But the Tour styled cliffs aren't low poly though. They're higher poly than MK8 styled cliffs because they're more fully modelled, but the only reasons why they look lower poly is: 1. They're shaded flat, and 2. They don't have as much ambient occlusion as what the base game style cliffs have. Also I love the MK8 styled cliffs in this custom track remake of Koopa Cape too
New textures are obviously fantastic, but I really love the foliage added on top of the arch on right side after the first hairpin in the river. Obvious details that along with the textures makes the track look 100X better
This is one of the best fixes to a track I’ve seen. Yet, someone’s gonna complain about the water… the Koopa zappers added nothing! Fuzzies would have been cool though.
FINALLY, someone gets it! Every freaking Mario TH-camr ever complains about the loss of the Koopa Zappers, it’s like they don’t understand the fact that underwater gameplay exists now so it only makes sense to utilize the mechanic here!
The zappers added a lot to the track. The underwater segment was made to be a climax that the previous two sections were building towards. Taking them out basically makes the track builds towards nothing, which hurts the track’s structure.
@@arcillanicoandreisalaveria3824I really don’t understand how you can think that, you’re still going underwater, the only difference is that we have the floatier controls that come with the mechanic, a mechanic that didn’t exist in Mario Kart Wii. The zappers weren’t the track’s indentity, the thrill of experiencing the underwater world was, and that is still very much intact.
I love how the track looks, the creator did a really great job. I would 100% buy the booster course pass if all of the tracks looked like the ones in the base game pass! 💯
Do any of us know WHY the dev team decided to just stick with the Tour aesthetic for the DLC instead of doing this? And don't say it's because they're lazy, because that is never a reason for development decisions.
probably just a lack of time more than anything. there may have been a 5 year gap between 8dx's release and the dlc but the bcp absolutely didn't take that long to make. nintendo probably just saw it as a quick way to make more money, port over tour content that was never gonna stay online forever, and tide people over while waiting for 9 by giving a relatively low effort project to a b team while the a team worked on the next mainline entry.
@@SoulSylvia *DEFINITELY* a lack of time. It takes like, probably more than a month and a half to finish a track that's ported from Tour anyways, while it probably takes more than 4 months to make a track right from scratch, although the money part isn't even any excuse for them to not finish any of those BCP DLC tracks. Also I think one of the reasons why the BCP DLC tracks were not even finished is because of covid going around
This might seem like a nitpicky question, but do you guys ever wish Nintendo added 4 more tracks in the Booster Course Pass to increase the total of number of tracks from 96 to 100? I know I'm probably nitpicking here, but I find it a little annoying that they're four tracks short of 100.
Nice job! The only thing i would change is that the trees and the grass in the cave look a little bit too dark and desaturated, with the trees being a bit imposing. If you could make them a slightly lighter colour it would really brighten those sections up.
What are missed opportunity for the booster course pass for the tube underwater to not have a ceiling because that would be a good reason why antigravity is there
@@madrid_drive_enjoyeri think this would be a sick idea. Kinda like the tube in 3ds Rainbow Road but with 360° anti-grav. Or like Tall Trunk Galaxy from SMG 2
Nintendo, it isn't that difficult!!! Great job ;) just a few things that could be improved: the booster pass ramps look ugly, i miss the lightning sticks soooo much
Honestly the tunnel section is not that bad imo. The anti grav and halfpipe make it more fast and much less of a slog than it was in 7. Though I do miss the stream and electric spinners, but it is what it is
Even besides the graphics I think this version is slightly too narrow or difficult to navigate at certain spots in this version vs the Wii and 7 versions.
@@GatorOne-in7hk The graphics are demonstrably worse though, 8/Tours is way lower poly, has worse textures and generally has a worse color pallette. You don’t need realism to make something look good
Every time I see one of these like “booster course pass track fixed” videos it makes me sad. Like yeah it’s cool to see the full potential, but that’s exactly it. It COULD have looked like this in the real game but Nintendo just had to drop the ball. 💀💀
Honestly don't hate most of the BCP visually after wave one. The cartoony stuff generally looks fine except for cliff faces, even if not on the same level as base game. Still a major upgrade though, and I love the attention to detail.
