Traumbrecher
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When all else fails, die in a fire.
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Post by Traumbrecher on Dec 17, 2015 5:47:07 GMT
Hey guys, I just finished putting together a bunch of races on the PC version based on the tracks for the 2016 Trans Am Racing Series schedule. Now, I've only just put in a few laps on each in testing and creating to make sure they're all functional, but I'm open to helpful criticism. Ideally, I have an event in mind that I'd like to put together on PC for this once I get some feedback on the tracks and make sure they're ironed out nicely. My idea is going to be a 2016 Trans Am Racing Series event for all Imponte models in the muscle class (Dukes, Ruiner, Phoenix, Nightshade). Linked below is the playlist on Social Club to download/play them: socialclub.rockstargames.com/games/gtav/pc/playlists/playlist/lThWVT0zz0qc8GkADgC2-QLet me know what you guys think of each track, what could be improved, etc. I tried to keep each track as similar in track shape to its real life counterpart as possible, some are slightly more accurate than others, of course.
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Hertz
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Winner of Chiliad-Sandy Triathlon
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Post by Hertz on Dec 17, 2015 7:55:13 GMT
Ooh, I will give it a shot and let you know!
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Traumbrecher
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When all else fails, die in a fire.
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Post by Traumbrecher on Dec 17, 2015 16:55:02 GMT
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Post by cameronman1329 on Dec 17, 2015 18:05:38 GMT
just looking on RSC map, the majority of props are tire walls, which are sticky and bouncy. You should really consider other props, like concrete barriers, cement blocks in construction or other hard barriers that aren't sticky. I'll give it a try first hand later
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Traumbrecher
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When all else fails, die in a fire.
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Post by Traumbrecher on Dec 17, 2015 19:18:11 GMT
Hmm, suggestions for ways to create long walled routes like that with the 100 prop limit? I'd love to use the concrete striped walls, but they just aren't long enough to achieve the same route without going well over the 100 prop cap.
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Ganjalo
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Your mileage may vary.
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Post by Ganjalo on Dec 18, 2015 13:55:07 GMT
It's alright to use tire walls for long streches of walls. But don't use tire props on the inside of corners. Also, try to look at others props and use the yaw/pitch/roll stuff to get something else out of them.
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bladecruiser
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Post by bladecruiser on Dec 19, 2015 13:07:38 GMT
Well, it will be a little more difficult to go into detailed advice since it's a list of tracks instead of just one or two, so here's a couple general tips to maybe help you look at your tracks as more than just a recreation of a circuit IRL.
Checkpoint placement needs to be the main focus of making a track, as they will determine where the racing lines go. Some of the checkpoints don't point where they need to, and it makes it difficult to see where the track is supposed to go until you've done a lap or two.
Prop placement should help with the above, not only in blocking off where you don't want people to go but also to point them in the correct direction around turns where checkpoints might not be easily visible immediately. Props should also help define the racing line when checkpoints aren't able to do so well enough, such as for tighter chicanes or wider hairpins.
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Traumbrecher
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When all else fails, die in a fire.
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Post by Traumbrecher on Dec 20, 2015 5:18:38 GMT
I took the time yesterday and today to watch through the entire MCEC Season 2 playlist on Broughy's channel and really pay attention to the track designs, prop use, and checkpoint placement. I then spent the afternoon going back and editing all 11 tracks to utilize a much cleaner design and I think it really helps to clue the driver in to where the racing line is as well as the next checkpoint (at least much better than before). I've uploaded all of the new versions, so if you guys have the time to run through them again and let me know what you think, I'd really appreciate it! Thanks for the tips and critiques, guys! Keep it coming.
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Prutoog
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If you no longer go for a gap that doesn't exist. You're no longer a nodo playlist driver!
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Post by Prutoog on Dec 22, 2015 17:55:30 GMT
-Floating platforms are very good for long walls. They are the biggest longest prop.just pitch it upside down and it becomes a long wall almost 3 times as long as long tire walls. This can save you a lot of props if you need to make long walls. -Train carriages are the second longest. they are exactly half the length of floating platforms. you can roll these on their side and use the top of the carriage as the wall. -Trees! they do more than you'd think. A few well placed trees can make your track feel/look much more enjoyable. -Use leftover props for background filling. Especially on airport tracks, those huge empty spaces can make a track feel boring. -Or use leftover props for a rage ramp off track. keeps the griefers busy while the rest can finish their race.
Havent checked your races yet but i have already bookmarked one that looked interesting.
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eedo123
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Post by eedo123 on Jan 2, 2016 16:16:07 GMT
I'm going to try these all soon and give you just my opinions, and just take them as the "average racer"'s comment, but Ill try to help with that for sure.
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boyinacoma
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Post by boyinacoma on Jan 2, 2016 22:05:31 GMT
I'm not sure if you're still looking for a few opinions, but here are mine.
Tracks 4, 6, 7, 9, and 11 were a lot of fun with very few troublesome areas or irritating props. The first three tracks were tricky in places, and weren't as fun, but they were still quite playable. Track 9 I found the most problematic. There were a few spots that broke the flow up unnecessarily with props and forced corners that stood out as annoying more so than challenging. I remember one starting point was poorly laid out as there was a tight corner a few meters ahead that would guarantee a pileup. That could have been track 9. I can't remember for sure.
That is just my very first opinion. I ran through the playlist on my own with 3 laps each. I really enjoyed it. I'll try the tracks again soon and make a note of any changes as I go through them. They will just be my opinion.
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Traumbrecher
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When all else fails, die in a fire.
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Post by Traumbrecher on Jan 2, 2016 23:14:31 GMT
Of course, if you can tell me detailed notes of what you think would be better on which checkpoint number of which track, I'll look into it.
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eedo123
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Post by eedo123 on Jan 3, 2016 6:33:23 GMT
-I like the Brainerd, sweeping turns were nice. -Near the ending of VA Raceway there are those right angle turns that, to me, kind of messed with the flow of the rest of the map. -Sebring was really good overall, just like one checkpoint I remember was a little awkward to kind of figure out where to go, I think it is checkpoint #13.
I don't remember to much about the rest, but that's it for now
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