thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 2, 2014 23:33:43 GMT
My newest created race!!! Shes a BEAST!!! Been workin on this since this morning. Its half past midnight now. lol. rsg.ms/918690dAny refinement advice is welcome. This is now PS4 only.
|
|
agrajag
Member
Posts: 26
Registered on: September 2014
|
Post by agrajag on Sept 4, 2014 2:35:14 GMT
Played your race. Liked how ambitious you were with it. Making long races is a real pain. + Good mixed race. Not one-dimensional and good prop placement. Your CP placement in the mountains (where I've had problems before) is generally really good but slightly sparse IMO. - Because of it's size there's not enough CP's all the time. There's times when I had to look at the map to be totally sure where I was going. I think you've ran out of CP's so it's hard to suggest what you can do to change this. Also some of your CP's are slightly too far away from the apex of the corner. It's possible to hit to apex but miss your CP. Finally your CP placement is a bit inconsistent. Some are before the corner, some at the corner but away from the apex and some at the apex. It's enough to mean that I was never certain where the turn was exactly. +- I think the race has the potential to be really good. My only suggestion to gain a few CP's is to make the city section of your race slightly smaller by staying north of the freeway, for example. This would allow you to CP the mountain section a bit more. Also maybe a different name? 24 hrs in GTA time is about 45 mins. I'm not saying called it the Los Santos 4hr (or whatever it works out as) but I'm a bit of a perfectionist about that kind of thing. (I'm sure there's more things I could be called lol)
Hope that advice is of some use and isn't too harsh. Reading it back it sounds like I'm ripping it to shreds when I really quite liked it. I can believe the race took a while to create. It's easy to get lost in the creator as you try and map out a course.
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 4, 2014 7:35:46 GMT
well i did say it was welcome!
i didnt realise about the apex's ill double check it. i thought they were ok.
where did u not know where u were going? if u mean to direct you round a corner and not onto another road, i dont think every corner should be highlighted and there arent any turn offs to drive past without being highlighted. unless dirt roads. i thought they were evenly spaced too and the route was blatent, there arent any that far apart unless u could let me know of it/them.
and i dont want to sacrifice any of the track coz i like it myself! lol. i love the return back to the city taking those roads at next to top speed.
ill check those inconsistencies u mentioned too tho. or lettin me know which checkpoints u reckon need moving into suit would be a help if u could be bothered. theyre numbered on the race map..
oh and i only called it that coz it was long so you were likely to see it dark so i threw in a load of the flashy light up signs which i think look ace. and of course i thought it would make a good multi lap endurance race. a la 24hr.
thanks for the feedback.
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 4, 2014 16:49:55 GMT
ive updated it, with a few tweaks. mostly to do with checkpoint consistencies. and made a prop heavy corner much clearer. rsg.ms/918690d
|
|
agrajag
Member
Posts: 26
Registered on: September 2014
|
Post by agrajag on Sept 6, 2014 14:00:25 GMT
Had another play and CP is now consistent. I'm still not sure about the CP spacing in the mountain section as there's lot's of times where you can't see the next CP, but I guess that's just my opinion. I think you're right that not every turn needs a CP but I feel you should at least be able see the next CP. For example between CP 52 and 53, although the roads obviously the only ones you can go down you'd need good knowledge of the roads to know how to take the turns.
Only really major problem is after CP 49 there's a tarmac track going off to the left which could easily be taken. This could be solved by moving CP 49 to just after that left or just prop the turn off.
Overall though I really like the route and the variation in the types of turns and layout. It's a really good track.
