![]() These are places in which tracks can exist. (Name still needed): A planet very similar to Venus, filled with volcanoes and magma.XR591: A planet similar to Mars, but with aliens and pools of noxious chemicals.Asienti: A continent very much like Asia.Nekhen: A dry, desert country much like Egypt.Europa: A continent very much like Europe.United Countries of Amarigo (UCA): A large and diverse entity like the European Union, only for the fictionalized North America.Val Verde: A country in a jungle similar to the Amazon.Icyland: similar to real-world Antarctica.(Many are, to put it bluntly, stereotypes of their corresponding real-world countries).) Keep in mind that these are interpretations of real-world locations. For example, Suzanne, a monkey, could have a kart themed after Val Verde, in addition to the Blender Project which she represents. ![]() However, choosing a region may be precise enough for a themed kart. In most cases, choosing one of these is not sufficient for inspiration for artwork. These are countries, continents, or just general areas that are in the STK universe. They are also not equivalent to a track, because a track takes place in a fictional location, and is yet another interpretation of that location. They are interpretations of real-world places. Many of these are heavily influenced by real-world places, but you will see that they are not exactly the same. Places are fictional locations which affect the style of artwork. The track is also unrealistic and caricatural enough to not appear grim, and open areas prevent it from feeling oppressive. However, note that it includes both light areas (like the hall directly behind the start line) and dark areas (the rest of the track). Fort Magma is an excellent example of this. Tracks and karts can be spooky-themed, however. Children often don’t notice satire, so you cannot rely on satire to lighten gloomy artwork. It’s important to keep in mind that SuperTuxKart’s intended audience is children. SuperTuxKart is a lighthearted game, and thus any artwork should be generally cheerful and friendly. As you read this article, you will see numerous examples of how this takes place. If you find this difficult to understand, don’t worry. Similarity to Earth, however, should not be taken to mean “mirror Earth as closely as possible.” Instead, use real elements from Earth and use them as inspiration to interpret how they would appear in the Mascot Kingdom. are all similar to Earth, except for certain exceptions such as the XR591 track, which is located on the SuperTuxKart equivalent of Mars, and STK Enterprise, which is located in a spaceship. ![]() The Mascot Kingdom is very similar to our own universe. For restrictions on specific types of artwork, see their corresponding links in the Community Page. Instead, it describes characters, places, and other entities which make the Mascot Kingdom come to life. Note that this article does not describe restrictions on specific elements of artwork. An RPG is more like a video-things change, and there’s a plot. It’s analogous to a picture and a video: things in SuperTuxKart are like pictures-there’s no plot, but you can still see what’s happening. (Well, there’s the cutscenes in Story Mode, but that’s all.) Each track, arena, or kart has a sort-of background, but that does not really appear prominently in the game. It is important to make sure that your artwork fits into this universe-if it doesn’t, it will not become part of SuperTuxKart, though it is still welcome on the Add-Ons Website. This article details the way things are in the SuperTuxKart Universe (known as the Mascot Kingdom).
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