Post by kili31 on May 2, 2017 8:50:49 GMT
So here we are...
...and I am very bad at writing up introductions, so I'll get straight to the point. I'll share my creations here, and I hope this will also serve as a good spot to receive criticism. To help with that I will be writing how many props I've already used, so that you get an idea of what still can be done (on most tracks with full prop usage I can spare ~2-5 props which are purely decorative, but not much more).
If I had to describe my style of track building, I'd say that I put the flow of a track above all else, removing curbs and bumps where it's possible, even going as far as not using apex barriers which cause more issues than they fix in my opinion (don't even get me started on "Broughy verified apex barriers"). I also do not like low traction zones like stunt building blocks or the undersides of stunt tracks, especially in corners, which is why that won't be often seen in my tracks and I generally prefer functionality over looks in a prop. Each track will feature a pitlane so it's usable in events, although the pitlane might not have a secondary checkpoint which will be added if need be.
After a track is finished to a certain degree I will also put it on gtaracing.net (thanks to AbeCede for giving us such a great platform to share tracks) and make a showcase video, I may add laptime indications, probably testing it with the Turismo R.
The New (Stunt-Prop) Tracks:
Paint it Black
Built in the north west of Los Santos this track combines Hill and City roads. Barely escaped being scrapped
Track Length: 5,27km
Test Lap: 2:06:001
Props used 119/150 | 9/20
Sex on the Beach
A track placed at Vespucci Beach, thanks to silkie for motivating me to make this track. Look out for the shicane after the tunnel uphill section. Bumpy, yet flowy.
Track Length: 3,78km
Test Lap: 1:33:649
Props used: 150/150 | 20/20
Red Shores
Short track with a very good flow situated in Sandy Shores. The special thing about it is, that I tried to avoid using apex barriers as much as possible so don't cut the corners too much as you will miss checkpoints otherwise. The CPs are placed in a way so that you cannot miss them if you stay on the rumble strips, but if you go over them even a little, you will. Featured on Broughys Creator Showcase.
Track Length: 2,63km
Test Lap: 1:06:334
Props used: 150/150 | 20/20
Creator Showcase Week 13
The Old Tracks:
Note: After starting to remake these I realised that I like the flaws in the tracks to remind me of the beginners mistakes everyone makes, if there are any major problems with the tracks I will fix it upon request, but since I don't believe many ppl do non-stunt-tracks anymore and for my nostalgia I'll leave them mostly unchanged.
Maze-Union Grand Prix
Fast paced track around the Maze Bank/Legion Square, very well suited for slower cars. Some reports suggest that the bridge causes hitbox issues when landing. Fun fact: on one point of the track ther are three roads above each other. Featured in LSSSCS1.
Track Length: 3,22km
Props used: 100/150 | 20/20
Alamo Ardor
Lengthy track from Sandy Shores to Grapeseed and back, featuring a bridge across the Alamo Sea. At the time this was created I did not now about prop placement using templates, the bridge cost me hours to make. Basically this track is my take on BC24hr as is possibly noticable on some corners, it also provided the working base for Red Shores.
Track Length: 8,09km
Tst Lap: 3:11:091
Props used: 111/150 20/20
Old John Sr's Raceway
This track basically consits of hairpins and straights and was initially planned as sort of a joke. At some points you get really close with people on other parts of the track.
Track Length: 5,09km
Test Lap: 2:02:400
Props used: 74/150 | 10/20
Legion Grand Prix
The second track I have ever created and the first real racetrack complete with a pitlane. More with battles in mind so maybe a tad boring to drive on your own.
Track Length: 4,37km
Test Lap: 1:51:130
Props used: 76/150 | 7/20
Future plans:
-I have the basic layout for a track situated completely in the hills, but haven't put any work into that yet
-I also have an idea for a track in Paleto Bay, but have yet to test if it works
-I will remake all of my old tracks only using old props, to let the nostalgic feel stay the same (and to leave weather enabled)
-At some point I want to create a Rallycross track, but I really have not a clue how to yet
Lastly I want to thank everyone that helps me creating tracks, be it by giving me motivation or ideas, teaching me how to use props and of course all the guys that help me testing. Special thanks go to @hiberg G.L.E.N jeffreyb1990 silkie and imfishy , without you guys I would't be able/motivated to create anything (good).
