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Post by FriendlyBaron on Mar 7, 2017 6:44:57 GMT
Use this thread to share, review and discuss single tracks.
When posting a track of yours to review, you must first review the previously posted track (and then whoever posts after you will review your track). You are also free to post a review without posting your own track, of course. Please make your reviews worthwhile, informative, and at least a few sentences! Think about the kind of feedback you want on your own track. Bad statements to include:- It was bad
- It was okay
- It was good
- I don't like stunt races
- You suck at making tracks
Good statement examples:
- Good work on Turn X, I really liked that creative use. (You don't always need to say something needs changed, in which case, tell them what was good)
- I think your propping in the chicane area could be better.
- Take a look at <linked track> to see how they do <certain thing>, you may get some inspiration to improve your track there.
- I liked the layout, but your propping could be better, try to not use props in <some way> and instead use <another way> instead.
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SalveKroon
Member
...races to win cash to buy cars to win races to win cash to buy cars to win...
Posts: 16
Registered on: March 2017
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Post by SalveKroon on Apr 2, 2017 20:44:55 GMT
"new" version of my track start from A to B and back to A rsg.ms/09f48d3try not to cut at some corners and pls don't use feltzer or something similar it's all about fun, not jerking off Feedback on your track THOCKBRWNFX:I'm guessing the point is to go head-to-head with someone but why limit it to only two players? Also, if you could use roads that already exists it would make the track more dynamic. Howerver, if you and a friend choose the exact same car it could be interesting but trying out this race with randoms would prob end up in disaster. Conclusion, I see that you have done something unique but it was not my taste really.My Track creation:I've made a rallycross track, I call it stretched since it's longer than 1 mile. I would love some feedback, so far it has actually only got positive feedback which is really nice but obviously somewhere the track can be improved. If you race with randoms I would suggest to keep the non-contact on since it's very narrow at some places and very bumpy (offroad) in other places. rsg.ms/5fdd235Thanks in advance and have a great race! PS. The track is also submitted to Broughys content-creator stream, fingers crossed.
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Hystery
Member
Posts: 556
Registered on: August 2016
Steam: DraconisRex
Social Club: Hystery
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Post by Hystery on Apr 3, 2017 0:54:19 GMT
My Track creation:I've made a rallycross track, I call it stretched since it's longer than 1 mile. I would love some feedback, so far it has actually only got positive feedback which is really nice but obviously somewhere the track can be improved. If you race with randoms I would suggest to keep the non-contact on since it's very narrow at some places and very bumpy (offroad) in other places. rsg.ms/5fdd235Thanks in advance and have a great race! PS. The track is also submitted to Broughys content-creator stream, fingers crossed. Someone making a rallycross track, I had to try it out and see how it is as the rallycross fan I am myself! Alright, here go my thoughts: Most of my critics will come from the fact that you actually called your track a rallycross. It might sound weird or silly right now, but bear with me for a moment. First off! The good points! ► The location of the race is good. Few people realize it, but the location is important. For example, so many tracks are set in Sandy Shores nowaydays. Sure the place is nice for tracks because flat and no sidewalks and lampposts and all. But god damn they became all boring now when it comes to the landscape. Tataviam Mountains are a place that is rarely used in racing (which is too bad considering it's an atypical place with the dam and the huge cliffs with the lake down, gives a beautiful scenery to look at). ► The layout of the track is nice. It flows nicely, I didn't get surprised by any weird prop placement or anything. And kudos for using double checkpoints on large roads, many people forget about it and put a single, tiny checkpoint for a super large avenue, it's annoying. So thumbs up for that. Now let's head to the parts where it bothered me a little. First, I'll detail my trail of thoughts so you know where I'm coming from. Rallycross tracks are known for being very technical. Sharp turns, skimpy roads, with lots of contact between the pilots and their cars (it's really not rare to see rallycross racecars losing their bumpers and all during a race from grinding too much in the corners against the other cars). It's part of the discipline's charm, a part I'm quite fond of actually. Rallycross