popolac
Member
Posts: 22
Registered on: September 2017
Xbox GT: EXOR Popolac
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Post by popolac on Sept 30, 2017 12:38:56 GMT
I'd like some feedback on a few tracks I've created over the last month. I can't decide if I were to submit these to be featured on Broughy's stream if they'd be "Proper Circuit", or "Themed Circuit". Each of them are roughly 50/50 normal roads and stunt track pieces, but none of them are deeply realistic - meaning that the stunt track pieces are usually floating above the ground, and occasionally the tracks loop above or below itself. However, they have pits with wrenches and slow-down zones to accommodate events. Also, they are meant to be raced with collisions on. Some specific features I'd like feedback on are: Flow of the track, apex props, smoothness of transitions, aesthetics of props. all other positive critiques would also be appreciated. At the end of the day, I'm trying to create tracks that would be good "Proper Circuits" for close racing events. So, tips on how to adjust my creation style to match those conditions would be welcome. Galileo Circuit: socialclub.rockstargames.com/games/gtav/xboxone/jobs/job/Wg_l2LUscE-wLw8s9xKgoACascabel Circuit: socialclub.rockstargames.com/games/gtav/xboxone/jobs/job/mDWZTr2UwUe2PPqdxnM45wPalomino Circuit: socialclub.rockstargames.com/games/gtav/xboxone/jobs/job/0YdY7RHBLUSrZ8N3JDTJtQ
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Post by DaSpekyLegend on Sept 30, 2017 13:07:41 GMT
Hello popolacI was planning to test some tracks today anyway, so I'll add these to the playlist, and I'll come back with some feedback shortly.
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Post by DaSpekyLegend on Sept 30, 2017 13:55:55 GMT
My Thoughts
Firstly, if you consider these to be proper racing circuits, I'd recommend making all of the tracks available to all classes. Cycles is obviously not needed, but you are missing Vans which, although they aren't used often, it could mean an event host cannot consider your track for use in his/her event. Plus, I like to do Van races sometimes in my playlists. Secondly, I like the descriptions for your tracks. No rubbish and none of them are just random symbols, etc. Descriptions always (for me) give a good first impression for a track. A rubbish or no description usually makes me think the track I'm about to play won't be as good. Obviously, that isn't always the case, but it helps to have a good description. Cascabel CircuitI really like the layout and the idea behind this track. It flows nicely, you can see other areas of the track which is a nice touch too. I think it has potential, but there is a big issue with it and that is that most of the props you have chosen to use are not the best props to use nowadays. The green and yellow metal barriers have dodgy hitboxes making them not safe to use. Tubes sunk into the ground as apex props aren't great for the same reason. Lastly, sticky tyre props are bad because your car is kinda glued to them if you hit them. Those are fine if you sink the tyre bit into the ground and only show the advert board or arrows or whatever. If you could use some better props like the stunt target landing zone props found in the 'stunt set-pieces' section as apex props, for example, then this track would make it into the streams, because the idea behind it is good.
Galileo CircuitAgain, you have the right idea and the layout is nice. Another thing I do like is the use of custom-made elevation. You used the stunt props to make us go higher and lower, and the view is very good. The pit-lane is nice and easy to spot and well propped.There is a tube sunk down as a barrier to block a corner cut and seemingly a tree. However, the prop is half in the tree, half out, so I'd budge that over a bit so it covers the lot. Again, tubes aren't the best, so I'd recommend to use the prop I suggested. You also use the hurdles as an outside barrier for a corner. They are not good as they aren't smooth. There are bits sticking in and out, so if you go wide and need the barrier to support you, you will just hit a part of it that sticks out and stop dead, potentially causing an incident behind you. Palomino CircuitAgain, a nice layout. Tracks aren't often made in this area, as it isn't easy. My favourite part is that hairpin towards the end of the lap. It is well propped and fun to complete. However, the metal barriers are there again, however they aren't too in your face if you get what I mean, on MOST parts of the track. However, where the metal barriers are used to barrier and apex the 90 degree corners at the start and at the end of the lap need to go. They will just cause many issues. The track piece itself is fine, but not with the outside barriers. There are better props you could use. Therefore, I'd suggest watching some of Broughy's most recent CC streams if not already, as he explains quite a bit why they don't work and what could be a better alternative.
Finally, to answer your question... I can't decide if I were to submit these to be featured on Broughy's stream if they'd be "Proper Circuit", or "Themed Circuit". If you were to ever to submit one of these, I would Cascabel Circuit down as an event track, Palomino Circuit as an event track and Galileo Circuit (Long) down as a casual track.
I hope you can take my feedback and improve your tracks even more to make them awesome. Please let me know if you have any questions that I can answer or if you update of of these tracks again at some point and I'll be sure to play them.
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popolac
Member
Posts: 22
Registered on: September 2017
Xbox GT: EXOR Popolac
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Post by popolac on Sept 30, 2017 23:57:32 GMT
Thanks for responding, and with great feedback as well! I do have some questions, as I don't think I'm up-to-date on what props are good to use, which are bad, and why.
