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Post by KingBlazeIV on Apr 7, 2017 9:16:15 GMT
I could actually test out any tracks on 360 as I recently got GTA for it cause I am a sad lonely f*ck who couldn't wait 1 more month to get it back on PC/XB1 haha
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Post by KingBlazeIV on Apr 7, 2017 9:22:41 GMT
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n8rates
Member
Posts: 11
Registered on: March 2017
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Post by n8rates on Apr 11, 2017 4:09:27 GMT
Lol well I went ahead and tested it without the fancy stunt track crap and enjoyed the race! I put ten laps in with a time of 22:45 and a best lap of 2:00.74 in an elegy retro. The layout was simple but effective and went through well known parts of the map in a slightly different way. Many corners can be full throttle if done well, and the track flow is fast. The first few corners to begin seem a bit difficult in a pack of cars, especially with the second corner off the freeway being slightly off camber, and of course a hairpin to begin a race is usually avoided. But the 90 degree turns through the city leave big lanes and plenty of passing opportunities. I might just recommend moving the starting grid to another straight, maybe on the second freeway part by ammunition downtown. I really enjoyed the openness of the track and the general flow, but found a few places difficult to anticipate what was coming. The biggest offender was the hairpin leading up onto the freeway. With a few barriers to line the outside of the corner though, I think that'll be solved. The chicanes also seemed a bit quick approaching, maybe move the checkpoints before them back a touch in a few places. No stunt pieces hender your apex barrier options, but I think even concrete barriers would help alleviate some lamppost issues. Add in the many lamppost not covered in the general racing line (left leading into tunnel the worst offender) and some new propping might be a good place to start revamping. I come with only my opinion and no one knows what's best. But I came with extra opinions because I do believe this track has a fun, fast, and loose style that could allow some good racing in big numbers. I would highly recommend a stunt version to really let the track come into its own, but as I said that's opinion. Either way, thanks for linking it, and I hope you found this atleast not offensive lol.
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n8rates
Member
Posts: 11
Registered on: March 2017
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Post by n8rates on Apr 11, 2017 4:20:24 GMT
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Post by KingBlazeIV on Apr 11, 2017 13:42:08 GMT
No they are all fair points :3 I would re do them with stunt props when I have the chance and just make it look nicer and block of lamposts. I like my tracks open cause I am a dirty kerb surfing hotlapper xD I could move the start/finish straight somewhere else as yeah the straight leading up to the second corner is too tight for the start of a race, especially after that super wide hairpin where people will get overspeed on people, though the first corner imo isn't the issue it is just what follows straight after. Th main goal for this track was to give it good flow so I am happy to hear you agree but yeah I will definitely invest some time in making it more enjoyable to race though I will definetly not be flatting out any of the corners with stunt props as that gets rid of the old school feel
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popolac
Member
Posts: 22
Registered on: September 2017
Xbox GT: EXOR Popolac
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Post by popolac on Nov 15, 2017 21:07:42 GMT
I have a few tracks I'd like to have tested, but I'll just link one for now... Approach Circuit socialclub.rockstargames.com/games/gtav/xboxone/jobs/job/TDfkYEm24k-Z5fpKK7LZ6QA Fort Zancudo based, event style circuit for all classes. Some testing questions I'd like you to consider: Is the hairpin corner (a few turns after coming out of the hangar) too tight for practical racing? Is it OK if the large banked corner isn't walled off? IS the bus-stop style chicane at the end of the lap too restrictive? Thanks for testing!
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