tracks require both a good mastery of your vehicle, as well as a certain aggressivity towards other pilots to get ahead of them. I didn't... quite get that feeling, here are the reasons why: ► The track has too many, long straights. Long straights are not the most interesting parts in racing (just look at Rockstar Verified tracks, ugh, horrible *shudders*), and they're even less interesting in rallying/rallycross. You could use some more corners here and there to make the race more interesting in those parts (adding chicanes with sign props maybe? It's not rare in rallying to see artificial chicanes made of haystacks actually). In a smiliar fashion, the width of many portions of the track is too much, it'd be a miracle to get contact with another car on them. ► You made the corners after the dam -way- to easy to go through IMO. I was actually looking forward to press the handbrake button to go through them efficiently in my Omnis, but the way you placed the props on the outter sides of the corners made them way easier to go through, I barely had to brake (especially since they turned out to be on the asphalt of the stunt props rather than the dirt of the actual road, giving a lot more traction than on dirt). I'd suggest to remove them instead, and to simply place barrier props along the sides if you're just afraid of people falling down the cliff (which is understandable, no one likes to fall down a cliff). ► The pit lane could use improvement. First off, the large moving exclamation point sign makes it for a poor entrance IMO. Because it's a mobile prop, it could make the entrance to the pit lane quite messy, especially if you've several people trying to go through. And second, the slow down zones were waaay too strong. At full speed on my Tropos, I managed to get slowed down twice on the single slow down zone at the entrance. And got slowed down twice again at the exit. The slowing down factor could use some adjustements. Speaking of pit lane, there's no pit lane in rallycross races! Rallycross races last between 4 and 6 laps depending on if you're racing against the clock for qualifications or racing in your assigned group, so there's no pit lane necessary. There are kind of stands of course (which are pretty much improvised spots with tents like in rally), but nothing close to a pit lane. Minor detail though. ► And finally... a major flaw for me for a rallycross track... No jokerlap! Blasphemy! Heresy! No I'm overreacting. But seriously though. Jokerlaps are super important in rallycross tracks. Jokerlaps are alternative paths to the main track that elongate the track a bit, to force the pilots using it to take longer to complete the lap. The rule in rallycross is that every pilot has to go through the jokerlap at least once per race. That's a really flavourous addition that makes the races a lot more impredictable. Of course, I don't expect randoms to use this kind of rule. But when you race with rallycross afficionados, it's a really, really nice addition. I'd suggest to watch Broughy's video about rallycross if you want more info on that. Either way, no jokerlap, big flaw to me. Oh, also, as a final note, the choice of available vehicles when custom vehicles are turned off. In most races it wouldn't matter, but in rally and rallycross tracks, it does matter IMO, for example if you don't trust everyone to use a rallycar. The first time I've played your race, I accidently turned off the custom vehicles (like an idiot), so I had to pick one through the list. And I've see the Verlierer, the Specter, the Specter Customs, the Sprunk Buffalo, aka cars that are far from being rallycars. The most common used cars used/allowed in rally/rallycross races are the Omnis, the Tropos, the Kuruma, the Sultan and the Stirling GT, so it could be good for this to be changed, but that's a really minor detail, I'm really being picky on this one. As I said, most of my negative points are mostly based on the fact that you called your race rallycross. If it was called... I don't know, rally circuit, or rally stunt, or something like that, it wouldn't have bothered me so much (even not at all for some points, like the JOKERLAP--sorry, sorry, I'll stop with that stupid jokerlap thing). Titles can be deceiving, they say. But I still enjoyed racing on your track! Just, not as a rallycross track, and more as a regular rally circuit/stunt. Hope my insight was useful anyway, I hope I wasn't too bashing, it wasn't my intent! My turn to submit a track I suppose, so here is this one: Rockford Hills Rallycross. Have fun anyone who's going to play it! rsg.ms/3a7977a
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SideSwipe
Member
Posts: 25
Registered on: March 2017
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Post by SideSwipe on Apr 3, 2017 10:22:24 GMT
I just want to quickly say; damn, what a review!
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SalveKroon
Member
...races to win cash to buy cars to win races to win cash to buy cars to win...