You did a great job fixing the texture, but you should also see if you could add back the electric spinning obstacles, the closed glass tube, and remove the anti-gravity. Plus, if you look closely, Nintendo also shrunk the middle part down from the Wii version. So see if you can fix that too, please.
Antigravity: The physics will break And about the shrinking, it's not worth fixing because it's also very tedious, the electric obstacles would probably the only thing that would probably be fixable? I myself couldn't do it though, speaking of, *I* didn't make this mod
@@madrid_drive_enjoyermost tracks in Wii were overscaled as hell. I think this was due to the introduction of 12 racers instead of 8. But it made some tracks feel kinda empty and weird
@@whisper_ishere518We at the “layout matters more” club (anyone above 20k vr or competitive) consider koopa cape AT LEAST B tier, you’re tripping bruh. It’s so fun to drive
I love how the cliffs are Base Game detail rather than the low poly tour style ones. It fits perfectly for the base game.
But the Tour styled cliffs aren't low poly though. They're higher poly than MK8 styled cliffs because they're more fully modelled, but the only reasons why they look lower poly is: 1. They're shaded flat, and 2. They don't have as much ambient occlusion as what the base game style cliffs have. Also I love the MK8 styled cliffs in this custom track remake of Koopa Cape too
Also the cliffs from the base game that are closer to Tour's geometry are the icy ones from Ice Ice Outpost
The broken glass is a nice touch.
But there’s still no water streams
@@eurybiaball63 cuz the glass broke, thats the point of the broken glass
Never forget.
I know right?! 💯 Creativity
@@V0ID0625 Yes AAAND the tube was an underwater segment since 7
I like how they brought back the Koopa Cape sign at the cliff, as well as the turn left and turn right signs
New textures are obviously fantastic, but I really love the foliage added on top of the arch on right side after the first hairpin in the river. Obvious details that along with the textures makes the track look 100X better
This looks perfect! And just in time for the first anniversary of wave 5 of the Booster Course Pass!
Wave 5 released July 11 in the US. It’s July 28…
@@WilliApple Koopa cape reforged released on july 12
Oh whoops
Looks beatiful! I'd also say that the track flows better without the electric hazards at the underwater section. Might just be me.
Nintendo, I think you should maybe take some lessons from Maxmos, another incredible glow up mod by them
This is one of the best fixes to a track I’ve seen. Yet, someone’s gonna complain about the water… the Koopa zappers added nothing! Fuzzies would have been cool though.
FINALLY, someone gets it! Every freaking Mario TH-camr ever complains about the loss of the Koopa Zappers, it’s like they don’t understand the fact that underwater gameplay exists now so it only makes sense to utilize the mechanic here!
@@GatorOne-in7hkstill reduces the fun factor though. Couldve had both
The zappers added a lot to the track. The underwater segment was made to be a climax that the previous two sections were building towards. Taking them out basically makes the track builds towards nothing, which hurts the track’s structure.
@@arcillanicoandreisalaveria3824I really don’t understand how you can think that, you’re still going underwater, the only difference is that we have the floatier controls that come with the mechanic, a mechanic that didn’t exist in Mario Kart Wii. The zappers weren’t the track’s indentity, the thrill of experiencing the underwater world was, and that is still very much intact.
@@GatorOne-in7hk It's still fine aesthetic-wise, but it hurts the track's progression gameplay-wise.
FINALLY A CLOSED TUBE.
Not actually closed, look closer :)
@@Aktan_ I know, but I’d be happy with a tube that is as closed as possible instead of a completely opened one.
Thank you for the review !
This is breathtaking
What a great mod! I like it
Let bro cook with these tracks
Oh my God, this is sooo much better.
