n8rates
Member
Posts: 11
Registered on: March 2017
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Post by n8rates on Apr 3, 2017 1:01:22 GMT
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RA3236
Member
Posts: 73
Registered on: March 2017
Xbox GT: RA3236
Social Club: RA3236
Discord: RA3236#0829
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Post by RA3236 on Apr 6, 2017 6:52:23 GMT
Oh so this is where the track you seemed to have played non-stop is Ill be using this for practice. Anyways, my review: Positives- The track incorporates differing parts of racing, including street racing and straits
- The track uses the existing roads extremely well
- I like how the finish line is placed on top of the prop finish so you finish when you are actually underneath the finish
- Good use of stunt props for corners, minus a couple of areas
Negatives- The part that is fully stunt track in the air is a bit wonky IMO, not sure if I dislike it but may need some working on
Just remember I haven't played the published version yet, which ill update this with any more info as I come across it.
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RA3236
Member
Posts: 73
Registered on: March 2017
Xbox GT: RA3236
Social Club: RA3236
Discord: RA3236#0829
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Post by RA3236 on Apr 6, 2017 8:12:45 GMT
Ok, just did ten laps of this track in a fully upgraded Massacro. My times are: Total: 33:11.456 Best: 3:03.054 Now, onto the positives and negatives of the track: The track itself This track is well done in terms of variation, using both stunt props and existing roads to create an excellent experience. There are some things I would like to mention, however. Visuals This is a biggie in this track. I do not enjoy some areas (especially the raised stunt track part) due to clipping in nasty ways or otherwise not being very well aligned. At the very end of the race circuit, you use a stunt track to join into the grid. This does not transition well, as the racer must drive over a rumble strip on the grid piece in order to hit the checkpoint. This also may cause involuntary curb boosting. In the raised stunt track area, a combination of clipping of the ramp as well as misalignment of many rumble strips do not look too visually appleasing. If you want to make a rumble strip as you did on the last part of the race (right after the turn descending down the hills) I'd recommend you use a Raised Stunt Track piece (second category in the Creator). However, the Middle section is well done and I have no objections over that section. Corners In most corners, you use either a tube section or another curved part on the inner part of the corner. This is fine, but IMHO they are too far out, what I mean by this is that they should be closer towards the road, so the user must stay on the road. Also, I ran into a problem on the raised track section where the first turn's outside edge is bordered by the inside of the next turn, and if you go even a few km/h faster you risk hitting that prop and soaring off into the sunset. In general I would also suggest limiting the off-road sections of corners and even the large straight going back to LS. The Raised Section This in my opinion does not work, especially for a race you describe as being a proper racing circuit. The combination of being visually unappealing and dangerous, as well as being slanted is not standard racing. Ill leave you to work it out if you want to change this, but I would like to see a better planned out section rather than being a mess of slanted clipped roads. General Advice Focus on visual effects as well as how the track pieces transition. Clipping can cause bugs that cause cars to fly off the track, especially if graphical glitches occur. Use a range of different track pieces for corners, and keep the bar tracks slightly under the actual track, as the space between the rumble strips and the bars is not visually pleasing. When you do want to go to the sky, use a selection of Stunt track, blocks and tubes to configure your corners. Remember to turn snapping off and place a flat section to work off of. Don't turn going downhill or uphill. Raised Track in the second category of the creator prop menu are your friend, as they do not have extra blocks on the other side of the rumble strips. Using ramp pieces for track transitioning only works well if the angle of the two track pieces is appropiate. If it isn't use the block pieces.
Overall, the general idea of the track and most of the layout is good. However, you may wish to fix visual issues and bugs that may arise from clipping. Corners may be worked on, depending on how the creator may wish players to race on the track.
Disclaimer: I do not intend to cause any offence in this review, as this is my personal thoughts of the track that may or may not be shared with the creator and other players. The creator may or may not choose to ignore this review and any advice given.
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n8rates
Member
Posts: 11
Registered on: March 2017
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Post by n8rates on Apr 11, 2017 2:44:05 GMT
This critic was well informed and in depth, thank you so much RA3!
I indeed redid all the in air track pieces and although it is still a bit "wonky" as you put perfectly, the track is more properly layed out.. With flat or slightly banked corners up switch backing inclines, I hope it is entertaining😃
I also redid the track piece before the finish line. It isn't inline still but it is very smooth and natural IMO. Two apex barriers have been moved in, the first corner being the most necessary and dramatic.
Finally the pit lane has been streamlined and smoothed, and the first tube tunnel has the lamp posts covered completely.
THANK YOU AGAIN RA3!I WELCOME ANY MORE OPINIONS
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