Sigilli
Member
Posts: 14
Registered on: April 2016
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Post by Sigilli on Apr 12, 2016 15:46:22 GMT
I do that as well. But when I upload directly from R* editor the video quality get's compromised a lot. If you find my review video on page 1, that was the best I could do and I did render it before uploading to YT. It was my first time doing it, so idk the difference. But I can look into it.
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dmiller187
Member
Posts: 865
Registered on: January 2015
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Post by dmiller187 on Apr 13, 2016 0:34:16 GMT
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 13, 2016 6:58:27 GMT
I can't test your track, b/c PC. But I can tell from the video that you've used rocks on the outside of a highspeed corner. I wouldn't do that simply b/c of the hitbox. If someone goes wide, then instead of being slowed down because they are grinding up at an barrierer (or something) they'll instead be send flying or at least get stuck. As you know all props that completely stop cars on the middle of the track (or a tight corner) is very bad and can ruin other drivers race.
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dmiller187
Member
Posts: 865
Registered on: January 2015
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Post by dmiller187 on Apr 13, 2016 7:19:00 GMT
Thanks for the feedback, the track has been "upgraded" since the demo vid was made, no more concrete stones on the final straight which was a poor move.
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 14, 2016 2:23:10 GMT
GUDBEAR'S TEST TRACK REVIEW OF. GBTR#2
HEALTHCARE GP Creator: Gt: Major Copyright / RSC: MajorCopyright / Time Zone: UTC-6
GUDBEAR RATING 9.6/10
Visual: 1.8/2 Good looking track. Reminds me of C.A.R.T. Well placed props. Nice location. Lacks visual pizzazz only.
~Technical: 2/2 Good route. Good checkpoints. Nice placement. Decent difficulty.
~Creativity: 1.8/2 Nothing groundbreaking. Good effort to make a finished track. Unique enough to add to any playlist. Great use of natural landscape and terrain to create obstacles, dips and jumps.
~Speed: 2/2 Excellent use of speed. Tight enough, fast enough, enough said.
~Playability: 2/2. Excellent playability. Easy to see turns. No need for radar, easy to race other players. Improvement in race times is possible and also desirable. I would play this track with a group or work on lap times alone. All round great track.
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 14, 2016 2:24:48 GMT
GUDBEAR'S TEST TRACK REVIEW OF. GBTR#3
FLASH POINT GP Creator: Gt: Major Copyright / RSC: MajorCopyright / Time Zone: UTC-6
GUDBEAR RATING 8.5/10
~Visual: 1.5/2 Fun looking track with fun props, and a pretty cool bridge
~Technical: 1.5/2 Not exceptionally tough, not exceptionally technical. Not foot to the floor either.
~Creativity: 2/2 Fun layout. Unique features such as trees at the airport. Great job on the bridge
~Speed: 1.5/2 Fast, but not edge of traction fast, not extremely competitive, but fun.
~Playability: 2/2. Well built in terms of checkpoint layouts, turn cues, no real tricks, no real traps, good for large group or GTA.
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 14, 2016 2:26:28 GMT
GUDBEAR'S TEST TRACK REVIEW OF GBTR#4
Turnip Grand Prix RSG: MaxPower1000 Xbox GT: BrocliDrop4334
GUDBEAR RATING 7/10
~Visual: 1/2. Could be improved Pretty basic. Not a lot of detail. Not a lot of decoration Just open runway for most of the lap
~Technical: 1.5/2 Nice turns. Lots of braking. Straights are punctuated with chicanes or braking. Pretty fast. I'd like to know the top time. Well placed checkpoints.
~Creativity: 1/2 could be improved Not really creative. It's tough to make a great airport course, this track has the meat, but not a lot of garnish. Not a stand out design or path. More technical than creative. Feel free to critique my runway tracks, I'm no expert on creating!. OPEN RUNWAY, and RED-EYE GP (1:37.008)
~Speed: 1.75/2 Pretty fast, lots of gas. Long straights come out of slow chicanes, meaning no real top speed at the end of straight. Good use of speed vs traction on the inside of the course. I like back to back hairpins, it's my bag.
~Playability: 1.75/2 Not a lot of visual cues for turns, rely completely on checkpoints. Checkpoints well placed, not overly confusing but could be enhanced with visual cues from props. Can't cheat any checkpoints that I have found, no traps, no tricks. Can be raced with a large group or head to head, lap times don't differ greatly.
Good track. I'd love to re-review it!