Posts: 16
Registered on: March 2017
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Post by SalveKroon on Apr 3, 2017 10:48:42 GMT
My Track creation:I've made a rallycross track, I call it stretched since it's longer than 1 mile...||...in other places. Someone making a rallycross track, I had to try it out and see how it is as the rallycross fan I am myself! Alright, here go my thoughts: Most of my critics will come from the fact that you actually called your track a rallycross. It might sound weird or silly right now, but bear with me for a moment. First off! The good points! ► The location...||...My turn to submit a track I suppose I don't know if I'm supposed to answer your criticism or if that ruins this thread (a moderator could delete my post if so). First of, wow what a great review! I mean, wow, so detailed, thank you! I was actually thinking of a jokerlap but I ran out of props. The fact that it is called a stretched rallycross-track may be a mistake on my end, I didn't really know what to call it so that people would get an idea what it was about. The moving stop-sign was the last prop I placed because when I tested the track out with randoms they kept going the wrong way and ended up slowed down for no reason (we raced it as a standard-race because of randoms). Overall (with the easier asfalt-bends at the start) the track is more focused on pleasing random racers than the rallycross-community I guess. But based on your criticism I think I will create a version 2 of the track that is a proper rallycross track, aimed at the rallycross-crowd. I will post in this thread when that one is completed Again, thank you for a great review!
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SideSwipe
Member
Posts: 25
Registered on: March 2017
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Post by SideSwipe on Apr 3, 2017 19:26:16 GMT
Just finished a couple of laps around your track. Pros:
* I'm an avid fan of tightly-woven tracks, as I like to make them myself in that style. Tight lines give a great potential for WR-hunting. * 40-50 seconds long, so perfect rallycross length. * Prop usage is great, yet also isn't, the railings are well used. Cons:
* prop usage, a pro and a con, the railings are excellent, crash absorbant. tire-walls however are not, and a pain to crash into or even brush against. They are unpredictable and a hard surface that completely stops your car. * The terrain; Rallycross to me is mix-terrain, I only saw asphalt in this one, i'm not counting that little grass-bump lol. * The joker lap, also too tight for more than 1 person, and the same tire-walls aren't crash friendly. Overall a great tight lap hunting track, but not reeally suited for multiple people.My track for review; La Marina
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X9000
Member
Posts: 14
Registered on: March 2017
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Post by X9000 on May 10, 2017 2:42:04 GMT
Alright, so this thread's been quiet for a month, but I've recently tried my hand at the creator and would like some feedback on the race I made. So, here's a review of the previously submitted track La Marina: Construction: Overall well-constructed. There are barriers where you need them, the signs and cosmetics aid in showing where the route is (need to pay attention to the hairpin warning signs) and the sunken raised stunt tracks and stunt tubes help wall off the sections to create a more varied experience from turn to turn. Without those, it'd feel too much like driving around a parking lot. The main driving surface appears to be the side of a raised stunt track with a building block raised to just about the same height. This is meant to create a low-grip surface with a paved look but unfortunately shows clipping/strobing effects on my computer, which I'm not really a fan of. I'm not a fan of the sound effects of driving on this surface either, which sounds like a wooden barrel rolling down a wooden ramp but I understand there's really no other easy way to create a large low-grip surface. Other nitpicks: It was likely important to the design to have the helipad as a section, but the landing lights do mess with my car sometimes. There's no barrier across the upper sections of the bridge, so if one drives off of it they will have to respawn, which is time-consuming. The respawn location is aimed in such a way that it's very difficult to turn the car onto the bridge at any kind of speed. The checkpoint just before the finish line can be missed if one takes a very wide line. Experience: The default class for the track is Supers, which was personally a bit frustrating because I don't get to drive them at any kind of speed in a map like this. The low-grip surface is another wrinkle that can mess with someone who isn't prepared for it. The track kinda reminded me of those license testing tracks in Gran Turismo, which also frustrated me back in the day. The track feels more suited to skills competitions and time trials, and in that dimension there's plenty of challenge in getting a good lap time. When I was driving a supercar, it definitely felt like I was driving a car too big for the track. This gave me an idea and I tried some smaller vehicles. The Ruston and Tropos's turning radii were a bit wide for the turns and the Bifta could handle things, but still felt a bit big. Of the vehicles I tried, it was actually the Street Blazer that gave me the best experience. Traction was a non-issue on the low-grip surface, the tight turning radius was well-suited to the many hairpins, and the footprint was small enough to allow for racing with a decent number of players. It was likely not the creator's intent but I think that this track provides an excellent setup for a quad race with contact on. TL;DR: Not my kind of track, but well-made with a few minor issues. Try a Blazer variant or Bifta for a different experience. Here is my track, Catfish Causeway Carrera: rsg.ms/2d73cfbI'm fairly happy with how it has turned out. I'm concerned, however, with the dominant laptimes of high-traction vehicles in the few tests I've conducted with other players. It's an easy track, but the turns are almost too easy with some of them. The early top-speed section can spot you a lead on the RE-7b but the thing's going to be on your rear bumper for the whole second half of the track and if it passes you then I'm worried the race is over. Jester Racecar also appears dominant. Haven't seen a Feltzer tried yet. Anyways, I'm hoping someone here can check this map out and give me some pointers on balancing it or fixing any other problems they might see. Thanks.