0:32 MY FACE IS BACK!
I love how the track looks, the creator did a really great job. I would 100% buy the booster course pass if all of the tracks looked like the ones in the base game pass! 💯
This is really great! But I personally liked the Glider Ramp on that Jump.
I literally wanna mod my switch to just play these custom tracks!
Once again, this is another amazing mod that gives the BCP tracks Base-game graphics.
Do any of us know WHY the dev team decided to just stick with the Tour aesthetic for the DLC instead of doing this? And don't say it's because they're lazy, because that is never a reason for development decisions.
probably just a lack of time more than anything. there may have been a 5 year gap between 8dx's release and the dlc but the bcp absolutely didn't take that long to make. nintendo probably just saw it as a quick way to make more money, port over tour content that was never gonna stay online forever, and tide people over while waiting for 9 by giving a relatively low effort project to a b team while the a team worked on the next mainline entry.
@@SoulSylvia *DEFINITELY* a lack of time. It takes like, probably more than a month and a half to finish a track that's ported from Tour anyways, while it probably takes more than 4 months to make a track right from scratch, although the money part isn't even any excuse for them to not finish any of those BCP DLC tracks. Also I think one of the reasons why the BCP DLC tracks were not even finished is because of covid going around
Well said @@SoulSylvia
I like the fact that the cliffs are a more greyish tone (like in the Wii version) than the horrible light-brown they made in Tour
Wish this was the actual koopa cape we got 😅
It’s so cool !
MAXMOS MY GOAT
Maxmos does what Nintendon’t
Besides the light, it looks amazing. Hopefully Nintendo takes inspiration
This might seem like a nitpicky question, but do you guys ever wish Nintendo added 4 more tracks in the Booster Course Pass to increase the total of number of tracks from 96 to 100? I know I'm probably nitpicking here, but I find it a little annoying that they're four tracks short of 100.
I do honestly. It could've been battle tracks at least
So are these completely new models? If so, then the modded put way more effort into this map than Nintendo!
Nice job! The only thing i would change is that the trees and the grass in the cave look a little bit too dark and desaturated, with the trees being a bit imposing. If you could make them a slightly lighter colour it would really brighten those sections up.
Blud Forgot to put the glider part 😭
It was supposed to be wifi-safe, so people could use it online!
Wait, what glider part?
@@cubix169 Koopa Cape had a glide section above the river in 7 and Tour
@@Aktan_I'm glad that it got removed.
@@DTgamer_Shiver-is-best-waifu i get why people like it that way, i'm personally a glider fan though
Wowwww, this is great
I hope so much that someone finally makes moonview highway and daisy circuit in the base game graphic 🙏
What are missed opportunity for the booster course pass for the tube underwater to not have a ceiling because that would be a good reason why antigravity is there
There’s a reason why base game never had a 360 tube with antigrav you know.
@@madrid_drive_enjoyer but I wanted to drive on the ceiling😢
@@madrid_drive_enjoyeri think this would be a sick idea. Kinda like the tube in 3ds Rainbow Road but with 360° anti-grav. Or like Tall Trunk Galaxy from SMG 2
@@_vanessajane DEFINITELY not 3ds rr glider because what wonky physics shenanigans would happen if you glide upside down
@@madrid_drive_enjoyer but remember the glider passage on Twisted Mansion. While gliding, the kart would flip back to its regular position
Aktan on my feed = win
The loof!
@@Aktan_ What track is coming up next?
@@nolanjthesupergoanimator2909 no idea.
@@Aktan_Rock Rock Mountain would be sick
Nintendo, it isn't that difficult!!!
Great job ;) just a few things that could be improved: the booster pass ramps look ugly, i miss the lightning sticks soooo much
make it look this good and ill think about forgiving the tunnel section
Honestly the tunnel section is not that bad imo. The anti grav and halfpipe make it more fast and much less of a slog than it was in 7. Though I do miss the stream and electric spinners, but it is what it is
Wii Bowser Castle use Gilder By You and It's Muggy.
