anoyb
Member
Posts: 8
Registered on: January 2015
|
Post by anoyb on Jan 16, 2015 6:36:25 GMT
|
|
moppaking
Member
Posts: 198
Registered on: December 2014
Social Club: moppaking
Discord: moppaking#9784
|
Post by moppaking on Jan 16, 2015 18:10:28 GMT
In the spirit of honest criticism, I have to say that the chicane track is no fun. You have overdone the checkpoint placement by a lot. Imho, the checkpoints should generally have a reasonable distance between them. You try to force people driving a very distinctive line instead of just showing where to take a turn using the entire road.
Other than checkpoint placement, you should try to achieve a certain line with object placement. Look at the first few chicanes after the finish line. They can be taken using an checkpoint-interpolating straight line. Nor the checkpoints neither the props make me use the steering a single time there.
Another flaw is the U-Turn at the west end. Coming from the hotel entry, the next checkpoints says turn right and after that the next one immediately points in the very opposite direction. I think you wanted people do drive around the green middle section there. A good alternative would be one single checkpoint pointing left and closing the cutting opportunity with props.
Again, this is meant as improvement suggestions. If you'd work on the design flaws, the track might become entertaining.
|
|
anoyb
Member
Posts: 8
Registered on: January 2015
|
Post by anoyb on Jan 17, 2015 2:10:00 GMT
Thanks. I was thinking there were too many checkpoints. I'll work on it more tonight and post again when it's updated. Thanks again. Getting feedback like this really helps.
|
|
anoyb
Member
Posts: 8
Registered on: January 2015
|
Post by anoyb on Jan 17, 2015 3:59:42 GMT
It's been updated, though not drastically different. There's about half as many check points and I revised the walls a little bit. I think it could be better if I could use more props, but without them I do have to use checkpoints to establish the line in some places. I did want to keep the ability to straight line the second chicane, but not if racing side by side. With some close racing things can get interesting there, and if spread out there are the two spots where the track crosses itself. It's not meant to be a realistic G.P. style track, more for fun. (I was a few beers in when I created it....) Anyway, let me know what you think. Feedback is always welcome.
|
|
moppaking
Member
Posts: 198
Registered on: December 2014
Social Club: moppaking
Discord: moppaking#9784
|
Post by moppaking on Jan 17, 2015 17:52:55 GMT
Much better now, I can see where I'm going.
|
|
The_Bad_Loser
Member
Recent Status?
Posts: 1,044
Registered on: July 2014
|
Post by The_Bad_Loser on Jan 20, 2015 16:06:21 GMT
I added both, though I can't guarantee I'll be able to test them soon.
|
|
The_Bad_Loser
Member
Recent Status?
Posts: 1,044
Registered on: July 2014
|
Post by The_Bad_Loser on Jan 22, 2015 2:33:40 GMT
Had a chance to give them a test spin, though without any fellow NoDo members. Bus Stop seems like a fun little track, though a bit tricky on your first outing. It'd be interesting to give it a shot with a full grid. Layin' Pipe is awesome. The lines are there for some serious speed, but if you don't nail them you're in a wall or the grass facing the wrong direction.
Keep up the good work!
|
|
Ishan
Member
Posts: 1,805
Registered on: July 2014
PSN ID: ishan826
Social Club: Ishan826
Discord: Ishan#8826
|
Post by Ishan on Mar 14, 2015 0:14:45 GMT
Bookmarked
|
|