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iddqd
Member
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Posts: 143
Registered on: February 2016
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Post by iddqd on Apr 15, 2016 8:55:16 GMT
[PC] hi guys. i wanna post my track here: Santa Monica GP its the first release, i am planning on integrating a pitlane, probably after checkpoint 3 , the tight hotel go around on the right. socialclub.rockstargames.com/games/gtav/pc/jobs/job/r9ETwmrta0u1YzZJtZwIgAmy trackbuilding philosophy is: - why do i build this track - what makes it special - does it flow - can we live without it i have a sense for quality and i wanna reflect this in my track. -checkpoints should be placed in way they dont disturb but let u concentrate on the actual track. less is more. and never should u need to think where to go. at least after the first lap. -props are important. visual helper for the racing line, braking points make the track flowy -lamp posts. classic -be kind and consider to help with chokes. races are more fun when u asn fight trough the corner without getting fully stopped by a prop. another solid track of mine but extremely tight is "F-Zero"
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 15, 2016 10:38:03 GMT
Bauhaus? Are you a design student? What class do you recommend? I will but haven't tried your track but I'm worried about how tight it seems to be. The two sections where you go off road through the gas station, where you divide the road into two lanes. It's hard to make those kind of design decisions to work without damaging the flow of the track. Especially if you're driving a fast car. I'll try it out when ever I feel like having the time. May take 1-3 weeks
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iddqd
Member
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Posts: 143
Registered on: February 2016
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Post by iddqd on Apr 15, 2016 15:17:53 GMT
Bauhaus? Are you a design student? What class do you recommend? I will but haven't tried your track but I'm worried about how tight it seems to be. The two sections where you go off road through the gas station, where you divide the road into two lanes. It's hard to make those kind of design decisions to work without damaging the flow of the track. Especially if you're driving a fast car. I'll try it out when ever I feel like having the time. May take 1-3 weeks less is more, dont know where exactly i picked that one up but yeah, i was a graphic/art student. oh dont worry, u have a nice gas triggering flow through the gas station, making it very satisfying.its all on the road. u should have just played it right away the divided street is 4 lane street with an additional gras stripe area in the middle, plenty of space. the first corner might need a bumpless floor, and the second last checkpoint is very deep in the apex, but it hasnt been missed yet on the outside. and i am considering moving the last/first barrier in the hairpin after the gasstation(the one at the apex) a tiny little bit towards seaside cause it just looks a bit unnatural. but it flows.
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b00tsy
Member
Posts: 33
Registered on: April 2016
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Post by b00tsy on Apr 15, 2016 20:00:58 GMT
Hi guys, What do you think of this track I made? I personally like the flow of this circuit. It's not a very hard track, but it does have a section that can be tricky. - Little Seoul GP
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 16, 2016 1:04:53 GMT
GUDBEARS REVIEW OF: GBTR#5
Mirror Park Loop Creator: RSG: MaxPower1000 Xbox GT: BrocliDrop4334
GUDBEAR RATING 8.75/10
~Visual: 1.5/2 could be improved Nice mountain scenery, contiguous style. Tire lines used throughout give a sense of style to the course. Stay off the tires! They will ruin your life faster that meth.
~Technical: 1.75/2 Great turns, great elevation changes, decent checkpoint layout, tire lines keep you off the sidewalk at all times.
~Creativity: 1.5/2 could be improved While the course itself is well built, and the surroundings look good, there is not a lot of decoration, or additions to the terrain or unique features or chicanes.
~Speed: 2/2 Nice sense of speed, fast course with great corners that allow you to carry speed into straights. Great corners, not a lot of obstacles to hinder top speeds.
~Playability: 2/2 I like this track very much. Very much. I'm not great at it, but it is enjoyable, great turns, great speed, well defined, well placed checkpoints. I feel like this track could look better, and a bit more variety, eg, more than one type of barrier, but, this review is MY opinion. Race it yourself, you won't be disappointed.
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Lord Of Soft 97
Member
Verba non Facta
Posts: 11
Registered on: December 2015
Xbox GT: Lord Of Soft 97
Steam: L㊉RÐ ㊉₣ S㊉₣Ŧ 97
Social Club: Quaslusive
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Post by Lord Of Soft 97 on Apr 19, 2016 15:27:03 GMT
The rally race is on PC platform. Sorry for the inconvenience for not notifying this earlier.
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 21, 2016 11:33:27 GMT
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stivar02
Member
Losing whilst racing fairly is always better than winning whilst racing unfairly.
Posts: 68
Registered on: April 2016
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Post by stivar02 on Apr 21, 2016 14:55:40 GMT
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