@@AdamAtwood-f2h what?
Alternate: Koopa Cape if it wasn’t with Tour color scheme
Pretty :o
Good
Nintendo clearly could, they just Nintendidn't
This map is doing what nintendont… nice job!
I just wish the colors were a bit more vibrant to match base game 8-Deluxe.
aww, by reforged i thought it was gonna be remodeled/edited to fit its proportions in MKW, because Tour's version is too shrunken down
Maxmos is so awesome! Nintendo should be taking notes
Forget notes, they should straight up hire him to fix the pass 😭
@@AcetylCoA605 exactly
better than the original dlc 👍
what happened? Did he delete the mod? Why is there no download link?
I removed the download links to avoid copyright claims from Nintendo. The mod is still there, you can search for it easily!
nintendo being nintendo
Why they removed the glider ramp after the first half pipe?
I don't know, it was a stupid change from Nintendo
Probably so the river would have a use,@@Aktan_
@@Aktan_ I think more people wanted it gone lol, kind of pointless and makes the river feel useless.
@@madrid_drive_enjoyerYeah. I always hated that glider section in mk7. The most useless glider in the entire game imo
Because it was absolutely pointless lmao
It should’ve been like this…
It’s kinda sad how Koopa Cape somehow got worse with each entry, this mod is great
How exactly is the BCP version worse than the 7 one??
@@GatorOne-in7hk BCP's graphics are way worse and the layout is way too compact
@@EmperorPenguin1217 The graphics are fine, they don’t need to be hyper realistic, it’s a Mario game for crying out loud.
Even besides the graphics I think this version is slightly too narrow or difficult to navigate at certain spots in this version vs the Wii and 7 versions.
@@GatorOne-in7hk The graphics are demonstrably worse though, 8/Tours is way lower poly, has worse textures and generally has a worse color pallette. You don’t need realism to make something look good
Every time I see one of these like “booster course pass track fixed” videos it makes me sad. Like yeah it’s cool to see the full potential, but that’s exactly it. It COULD have looked like this in the real game but Nintendo just had to drop the ball. 💀💀
Honestly don't hate most of the BCP visually after wave one. The cartoony stuff generally looks fine except for cliff faces, even if not on the same level as base game. Still a major upgrade though, and I love the attention to detail.
You did a great job fixing the texture, but you should also see if you could add back the electric spinning obstacles, the closed glass tube, and remove the anti-gravity. Plus, if you look closely, Nintendo also shrunk the middle part down from the Wii version. So see if you can fix that too, please.
Antigravity: The physics will break
And about the shrinking, it's not worth fixing because it's also very tedious, the electric obstacles would probably the only thing that would probably be fixable? I myself couldn't do it though, speaking of, *I* didn't make this mod
The wii version was very overscaled in my opinion so this is fine bro. Also what did the anti gravity do to hurt you?
@@madrid_drive_enjoyermost tracks in Wii were overscaled as hell. I think this was due to the introduction of 12 racers instead of 8. But it made some tracks feel kinda empty and weird
Pls Removed Wii Rainbow Road
th-cam.com/video/Du-G_yKHCc4/w-d-xo.htmlsi=9NRAdJ2LWnueKdGn
The fans made the second worst track in the game better
I might not be the biggest Koopa Cape fan, but even I would not say that about Koopa Cape
@@PeachyFanboyOG Koopa Cape is awesome but all the other versions kinda butchered it
@@whisper_ishere518I wouldn’t say that just taking away the electric spinny things = whole track being butchered
Koopa cape 8 is A tier
@@whisper_ishere518We at the “layout matters more” club (anyone above 20k vr or competitive) consider koopa cape AT LEAST B tier, you’re tripping bruh. It’s so fun to drive
I hope so much that someone finally makes moonview highway and daisy circuit in the base game graphic 🙏