...and I am very bad at writing up introductions, so I'll get straight to the point. I'll share my creations here, and I hope this will also serve as a good spot to receive criticism. To help with that I will be writing how many props I've already used, so that you get an idea of what still can be done (on most tracks with full prop usage I can spare ~2-5 props which are purely decorative, but not much more).
If I had to describe my style of track building, I'd say that I put the flow of a track above all else, removing curbs and bumps where it's possible, even going as far as not using apex barriers which cause more issues than they fix in my opinion (don't even get me started on "Broughy verified apex barriers"). I also do not like low traction zones like stunt building blocks or the undersides of stunt tracks, especially in corners, which is why that won't be often seen in my tracks and I generally prefer functionality over looks in a prop. Each track will feature a pitlane so it's usable in events, although the pitlane might not have a secondary checkpoint which will be added if need be.
After a track is finished to a certain degree I will also put it on gtaracing.net (thanks to AbeCede for giving us such a great platform to share tracks) and make a showcase video, I may add laptime indications, probably testing it with the Turismo R.
The New (Stunt-Prop) Tracks:
Paint it Black
Built in the north west of Los Santos this track combines Hill and City roads. Barely escaped being scrapped
Track Length: 5,27km
Test Lap: 2:06:001
Props used 119/150 | 9/20
Sex on the Beach
A track placed at Vespucci Beach, thanks to silkie for motivating me to make this track. Look out for the shicane after the tunnel uphill section. Bumpy, yet flowy.
Track Length: 3,78km
Test Lap: 1:33:649
Props used: 150/150 | 20/20
Red Shores
Short track with a very good flow situated in Sandy Shores. The special thing about it is, that I tried to avoid using apex barriers as much as possible so don't cut the corners too much as you will miss checkpoints otherwise. The CPs are placed in a way so that you cannot miss them if you stay on the rumble strips, but if you go over them even a little, you will. Featured on Broughys Creator Showcase.
Track Length: 2,63km
Test Lap: 1:06:334
Props used: 150/150 | 20/20
Creator Showcase Week 13
The Old Tracks:
Note: After starting to remake these I realised that I like the flaws in the tracks to remind me of the beginners mistakes everyone makes, if there are any major problems with the tracks I will fix it upon request, but since I don't believe many ppl do non-stunt-tracks anymore and for my nostalgia I'll leave them mostly unchanged.
Maze-Union Grand Prix
Fast paced track around the Maze Bank/Legion Square, very well suited for slower cars. Some reports suggest that the bridge causes hitbox issues when landing. Fun fact: on one point of the track ther are three roads above each other. Featured in LSSSCS1.
Track Length: 3,22km
Props used: 100/150 | 20/20
Alamo Ardor
Lengthy track from Sandy Shores to Grapeseed and back, featuring a bridge across the Alamo Sea. At the time this was created I did not now about prop placement using templates, the bridge cost me hours to make. Basically this track is my take on BC24hr as is possibly noticable on some corners, it also provided the working base for Red Shores.
Track Length: 8,09km
Tst Lap: 3:11:091
Props used: 111/150 20/20
Old John Sr's Raceway
This track basically consits of hairpins and straights and was initially planned as sort of a joke. At some points you get really close with people on other parts of the track.
Track Length: 5,09km
Test Lap: 2:02:400
Props used: 74/150 | 10/20
Legion Grand Prix
The second track I have ever created and the first real racetrack complete with a pitlane. More with battles in mind so maybe a tad boring to drive on your own.
Track Length: 4,37km
Test Lap: 1:51:130
Props used: 76/150 | 7/20
Future plans:
-I have the basic layout for a track situated completely in the hills, but haven't put any work into that yet
-I also have an idea for a track in Paleto Bay, but have yet to test if it works
-I will remake all of my old tracks only using old props, to let the nostalgic feel stay the same (and to leave weather enabled)
-At some point I want to create a Rallycross track, but I really have not a clue how to yet
Lastly I want to thank everyone that helps me creating tracks, be it by giving me motivation or ideas, teaching me how to use props and of course all the guys that help me testing. Special thanks go to @hiberg G.L.E.N jeffreyb1990 silkie and imfishy , without you guys I would't be able/motivated to create anything (good).