This worries me, as I almost 100% of the time use the stunt track pieces with these metal barriers on the edges to build the sections of track that aren't actual game-roads. What would you suggest instead? Should I use the stunt track pieces with no barriers and then custom-build walls around all that? Seems like that might use up a TON of the prop limit...
I think I understand what you mean here, that the Tube End pieces I have for apex props aren't the best, and I should use similar sized bullseye landing piece instead? Or is it better to sink the tube at like a 45 degree angle and have a sort of ramp-kerb like I've seen on some tracks?
By this are you referring to all the billboard pieces with the tire stacks under them? So the tires are bad barriers and I should just sink them all so you hit the advert sign instead of the tires?
I totally understand this one. I've been meaning to switch those out, but haven't gotten around to it. Also, one of the corners on this circuit pinches down to a one-lane 90 degree left-hander. Is that too tight of a corner?
This one sort of feeds back into the first quote I used in this reply... Is it always a bad idea to use the stunt track pieces with the metal barriers on the edges? Or are they OK to use for sweeping turns, but not on sharp, 90 corners?
I definitely will do that when I have the time. I've watched some of the older ones, and more specifically the XB1 versions (for obvious reasons).
Thanks for taking the time to thoroughly critique my tracks, it's really going to help me make ones more usable in the future!
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Post by DaSpekyLegend on Oct 1, 2017 9:52:49 GMT
Firstly, the bolded text is your responses to my original feedback which is not bold and in italics. (Just for easier reading) Yes, use the stunt track pieces with no barriers and use custom-made barriers instead. The only ones I can recommend to use that don't eat up your prop limit are the big, tall stunt raised pieces. You can flip them over so the top is smooth and sink them down so they are in line with the track. This is time-consuming, but good tracks do take time. Yes, use the bullseye landing piece. They have much better hitboxes. Yes, sink the tire part of the prop under the ground, and leave the advert sign so you'll hit that instead. Another option could be using the stunt blocks as they aren't sticky props. If propped well, then no. If it contains metal barriers, yes. Stunt track pieces with metal barriers are fine when they aren't 'in your face', hopefully you get what I mean. Basically, just don't use them to barrier ANY type of chicane, hairpin or any other types of corner. Unless say for example, it is a Grapeseed track and you have the road and a big area of grass/dirt either side of the road. You could put those metal barriers on the dirt as that is technically not the racing line or part of the track. Good stuff!
Hope this helps answer your questions.
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popolac
Member
Posts: 22
Registered on: September 2017
Xbox GT: EXOR Popolac
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Post by popolac on Oct 1, 2017 10:13:35 GMT
Thanks for all the help so far, Speky, I'm going to update the tracks using your suggestions and post them up again for another round of testing.
I also read a thread in the forums here that had some really good creator tips and tricks, and learned a few things there as well.
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Post by DaSpekyLegend on Oct 1, 2017 10:15:16 GMT
Thanks for all the help so far, Speky, I'm going to update the tracks using your suggestions and post them up again for another round of testing. I also read a thread in the forums here that had some really good creator tips and tricks, and learned a few things there as well. Awesome, I look forward to seeing what you can come up with.
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popolac
Member
Posts: 22
Registered on: September 2017
Xbox GT: EXOR Popolac
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Post by popolac on Oct 1, 2017 20:12:51 GMT
Galileo Circuit Update #1: socialclub.rockstargames.com/games/gtav/xboxone/jobs/job/PAF26EKPoUO4lM0xPn-B8Q- Changed apex props from tubing to landing pads
- Rounded out 90 degree corners
- Added new yellow exterior barriers on 2 corners at the bottom of the valley (Is this propped correctly? Are the wallride walls ok for barrier propping?)
- Curious about large tire props (Are they ok to use as apex props on long corners?)
- Added curbing on the twisty downhill game-road section
- Changed grandstand area at start/finish line (are the aesthetics nice?)
- (Is is good to have 2 lanes through the pits [drive-through lane and repair lane]? Or is this an out-dated idea?)
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popolac
Member
Posts: 22
Registered on: September 2017
Xbox GT: EXOR Popolac
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Post by popolac on Oct 5, 2017 16:02:39 GMT
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Post by DaSpekyLegend on Oct 5, 2017 17:35:53 GMT
My Thoughts (After Update 1) Cascabel CircuitMuch better! The propping really enhances the track. :) One thing I suggest though is removing the metal barriers on that final chicane before the pit-straight. Just use the plain stunt road and have a barrier here:
Galileo CircuitYep this is much better too. I see you've used the 'stunt track: up 30' prop, I think, which makes that uphill section so much smoother. :) Best of the 3 tracks in my opinion. This is the one I'd submit eventually. Palomino Circuit Much better, but still one corner is pretty bad for metal barrier placement. Here are two screenshots of the issues with it:
Also, this stunt target piece is a bit high, so many cars will be able to get stuck under if they turn in too early. My Infernus did this once. Here is what I mean:
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