iddqd
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Posts: 143
Registered on: February 2016
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Post by iddqd on Apr 22, 2016 16:10:57 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" well well. its now a final version. if u find a flaw i'll buy u a drink!
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Deleted
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Posts: 0
Registered on: January 1970
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Post by Deleted on Apr 22, 2016 21:16:02 GMT
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t3x
Member
Posts: 15
Registered on: April 2016
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Post by t3x on Apr 22, 2016 21:51:11 GMT
Hey Guys ! Looking for some people to test my first track Speed in the hills (I'm bad at titles), this circuit has a long fast straight, fast sections in the city as well as tight technical corners in the hills, Supercars recommended for ultimate thrill. Let me know what you think Created on PC Speed in the hills
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 23, 2016 1:56:50 GMT
Hey Guys ! Looking for some people to test my first track Speed in the hills (I'm bad at titles), this circuit has a long fast straight, fast sections in the city as well as tight technical corners in the hills, Supercars recommended for ultimate thrill. Let me know what you think Speed in the hillsPlatform?
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t3x
Member
Posts: 15
Registered on: April 2016
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Post by t3x on Apr 23, 2016 2:59:13 GMT
Sorry mate, i've edited my post, it's on PC.
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Deleted
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Registered on: January 1970
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Post by Deleted on Apr 23, 2016 8:19:30 GMT
Here's another version of CNLS GP, which is more of a test version. Some of the less-necessary barriers have been omitted in favour of shipping containers that properly shape the track. Visibility is quite poor but the containers will be changed for tyre walls on PS4. Again, any and all criticism is welcome on any aspect of the track. PS3: socialclub.rockstargames.com/games/gtav/ps3/jobs/job/t7WdKaHwUkyWSFO4Zob94g
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 23, 2016 19:59:52 GMT
GBRT#6 GUDBEAR'S TEST TRACK REVIEW OF: San Andreas Custom TourCreator: equationunequal {NODO commissioner} Original threadGUDBEAR RATING 9.99/10~Visual: 1.99/2 Very beautiful tour. Nice landscapes, big skies, tunnels, deserts, ocean views and a trip through the fast part of downtown. Not a lot done to ADD to the visual appeal, however great care in details was taken. All the existing man made barriers and chicanes are perfect and look R* style and quality. ~Technical: 2/2Great use of natural terrain and chicanes, to create speed, subtract traction, give flight, and keep you one your toes. If raced with Benny's customs it really takes advantage of the limits and capabilities of the muscle cars. I'm about 90 seconds slower with any Benny's custom on this track, than I am with a T20. I realize that it's called San Andreas Custom Tour because it passes past the low santos customs shops, but I assumed at first that it meant it was supposed to be muscle cars so I used muscle cars and I liked it. The checkpoints are nearly perfect in their placement. Races well with Supers. Very fast. ~Creativity: 2/2This track is great. It's creativity comes not from its user made jumps or flips or bridges or tricks, it comes from it being a well thought out course, a detailed prop creation, I always expect man made obstacles, and this track delivers with creative and well placed chicanes that punctuate high speed sections, as well as unique additions that allow unique routes not offered by natural terrain. ~Speed: 2/2 Yep. It's fast. With lots of features to slow you down. Super cars devour this track but aren't nearly as fun as muscle, sports, sports classics. Long straights and tight sections even out the field in most classes, but top speed is still a huge factor on his one. You can carry a lot of speed if you are wise about it. ~Playability: 2/2 Huge, long, open, well placed, fair, well built track. Playable in large groups, non contact, in playlists, I'd love to participate in an even on this course.
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on Apr 24, 2016 17:21:20 GMT
GBTR#8 GUDBEAR'S TEST TRACK REVIEW OFThe People of LS RacewayCreator: BrocliDrop4334 Original threadGUDBEAR RATING 8.05/10
~Visual: 1.5/2 (could be improved)Not a great looking track, but there's not a lot you can do about scenery downtown. Some variety in props may add to the visual appeal. I understand the draw towards using tires and barriers only, I grew up watching C.A.R.T. And the idea of a temporary street course is very high on my list of appealing track styles, add some flair. Beach flags, or signs, turn markers, pilots, anything. ~Technical: 1.25/2 (could be improved)I find this track to be a bit confusing. The spacing of the tire stacks and tire lines and striped barriers doesn't really guide the racer around the track. When there are equal sized spaces between barriers, it's only the checkpoints that show the course. (Eg. Checkpoint 32) The course has some nice turns and effort was put into making chicanes and a confluence of two racing paths that use the same barriers. However, the barriers are confusing, and the tire lines are placed in locations that bring the race to a halt not only for the driver who hits them, but for everyone behind that driver. I always like to race a track on morning setting, it gives me an idea of what props will disappear. There is also a turn where the barriers and tire stacks run right into a wall, which to me seems like a trap, but I'm sure it wasn't meant to be. ~Creativity: 2/2Unique course, not a typical path through the fastest bits, but not too zig zaggy either. A well thought out path. Where I took away points for the look of the barriers, and the confusing layout, I am awarding full points for creativity for 3 reasons. Creative use of chicanes, creative path, including using 1 barrier to create 2 turns, and the inclusion of the pit lane. I am still trying to develop a good way to use pit lanes, this incarnation is unique and clever, I don't know if I love it but I admire the attempt. ~Speed: 1.8/2 This track seems to have 2 separate sections, tight and technical, wide open and arcade. Some of the corners are hard to carry speed around, e.g. Heading into the ER lane at the hospital. ~Playability: 1.5/2I have played this track a few times now with ransoms, and it seems like most people are having trouble seeing the props, sometimes they appear out of mirage, which happens with tire lines a lot. With some changes, the playability could be vastly improved. Large groups get a bit hung up on certain corners, but there are still people clicking retry, so it can't be all that bad. That having been said, this is MY opinion, the humble opinion of a Carpenter who drives a Cinqocento, not a professional race engineer. I don't do these reviews to insult or discourage anyone, I do them to add to the community, and hopefully receive feedback on my own creations. It can be difficult to be honest about your opinion and still sound polite.