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kili31
Member
"Holy WHAT?!?" kili31 2k16
Posts: 378
Registered on: June 2015
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Post by kili31 on May 10, 2017 9:06:29 GMT
Alright, so this thread's been quiet for a month, but I've recently tried my hand at the creator and would like some feedback on the race I made. So, here's a review of the previously submitted track La Marina: Construction: Overall well-constructed. There are barriers where you need them, the signs and cosmetics aid in showing where the route is (need to pay attention to the hairpin warning signs) and the sunken raised stunt tracks and stunt tubes help wall off the sections to create a more varied experience from turn to turn. Without those, it'd feel too much like driving around a parking lot. The main driving surface appears to be the side of a raised stunt track with a building block raised to just about the same height. This is meant to create a low-grip surface with a paved look but unfortunately shows clipping/strobing effects on my computer, which I'm not really a fan of. I'm not a fan of the sound effects of driving on this surface either, which sounds like a wooden barrel rolling down a wooden ramp but I understand there's really no other easy way to create a large low-grip surface. Other nitpicks: It was likely important to the design to have the helipad as a section, but the landing lights do mess with my car sometimes. There's no barrier across the upper sections of the bridge, so if one drives off of it they will have to respawn, which is time-consuming. The respawn location is aimed in such a way that it's very difficult to turn the car onto the bridge at any kind of speed. The checkpoint just before the finish line can be missed if one takes a very wide line. Experience: The default class for the track is Supers, which was personally a bit frustrating because I don't get to drive them at any kind of speed in a map like this. The low-grip surface is another wrinkle that can mess with someone who isn't prepared for it. The track kinda reminded me of those license testing tracks in Gran Turismo, which also frustrated me back in the day. The track feels more suited to skills competitions and time trials, and in that dimension there's plenty of challenge in getting a good lap time. When I was driving a supercar, it definitely felt like I was driving a car too big for the track. This gave me an idea and I tried some smaller vehicles. The Ruston and Tropos's turning radii were a bit wide for the turns and the Bifta could handle things, but still felt a bit big. Of the vehicles I tried, it was actually the Street Blazer that gave me the best experience. Traction was a non-issue on the low-grip surface, the tight turning radius was well-suited to the many hairpins, and the footprint was small enough to allow for racing with a decent number of players. It was likely not the creator's intent but I think that this track provides an excellent setup for a quad race with contact on. TL;DR: Not my kind of track, but well-made with a few minor issues. Try a Blazer variant or Bifta for a different experience. Here is my track, Catfish Causeway Carrera: rsg.ms/2d73cfbI'm fairly happy with how it has turned out. I'm concerned, however, with the dominant laptimes of high-traction vehicles in the few tests I've conducted with other players. It's an easy track, but the turns are almost too easy with some of them. The early top-speed section can spot you a lead on the RE-7b but the thing's going to be on your rear bumper for the whole second half of the track and if it passes you then I'm worried the race is over. Jester Racecar also appears dominant. Haven't seen a Feltzer tried yet. Anyways, I'm hoping someone here can check this map out and give me some pointers on balancing it or fixing any other problems they might see. Thanks. To make it more competitive you would need to add more slow corners like hairpins, thats pretty much the only way to do it, and the Jester is probably good because you can curbsurf the entire custom section (haven't tried the car but it shouldn't be that good on a track like this). Positive things: - I like the area the track is in, you get some amazibg views - The layout overall is fine, albeit a bit boring, what would help with that is making the corners in you custom section sharper and make cutting them impossible (as it stands you can just drive straight over most of them and even gain curbboosts from that) Negative things: - The parts where normal raods and your custom track join together are at a very harsh angle, you should probably smooth that out - Now I know