tyson007ian
Member
Ride or Die
Posts: 10
Registered on: March 2014
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Post by tyson007ian on Mar 19, 2014 23:54:16 GMT
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 6, 2014 2:06:07 GMT
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Post by filipmo10 on Apr 6, 2014 5:01:16 GMT
I'll be racing tonite. Psn Filipmo10.
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Post by filipmo10 on Apr 6, 2014 5:04:27 GMT
Added all 3 races above as well.
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 6, 2014 19:20:19 GMT
Added all 3 races above as well. If you could give me any feedback that would be wonderful. I'm always looking to make my tracks better and better, so any recommendations regarding checkpoint placement, prop placement, route management, or any other aspect would be amazing! Also, I've just made a new track, and I was hoping you guys could help me fix it, so to speak. I haven't put as much testing in it as I have with my first two, and I was hoping you could tell me if the route in itself sucks, and if so where I should fix it. socialclub.rockstargames.com/games/gtav/jobs/job/wZWGoC7OeEOHowW78OvIGQ?platformId=null
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tyson007ian
Member
Ride or Die
Posts: 10
Registered on: March 2014
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Post by tyson007ian on Apr 7, 2014 4:02:49 GMT
if you guys want to try out my new race: rsg.ms/1qbEHWs i made it for the broughy verified series so expect it to be tough according to feedback it's a great and tough race but has way to many checkpoints, ill be removing some tomorrow but if you want to try it out please do so!
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 14, 2014 1:55:37 GMT
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tyson007ian
Member
Ride or Die
Posts: 10
Registered on: March 2014
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Post by tyson007ian on Apr 15, 2014 23:57:52 GMT
ill check your races out as soon as i have some time to play, ill be adding them tonight, if you want a technical track through rockford hills then check out my brand new track and i would love some feedback!! rsg.ms/1qz8dFU
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 16, 2014 0:01:45 GMT
ill check your races out as soon as i have some time to play, ill be adding them tonight, if you want a technical track through rockford hills then check out my brand new track and i would love some feedback!! rsg.ms/1qz8dFUThanks for trying them out! I'll be sure to try your race out later tonight, but in the mean time I've got some real life stuff to do. I'll be sure to respond with feedback though!
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 16, 2014 4:18:05 GMT
if you guys want to try out my new race: rsg.ms/1qbEHWs i made it for the broughy verified series so expect it to be tough according to feedback it's a great and tough race but has way to many checkpoints, ill be removing some tomorrow but if you want to try it out please do so! So I tried both your races, and I've a few suggestions, though nothing too major: Firstly, on your track The Weasel Roundabout, I encountered lots of people rolling over the grass as a shortcut between CP14 and CP15. If you added any sort of prop that would discourage that little cut I'm sure it would fix the problem perfectly. Also, I found the race was cramped at times, and I was only racing with five others. You could imagine how clustered the route could be with nearly double the people, so I recommend lowering the player limit to about 6. Other than that, it's a great, very tactical track that I'll be racing a lot in the future. On your second race, Up - Down I encountered two main problems, though they seem an easy fix. The first issue is CP11 and CP12, and how they point towards the road you just came from more so than they do the way you're supposed to go. I'd recommend adding a checkpoint for each of those double-backs placed just past the apex of the turn, that way the chevrons on the original checkpoint are facing uphill, the way the drivers are supposed to go. The second problem I faced was jumping the tire line at CP18 when coming around the down-hill corner that leads out of CP17. There seems two ways to fix this issue in my mind, but the ideal fix would be employing both tactics. The first suggestion is moving the tire line slightly away from CP18, or further downhill. What this does is it allows people to swing through that turn at higher speeds while avoiding the props meant to guide them. I believe this won't affect people passing through CP10 on the other side because not only is the turn at CP10 very gradual, but the racers are just coming out of a corner and going uphill, so their speed isn't that great. The second method is simply replacing the tire line with concrete barriers; this makes it so those not expecting the sharp turn after CP17 are less prone to leaping the props in place and are less likely to have to respawn at CP18. Similar to your last race, this one is very technical and overall quite enjoyable. If you decide to take my advice of those few corners, I know this will be one of my more treasured bookmarked jobs.
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on May 9, 2014 23:13:04 GMT
ill check your races out as soon as i have some time to play, ill be adding them tonight, if you want a technical track through rockford hills then check out my brand new track and i would love some feedback!! rsg.ms/1qz8dFUGood job on making the Broughy verified list!
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valleyeve
Member
Posts: 87
Registered on: April 2014
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Post by valleyeve on May 10, 2014 21:10:35 GMT
Broughy spoke about new 16 player point to point races for the next Broughy Verified list. I did a rally style race that works best with no contact turned on (much like wth Forza Horizon). It is a 6 point something mile race that takes about 6-7 minutes to complete. It pays out very generously. I believe it introduces a nice dynamic for the new no contact option that will be out this Tuesday. Have a try! rsg.ms/1nzOJBA
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