Deleted
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Registered on: January 1970
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Post by Deleted on Aug 8, 2014 7:13:42 GMT
So I spent a few hours tinkering in the creator, and I managed to come up with a track idea that has a good premise, but could use some help in my opinion. I've already had my brother help out(though his greatest contribution was the name), and yet I still feel it could run more smoothly. That's why I'm asking you guys to help out. Look at it on the Social Club page or play it in game, but any advice or opinion is greatly appreciated, so just look at checkpoints, props, or even overall track design and tell me where I can improve. Hope you guys like it, because I think it has lots of potential: socialclub.rockstargames.com/games/gtav/jobs/job/prRazu7bZ0u3C2H_e_xhyQ?platformId=nullIf you have any tracks you want to improve, change up, or hear feedback on, post it here and I'll do my best to help out.
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agrajag
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Posts: 26
Registered on: September 2014
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Post by agrajag on Sept 2, 2014 16:48:59 GMT
Played your track. Weird name but I guess it will get a few extra plays for that reason so that's not a bad thing. I thought the race flowed very well and there were only a few very minor things I thought you could change: • If you could get the start/finish line to the apex of the last turn (if you see what I mean) that would help if flow marginally better. • You have a few barriers sticking out at odd angles. IMO I think they should all the straight (i.e. parallel to the road). • The tyre line at CP 2 could be made into barriers for consistency if nothing else. • After CP 16 you could do with directing the traffic to the left a little better. Even on my third play I still went wide and ended up on the wrong side of the road for the next section. Perhaps some barriers here? • I know it's not the done thing in NODO but I feel the race would play better in non-contact. A mistake by the car infront can't be punished due to limited room and randoms will spoil the race. This is especially true as I think it’s possible to get stuck between the barriers (though I couldn't manage it when I tried).
I know that’s a lot of minor things but I really liked to track and have kept it bookmarked so you must of done something right. It flows nice, has a different technical bit with the mini-triangle and has fast and slow corners. Hope that’s what you wanted. I would post a track but mine are all very un-NODO. There's a great specialised GP style community here but I haven't created a GP style race yet.
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Deleted
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Post by Deleted on Sept 2, 2014 19:14:16 GMT
agrajagYeah, the name was my brothers idea and I rolled with it seeing as I was at a loss for a proper track title. -The start/finish line has been moved closer to the apex -I tried to put the barriers like that for aesthetic appeal, but if you think it affects the flow of the course I'd be willing to change them up. -The tire line is gone in favour of more concrete -barriers have been placed and problem solved -Yeah, this is definitely a track not made for randoms(far too easy to hit others). The max player limit is only 8, so I don't think there's a need to make it non-contact if you're in with NoDos. Feel free to race it with whatever settings you prefer, but I think contact makes this track what it is. If there's anything else you think needs improving, let me know. This whole track was a testing ground for new prop placement idea I had, so I'm sure there's a lot more redesigning to come. Thanks for trying the track out, and I'm really glad you enjoyed it.
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agrajag
Member
Posts: 26
Registered on: September 2014
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Post by agrajag on Sept 6, 2014 15:06:35 GMT
Replayed and liked the changes. Only real thing I would change is the barrier at CP 5/17 that sticks out at a odd angle. It's pretty easy to hit this one as all the rest in that section are straight. Would like some feedback on socialclub.rockstargames.com/games/gtav/jobs/job/R9rLWyDdqUOHf5FWLa9onA?platformId=2 if you wouldn't mind? It's slightly un-NODO in that's it's not propped out like a GP track but I think it's a nice route. Was a pain to create as it's a overlapping route so CP placement turned out to be slightly difficult. It's been down voted almost as much as it's been up voted so there's something iffy with it but not too sure what.
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Deleted
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Registered on: January 1970
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Post by Deleted on Sept 6, 2014 19:32:33 GMT
agrajagAlright, I've tried the track, and I'll go through the stuff that needs improvement in chronological order. The distance between the start line and the first turn should be longer. With up to 16 people trying to squeeze into that tiny highway exit, there should be more time for the racers to file into the racing line. I recommend placing checkpoints before the apex of the corner. It always seems awkward when CPs are behind a corner, plus it's a bad habit to get into seeing as there could be building obstructing it. Your's are fairly subtle, but I know they'd still be far more visible if they were centered better. Perhaps put props over the inside dirt at CP 7. I found myself cutting that corner hard because not only is the CP close to the inside, but there's nothing blocking people from cutting onto the dirt. The above point actually seems to be a persisting issue throughout the Sandy Shores section of the course. If you could use props to cut out some of those little shortcuts, it'd drastically improve that section of the track. Coming out of CP 16, there isn't any barricade blocking people from exiting super wide and going into the parking lot on the outside. Coming out of checkpoint 42, there's a huge cut to the right. If you take the dirt and go on the wrong side of the green road sign, you end up entering CP43 at a much better angle and can follow through with much better speed. Other than those, the track is quite nicely assembled. It's a shame there aren't more like it with long laps, but I guess that's just not the playstyle of most people. Keep on working on it because it definitely has potential.
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agrajag
Member
Posts: 26
Registered on: September 2014
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Post by agrajag on Sept 7, 2014 13:08:26 GMT
Thanks for the review. Really helpful.
Changed the start line. Re-done a lot of the CP's and it improves visibility massively. I've move all away from the apex, and for the faster corners I think they're generally before the apex. It really does make a big difference, even if it is very subtle. CP 16 now has the blockade. CP 42 has the huge cut taken out by propping but still has a fast flow as I haven't propped it so it becomes a tight corner.
However I haven't changed the whole Sandy Shores section. Your dead right - you can skip almost all the corners and some by a huge margin (e.g. CP 7). It's one of the downfalls of using the same corner for 2 different turns as the CP's can't be too close to each other. This means you end up having to have 2 CP's much wider from the apex than I'd like. Although I could block cutting around the rest of Sandy Shores I think it would spoil the consistency by being able to cut some but not others. Also I ended up running out of props so instead I've ended up telling people about the corner cutting in the description so at least everyone knows before playing.
I quite like long tracks, but like you say they aren't to everyone's taste and not many seem to be created. Feel free to suggest any other improvements or if you have any more tracks you want opinions on I'd be happy to take a look.
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agrajag
Member
Posts: 26
Registered on: September 2014
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Post by agrajag on Sept 9, 2014 12:12:39 GMT
Just encase your interested I've taken more of your advice on board and change the CP's in my race even more so basically all are before the corners. It's a bit of a easier track than I'd like due to allowing excessive corner cutting but it now all flows really fast and quite good IMO. I guess, given the route, I'll just have to accept that I can't get the CP's perfect but they're better now than they were.
Thanks again.
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Deleted
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Post by Deleted on Sept 10, 2014 0:01:13 GMT
agrajagNo worries man, That's what this thread is for. If you've got any other tracks that you want advice on, throw them my way.
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