Stocklike Track ?

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Ced!
Posts: 75

Stocklike Track ?

Post by Ced! » Thu Jan 08, 2026 2:06 pm

Recently on Revolt-World, Skitch presented his new track as a Stock-like track: https://www.revoltworld.net/dl/s4-2/
To which a commentator replied: "I always enjoy stock-like visuals, but this one doesn’t quite fully meet those standards for me though."
I admit that I don't really understand what makes a track stocklike or not.
So, what criteria make a track ‘stock like’ in your opinion?
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The Man
Posts: 22
From: Finland

Re: Stocklike Track ?

Post by The Man » Thu Jan 08, 2026 5:54 pm

Maybe the usage of stock-like textures and/or shapes?

Stock-likeness sounds like it "meets the standards of a stock track" rather than being a throw-up.

That's all I have to say. Cheers! :re-volt:
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607
Posts: 405

Re: Stocklike Track ?

Post by 607 » Sat Jan 10, 2026 6:56 pm

Oh, cool to hear there's a new Skitch2 track!
I haven't had much time for Re-Volt lately, and also got demotivated by the loss of RVZ's content (and so far no success of securing XTG, which might meet the same fate at some point). I'm looking forward to checking it out, though.
In general, I do find the term 'stock-like' strange for modern tracks, as these days, the quality of good tracks is generally above those of the original game, at least in terms of graphics. However, a track might of course be purposefully made to have a similar aesthetic to the tracks from the original game.
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Ced!
Posts: 75

Re: Stocklike Track ?

Post by Ced! » Sun Jan 11, 2026 12:10 pm

Yes 607, I quite agree with you.
Let us take two recent examples: Office1 by L17 and Crystal Caves by Keeller Wheel.
Office is claimed by its creator to be a stock-like track, and in my opinion, there is no doubt that it is indeed one.
Just like Kiwi's School's Out!, for example. Except that School's Out, unlike Office, is teeming with details. There are so many that, in my opinion, it strays from the original spirit found in Office.
There is very little detail in Crystal Caves, which is a track that I would not describe as Stock-Like. But on reflection, what makes me say that? I think it's due to its very smooth trajectory. Not something you usually see in original tracks.
So, could the term ‘stock like’ be a way of saying that we don't want in our creation to exceed the limits of the game (and early 2000s PCs)? And if we agree to go beyond these limits, to what extent?
If anyone has a definition, I'm curious to read it. ;)
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