levithan6785
Member
Posts: 4
Registered on: June 2018
Steam: Levithan6785
Social Club: Levithan6785
Discord: Levithan6785#3449
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Post by levithan6785 on Jun 22, 2018 19:19:15 GMT
Made this track a few weeks ago, but I'd like some feedback on the track in ways to improve it, alter routes or add barriers. The track has several top end speed corners, very slow corners and a mix of of medium speed corners. I find this track to be better suited to cars with good accerlation. Each lap should take about 2 minutes (from my experience) with my personal top lap time of a little less than 1:50 with the xa-21. I'm looking for constructive feedback! The track in question: socialclub.rockstargames.com/games/gtav/pc/jobs/job/-9PLUIQXhk6WNhb6ADvG7A
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Mazereau
Member
True F620 fan
Posts: 20
Registered on: June 2018
Steam: Mazereau
Social Club: mazereau-
Discord: Mazereau#5922
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Post by Mazereau on Jun 24, 2018 17:15:51 GMT
I tried your track for about 15 laps in total, and i'm far from a competitive racer, but here is my feedback. I divided the track in 3 parts as you can see on the picture and the circles are the part of the track on which i feel a problem.
- In the first part (1) : At the end of all the slow corners, you have to exit by a ramp, and with a supercar it imply a jump and i'm pretty sure that in a race situation it'll be a mess, you lost grip of course, but the ramp is also enclosed by walls, and the road itself is pretty tight. To avoid that you would have to completly remake this whole part of the track so maybe it would be better to see how it's going in a proper race situation.
- In the second part (2) : I really like those medium to high speed corners, it's pretty damn smooth. But between each of those quick corners sequence, there is 2 90 degrees corners and i feel like it's a bit messy, there is many poles and stuff in the middle of the road and it's more a question of being able to avoid them than taking a proper path. I'm pretty sure you could make it smoother by adding some props there, even if it involve some more breaking. It would also add some interesting corners in this part. Since apart from part 1 of the track, you almost never break.
- In the third part (3) : Lacks of props in the last 90° corner. As a first timer you have no clue how to take it properly, and with a little practice you can cut it too easily. And the last circle is the part where again there is many poles on the road + many bumps, you can loose grip easily. You can probably add probs here, but i think reworking the last 90° corner above should reduce the overall speed of cars at this point of the race and this won't be a problem anymore.
In a more general point of view, your track is interesting but don't feels polished. It really lacks some props in comparison of most others tracks. At this point it feels like tracks before the Cunning Stunt update. The general idea is good tho ! I hope this will help you. Don't get it wrong tho, I just pointed out what in my opinion doesn't works well on your track, but other than that i did enjoy the few laps i did Thanks for the share and good luck improving So Le Mon !
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levithan6785
Member
Posts: 4
Registered on: June 2018
Steam: Levithan6785
Social Club: Levithan6785
Discord: Levithan6785#3449
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Post by levithan6785 on Jul 16, 2018 5:17:18 GMT
Thanks for the feedback, didn't know I received any feedback on the track, and I gladly appreciate your feedback. To address the polish issue before anything else, yea, its not as polished compared to a lot of the tracks I see. I just don't know what techniques or props to use to really make it polished.
Corner Issue #1: That was definitely a concern of mine, and while revisting the track tonight I definitely felt like there needed to be a drastic improvement. That area has really tight slow corners, so I am probably going to see if I can find a way to make them not so tight and remove the drop away from the top level via that ramp.
Corner Issue #2: So I actually addressed this corner not long after making my original post. I felt as if I had no idea how to approach those double 90 degree bends while testing the track. I decided to add barriers blocking the grassy patch between the corners to force the racer through a better path that doesn't run the risk of losing traction and making it flow a lot better.
Corner Issue #3: I am definitely going to look back at the corner as I feel it is a very unstable corner with the dips in the road losing break traction and funneling the driver through a relatively small opening, so I think I will change the path to either turn earlier or later. Not sure yet and will definitely be taking another look at it.
4th Circle: You have a fourth circle, you didn't specify what exactly is wrong with this junction, but I am going to take a second look.
------------- Things That Changed:
1. Added 3 new corners at the end of green and start of red, introducing 2 more medium speed and 1 top speed corner into the equation. 2. Added barriers for better flow at the 2 90 degree bends. 3. Added barriers near the start of section 1 for better flow and prevent drivers from going over that bump and risk losing control for shorter times.
Again, thank you a lot for the feedback. I'm going to be revisit the track tonight and see what I can do massively improve the track.
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