some ppl don't mind it, but I personally hate low traction zones on a track, especially in (fast) corners like your turn 1, if possible I'd like to see those replaced with stunt track - Basically every railing you use on land is useless, it just is an optical prop which you wouldn't even go near normally and if you do the prop will kill you - Broughy verified apex barriers, aka stunt tubes angled into the ground. The hitbox of those is atrocious, replace them with round landing platforms if you need something big, hay bales or diesel tanks if you need something small -Checkpoint 10 is pointing in the wrong direction (slightly right although the track is going slightly left) which is a problem cause you don't see the road because of the elevation change - The turn at Cp 17-18 is completely blind because of your inside props, lower them more into the ground - The building block in the shicane after turn 1 does nothing but give you an even bigger curb boost (and kills my eyes, but that's maybe only a problem I have). Either remove it or make it bigger - The wall on the left side of the starting line is very hard to see (white on white), you should probably change the colour - On the exit of the last turn on the outside there are a fex concrete barriers whcih can cause trouble if you clip them, a straight wall would help with that I'm sorry if my review seems to be very negative, I tend to not dwell on the positive points, and focus more on the things that could be done better/different. Also, try to not use the Rezby as a balancing point, the car is OP, it will alway give you a biased view on a track
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X9000
Member
Posts: 14
Registered on: March 2017
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Post by X9000 on May 10, 2017 21:29:14 GMT
Good stuff, most of the checkpoints/transitions are quick fixes I can take care of later tonight. I've got some questions/comments that maybe you can help me with.
I wasn't aware that stunt building blocks have lower traction. I knew they had better grip than the sides of raised tracks and the undersides of road sections. Is there any custom flat surface that has road-level traction, perhaps the circular platforms made of the tube material?
The idea behind those land railings was that if anyone's unfortunate enough to slide off into that area as a result of a misjudged turn or a racing incident they won't fall into the ditch or slide down the hill and require a manual respawn. Might sound silly on a track where you can drive right off into the water but it's a pet peeve of mine. It's an unlikely scenario and if I need props for the upcoming rework those will probably get sacrificed.
I'm going to look into remaking the platform area and second half of the stunt section to include some sharp, low-speed turns. My initial plan was a switchback section but I didn't have the skills to build it back when I made that area. I can probably build it now. The short sprints and hairpins would both screw the RE-7b and help out cars like the Zentorno, which have probably been made irrelevant by the speed of the track.
I could remake the two land-side big banked turns into something lower-speed and more challenging. There's a turn I remember from the track PRS Cercle de la Vie (banked half-circle on the outside of the straight just before the turn) that might suit both of those areas.
Anyways I'll let folks know when I've made enough revisions to warrant another review.
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kili31
Member
"Holy WHAT?!?" kili31 2k16
Posts: 378
Registered on: June 2015
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Post by kili31 on May 10, 2017 22:06:01 GMT
...Is there any custom flat surface that has road-level traction, perhaps the circular platforms made of the tube material?... Good question, I'm not quite sure of that myself...although its pretty easy to test if something has low traction, just drive a Jester (RC) on it, you'll feel the difference immediately. I just never got around to do it with the round landing props, I only tested the rectangular landing prop and stunt building blocks (all lower traction, just as the underside of stunt trackpieces)
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SideSwipe
Member
Posts: 25
Registered on: March 2017
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Post by SideSwipe on May 13, 2017 10:48:12 GMT
Thanks for the review X9000, I mainly chose supers, because you said, other cars tend to turn too wide, and most of my tracks are tightly woven exactly for the purpose of tight lines and record hunting. Good points though, will adjust some things.
