septicorn
Member
Posts: 4
Registered on: August 2015
|
Post by septicorn on Aug 11, 2015 12:27:50 GMT
Hello Nodo guests and members. I want to share with you and receive feedback on some of my PC gta races. Many of the tracks are relatively easy and are designed to have a shallow learning curve. I did this in hopes that beginners would find the tracks easy, fun to drive, and forgiving of mistakes while more experienced drivers would be impelled to focus on the more competitive and less technical aspects of racing. However, a small handful of the tracks are highly technical, narrow, complex and unforgiving, which is meant to appeal to those who relish a more technical challenge. All road tracks allow 1-30 players. I have a large number of unpublished (maybe around 10) off-road rally courses which I might be publishing soon. Hope you enjoy! Jobs by me: socialclub.rockstargames.com/member/Septicorn/games/gtav/pc/jobs
|
|
mullygrubb
Member
Posts: 24
Registered on: August 2015
|
Post by mullygrubb on Aug 12, 2015 11:34:25 GMT
LSIA Mini-Yellow, everywhere! Sometimes a bit of scenery can be the key ingredient to making an awesome track imo. Might I suggest mixing up the colours a bit? -Default was set to Super yet it seems more suited to maybe coupes or possibly muscle!? - more so, certain prop placements allow for numerous short cuts throughout the track, some unintentional simply due to natural flow. -5 laps is short enough to keep randoms content, but aesthetics and feel-good-feels are lacking slightly. Suggestions?LSIA Circuit
-Again with the yellow >.< -This section of prop placement, GARGH! -Checkpoint placement, again, needs revisiting. As I've learned, track lines seem obvious when it's your track, but when you're specifically looking for short cuts with no concern for track lines, they stick out like.. well you get the idea. -Longer track would suit more laps with more interesting aesthetics, but at current I'd wager 1/2 randoms would leave beyond 2-3 laps. -Replay-ability 4/10
|
|
septicorn
Member
Posts: 4
Registered on: August 2015
|
Post by septicorn on Aug 12, 2015 17:10:23 GMT
Thank you for the feedback. I had been considering deleting the airport circuits. It doesn't feel like there are enough props to define a large racetrack in the airport, and you're stuck leaving the racer without visual cues that tell him where the track lines are. When you look at similar airport racetracks such as R.O.N. Raceway the same thing is true (to the extent that you almost for sure will miss checkpoints on your first go-round); additionally there is corner cutting on that track but going off-road will actually make you lose time. I'm not exactly sure where the shortcuts you mention are, i'll have to look into that. I have never really considered aesthetics that much while making the tracks. I am mindful that props can serve to cue racers where the track goes next, and I am also mindful that floating props are eye sores (and also distracting to the racers). I'm sure it's something that will enter my mind in the future. Hope you play some other tracks, too
|
|