I can see why you say that, it's definitely got some similarities to other tracks I've made, Burlington most notably. It's got some similarities to some street circuits as well, but none of that was intentional.
Just in time for pride month, here's my take on Rainbow Road for NR2003. You can knock the AI out into space.
Sources for some textures include the Mario Kart games, and Solar System Scope.
This track was not based off of any of the Mario Kart layouts, but it's mostly inspired by Mario Kart...
Rare tracks, huh? Alright, here's a few that I'm pulling out of my collection, mostly at random. Some of these might not be that rare.
Albacete -- A track made by Alfredo Martinez Romera in 2005.
HLR GP -- TM Master Cup series fans will be familiar with this track, since it features as the...
Here, you see the first ever skyball (as opposed to a skybox), first ever 8k texture in NR2003, and the largest ever track object in physical size (which is something like 95% the size of the real life earth).
This is a 3.3 mile, very fast road course that is set in the south bay area in California. I drew the layout about 4 or 5 months before any objects were placed, because I wasn't sure it would be really good. Then I decided to add a ton of elevation, scaled the track up a bit, and holy hell it's...
There are no geometry changes, so it's only critical for offline racing. In other words, if you downloaded v1.0.0, you can race online against someone with v1.0.2.
- Fixed an issue with the AI not leaving their pit stalls until they had a clear pit lane behind them, which could cause...
Was it only car shadows, or was it the cockpit shadows? Because the root cause for those might be elsewhere.
Reason I ask is that I had a similar problem pop up with a different mod on a different track.