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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 28, 2016 13:45:46 GMT
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Post by hoperunsdown on Apr 29, 2016 2:18:30 GMT
Hey thanks, man. I had given up on getting any feedback, even from you, but hey, here it is! I'm going to open up the race now and consider each of your suggestions in context. I've done so many builds since then I forgot which one was up for review. But yeah, I remember, now. Glad to hear you agree with guard rail height! Anyway, I'll keep you updated and thanks in advance for any improvements realized through your efforts!
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t3x
Member
Posts: 15
Registered on: April 2016
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Post by t3x on May 2, 2016 1:17:25 GMT
I'll give it a go tonight
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on May 7, 2016 18:33:53 GMT
GBTR#9 GUDBEAR'S TEST TRACK REVIEW OF
Under The Dynamo Creator: gears0nfire Original threadGUDBEAR RATING 9.2/10~Visual: 1.75/2Driving under the windmills is not as thrilling as flying under them; but this track does its best! Cohesive prop style, nice setting, cleanly placed barriers and props all combine to make a very well crafted track. Where I have subtracted points is in beautification and variety. The real problem is the washed out colour of the dirt track. It's all the same tone the whole time, it makes the shadows very dark, but also creates shady sections, which are used very well on this track. There are only a few prop styles used, which creates a very clean track and clean look, but I think it could be improved with a few props to try to bring out the earth of the landscape. ~Technical: 1.9/2I think this track is very technical, I have raced it with coupes, which I usually will do in an off road situation, and man is it a great course. It doesn't restrict any cars, and doesn't give any real advantage to a higher ride height. I'm about 40 seconds off of my brawler time, with my F620, but it doesn't feel like it. Cleanly placed props. Not confusing, not overly complicated. Great use of space, overlap, elevation change, traction and speed. 0.1 lost for not telegraphing how tight some chicanes are. (And because I'm a prick at heart) ~Creativity: 1.8/2Great use of the natural terrain, great integration of props, great course, great overlap, nice embedded container jump, cohesive style, cohesive look, runaway sentence. I really like this track. It seems weird that it side faulted as 3 laps, but it's not a chore. Beautification, it matters to me, maybe not to others, but this is not a committee. This is just my stupid opinion, man. I'd like to see more decoration. Maybe signs or corner markings, or flipped over junky cars. It's got such great rally style, I suggest trying it on coupes, or sports. Really great chicanes, but with all the spinning blades, no effort was taken to really incorporate the windmills. Not very quixotic. ~Speed: 2/2 Fats the, slow, in between. Up, down, flat. Speed vs traction is important on this track. Every time that I roll my brawler, I remember that fact. Some sections give you a boost, some sections give you an ulcer. Get in, go fast, get paid. ~Playability: 1.75/2 (could be improved)Great playability, good for large groups, good for time trails, non contact, and all car classes. Not too tight, not too tough, no tricks, no traps. No GTA weapons or boosts. -0.25
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gudbear
Member
Posts: 30
Registered on: April 2016
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Post by gudbear on May 8, 2016 18:27:45 GMT
GBTR#10 GUDBEAR'S TEST TRACK REVIEW OF
Spaghetti Junction Creator: gears0nfire Original thread
GUDBEAR RATING 9.8/10
~Visual: 2/2I want to deduct points, but I just can't. I want to say it could be jazzed up, but I can't. The barrier style is spot-on. The unique props used at the hairpins, great look. This track looks great and looks even better when you race it at night. In fact it is a great imitation of a temporary road course. Very finished. Good scenery, and the up and down pretzel that the track throws you through reminds me of futuristic racing games from ps1. Great job. ~Technical: 2/2Spaghetti junction is about as technical as you can get for a highway race. The course is inventive, clean, clear and functional. The turns are almost too technical, but it all adds up to make a great track. Not too many high speed turns, but the chicanes and hairpins punctuate the sweeping full speed sections. The barriers are expertly placed and look great. The use of the lights is such a pro move, and adds a distinct race option. ~Creativity: 1.9/2This track is great, it's clean and well styled, it's technical and fast, it's unique but cohesive. The point I wanted to take off of visual I am going to take from creativity. The pizzaz factor is missing. It's not a big deal, but a few flags, or a few more decorative props would make this a really attractive course. ~Speed: 2/2It's fast, ok. Great high speed sections, punctuated sharply with chicanes and hair pins. Fast in all classes. ~Playability: 1.9/2Well placed barriers, well placed checkpoints, great course. Suitable for large groups, time trails, and all car classes. Well spaced and the sound of passing cars on different levels adds a great aspect to the larger races. I would deduct .25 for not having boosts or weapons set up for GTA, but I can see the purpose was to make a pit lane for extra long races. So I'm only taking 0.1. I would really like to see a true GTA style option for this track. You can always have a pit lane and call it GP. maybe? No? Just suggestions. I am happy to make this track my 10th review. It's fun, and I have had the chance to whoop a few good racers on this track while I was testing it.
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scrazor92
Member
RSC Name: Scrazor92 | PSN ID: Scrazor92
Posts: 133
Registered on: February 2016
PSN ID: Scrazor92
Social Club: Scrazor92
Discord: Scrazyy#3335
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Post by scrazor92 on May 9, 2016 0:18:10 GMT
So, here is my 2nd track showcase. Let me know what you think rsg.ms/45a7304
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Post by analogxfuture on May 16, 2016 19:37:19 GMT
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