the bombs drop are too inconsistent. And the crabs don't have a set movement; they intentionally try to stop you.

Yoshi Falls; I find that this course is built on having the pole position and navigating the first waterfall. That's it. If someone can avoid being slipstreamed, it's a win. It's almost like FC8 on MKDS; you can't allow that because it's all about who can mt more than the other person.

I would allow Wario's Goldmine because the hazards aren't random. The bats in the beginning go  left side, then right side, and you can see the train cars and their route before you reach that track.

Yeah, and I would ban Moonview Highway because of the cars.


What shortcut are you talking about on DDR? The only real spots for shroom usage are through the sand in the tunnel, over the sand in the big chamber on laps 2 and 3 and through the rocky area before the finish line. Those each only save about .5-1 at most and can be easily countered with another item.

DH has more area from shroom usage (especially the end of the track) but I still don't see why you would disallow this track.

MC3 again, this has been one of my favorite tracks to play on WiFi. There is a lot of strategic elements to MC3 and I would strongly suggest keeping it.

SGB I am with you. But not for the reasons you listed. The track is boring and gives too much of an advantage to those players using the magikruser. On almost every other track the Mach Bike will kill the magikruser. However, on this track and N64 SL, the strategic advantage of using the Magikruser almost makes it unfair. Besides, SGB and SL are really boring tracks.

You've obviously not raced much WiFi on YF then. On most tracks I can almost lap people (I actually lapped someon on CM on WiFi - think of the length of CM) but since YF is such a short track and because there is not much to hide behind in terms of avoiding offensive weapons this track is again very strategic. With that being said, I really dislike this course and I think it's uninteresting and rivals DKM in terms of being borderline undrive-able.

With MH, you have to be kidding me. I rarely ever get hit by cars (ask Tanzer  Wink ) and if you can't avoid the cars (which move in set patterns) you have no business winning a tournament. MH is a GREAT track, one of my favorites.

Instead of banning tracks I would just look for a subset of tracks that are fun to race and have great strategic elements to them.

If I were to choose 20 tracks it would be:

MMM
TF
MC
CM
DKS
DC
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AGDQ 2014 MK64 150cc Shortcut Run
AGDQ 2014 Toad's Turnpike Extra

shadow wrote on 06/10/03 at 04:55:18:
It goes (from hardest to easiest): NTSC -> Gallo NTSC -> Australian PAL -> English/Irish PAL -> Dutch PAL. Everyone knows that.
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