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fakefurball
Member
Posts: 21
Registered on: February 2017
Steam: nb_ff
Social Club: fakefurbal
Discord: nb_ff#6125
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Post by fakefurball on May 22, 2017 21:55:54 GMT
I'm going to go through and list some problems I ran into while on my first 5 laps of X9000 's Catfish Causeway Carrera - With the harsh bump going into this turn, it seems unreasonably easy to go flying off the outside (I did) considering the rest of the corners all seem to have outside barriers, even ones that don't need it. Consider either smoothing out the bump, putting a barrier in place, or removing some barriers from other turns. - Off-road terrain, especially rocks, can have some messed up hitboxes. I hit these rocks (and/or the ones right in front of them) like 3 times in 5 laps, and I was sure I missed them at least 2 of the times. - I ran into this guardrail and wound up perpendicular to the track, because it's well hidden by the foliage. You may consider adding some additional barriers in front of it to get a smoother angle, or maybe putting up a flag on the edge of it so that people can more easily see that there's something there. - You may or may not care (or realize) that the first section has some areas where you can atrociously cut. If you're OK with this, then you can leave it be, but if you want people to use the road, you may have to include some hard barriers on the inside of some of the turns. - This last one is more of a knee-jerk reaction, but consider changing the tire walls to something else. And now to ask someone to take a look at my track River of MirrorsI'm aware that the transition from the canal to the stunt track to get out of it is harsh, but I'm having trouble deciding on whether or not I want to keep it that way.
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3bishi
Member
Posts: 16
Registered on: May 2017
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Post by 3bishi on May 23, 2017 3:46:56 GMT
I'm going to go through and list some problems I ran into while on my first 5 laps of X9000 's Catfish Causeway Carrera - With the harsh bump going into this turn, it seems unreasonably easy to go flying off the outside (I did) considering the rest of the corners all seem to have outside barriers, even ones that don't need it. Consider either smoothing out the bump, putting a barrier in place, or removing some barriers from other turns. - Off-road terrain, especially rocks, can have some messed up hitboxes. I hit these rocks (and/or the ones right in front of them) like 3 times in 5 laps, and I was sure I missed them at least 2 of the times. - I ran into this guardrail and wound up perpendicular to the track, because it's well hidden by the foliage. You may consider adding some additional barriers in front of it to get a smoother angle, or maybe putting up a flag on the edge of it so that people can more easily see that there's something there. - You may or may not care (or realize) that the first section has some areas where you can atrociously cut. If you're OK with this, then you can leave it be, but if you want people to use the road, you may have to include some hard barriers on the inside of some of the turns. - This last one is more of a knee-jerk reaction, but consider changing the tire walls to something else. And now to ask someone to take a look at my track River of MirrorsI'm aware that the transition from the canal to the stunt track to get out of it is harsh, but I'm having trouble deciding on whether or not I want to keep it that way. Can u share the link?
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3bishi
Member
Posts: 16
Registered on: May 2017
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Post by 3bishi on May 23, 2017 4:00:44 GMT
I'm going to go through and list some problems I ran into while on my first 5 laps of X9000 's Catfish Causeway Carrera - With the harsh bump going into this turn, it seems unreasonably easy to go flying off the outside (I did) considering the rest of the corners all seem to have outside barriers, even ones that don't need it. Consider either smoothing out the bump, putting a barrier in place, or removing some barriers from other turns. - Off-road terrain, especially rocks, can have some messed up hitboxes. I hit these rocks (and/or the ones right in front of them) like 3 times in 5 laps, and I was sure I missed them at least 2 of the times. - I ran into this guardrail and wound up perpendicular to the track, because it's well hidden by the foliage. You may consider adding some additional barriers in front of it to get a smoother angle, or maybe putting up a flag on the edge of it so that people can more easily see that there's something there. - You may or may not care (or realize) that the first section has some areas where you can atrociously cut. If you're OK with this, then you can leave it be, but if you want people to use the road, you may have to include some hard barriers on the inside of some of the turns. - This last one is more of a knee-jerk reaction, but consider changing the tire walls to something else. And now to ask someone to take a look at my track River of MirrorsI'm aware that the transition from the canal to the stunt track to get out of it is harsh, but I'm having trouble deciding on whether or not I want to keep it that way. Can u share the link? Never mind,I've got the track and may test it later😀
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fakefurball
Member
Posts: 21
Registered on: February 2017
Steam: nb_ff
Social Club: fakefurbal
Discord: nb_ff#6125
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Post by fakefurball on May 23, 2017 4:27:09 GMT
River of Mirrors has the link in it, but here it is outside of the html text rsg.ms/28ff9bbI should be more careful and read the whole thread before replying.
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