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 6, 2014 19:20:42 GMT
Had another play and CP is now consistent. I'm still not sure about the CP spacing in the mountain section as there's lot's of times where you can't see the next CP, but I guess that's just my opinion. I think you're right that not every turn needs a CP but I feel you should at least be able see the next CP. For example between CP 52 and 53, although the roads obviously the only ones you can go down you'd need good knowledge of the roads to know how to take the turns. Only really major problem is after CP 49 there's a tarmac track going off to the left which could easily be taken. This could be solved by moving CP 49 to just after that left or just prop the turn off. Overall though I really like the route and the variation in the types of turns and layout. It's a really good track. you made 2 points 1- the blind corner between 52 and 53. i dont have anymore checkpoints to add but if i was to change it on your advice do you think maybe bring 53 slightly closer to 52 on the earlier bend? thought id ask your opinion as i think it might be more important where it is. and racing is about familiarising yourself with a track so i can handle 1 blind corner after having raced the course once. i think its even quite predictable so im of the opinion its not a necessity but if you prefer then others might too who arent familiar but i think the only option would be like i said above. let me know what you think. 2- CP 49. i agree. it wasnt obvious to me coz the checkpoint indicates the direction pretty clearly but youre right it could be missed. ive ran out of props so ill budge the checkpoint. it hasnt let me access creator for a couple of days but im in contact with rockstar support to get me back in. soon as i can ill make the change/s. and thanks again for the feedback. its a better race because of it
|
|
agrajag
Member
Posts: 26
Registered on: September 2014
|
Post by agrajag on Sept 7, 2014 2:49:10 GMT
Never heard of not being able to access the creator. Good luck getting a response from Rockstar, there notoriously slow at responding (if they do at all). Maybe try deleting the game cache (not the game or the save data) or unlink and then relink your PSN account to your social club account. If all that fails probably a total delete of GTA from your console and reload it back on. Just seems really odd that it's just the creator you can't access though. Or if you don't fancy the "risk" you could just wait until Rockstar replies Seeming you can't get on I'll try and have a play through early in the week, or maybe Sunday and write down properly where I think you could move CP's to make it a bit easier for those who aren't as familiar with the road layout (and I'll answer your CP 52/53 question then). I think I'm going to have to accept that the race isn't going to have a CP visible at all times but I bet there's better ways to use some of your CP's, now I know your not going to change your track (which is far enough obviously).
|
|
ΩmegaOzzy
Member
Posts: 572
Registered on: April 2014
|
Post by ΩmegaOzzy on Sept 7, 2014 3:31:38 GMT
thefroc Great track, Definitely my favorite to run around in and roast randoms.
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 7, 2014 15:55:28 GMT
thefroc Great track, Definitely my favorite to run around in and roast randoms. thanks! glad you enjoyed it!
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 7, 2014 16:10:16 GMT
Never heard of not being able to access the creator. Good luck getting a response from Rockstar, there notoriously slow at responding (if they do at all). Maybe try deleting the game cache (not the game or the save data) or unlink and then relink your PSN account to your social club account. If all that fails probably a total delete of GTA from your console and reload it back on. Just seems really odd that it's just the creator you can't access though. Or if you don't fancy the "risk" you could just wait until Rockstar replies Seeming you can't get on I'll try and have a play through early in the week, or maybe Sunday and write down properly where I think you could move CP's to make it a bit easier for those who aren't as familiar with the road layout (and I'll answer your CP 52/53 question then). I think I'm going to have to accept that the race isn't going to have a CP visible at all times but I bet there's better ways to use some of your CP's, now I know your not going to change your track (which is far enough obviously). when i try to load it up it gives me the message 'failed to download as there is invalid data'. rockstar got back to me with an email as long as my arm. its full of instuctions talking about NAT types, ports to have open and powercycles??? i have no idea what its on about, ill have a crack at it but im not confident!!! my internet has been disconnecting itself every now and again over the past week, maybe its something to do with that and will just pass? i dont know but whatever i do ill leave a post on this thread.
|
|
agrajag
Member
Posts: 26
Registered on: September 2014
|
Post by agrajag on Sept 8, 2014 2:42:41 GMT
Eek that doesn't sound good. Well done getting a reply from Rockstar but good luck doing anything with it. Tell me when you get back in creator and I'll have another look at your job then. Not too much point looking at it if you might not be getting in anytime soon.
It's possible that your internet dropped as it was saving to Rockstar and that could of messed something up. Unless you've changed your router / router settings recently I'm not sure why you'd need to do anything like port checking, but Rockstar probably knows best. If your internets dropping it could all be a router problem (unless you don't have a great connection normally obviously). Sorry I'm not more help and good luck with it.
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 10, 2014 0:53:19 GMT
okaaaaay, so you were right about rockstar support agrajag. complete waste of time. So i had to recreate it. and ive just finished it now. f'in rockstar!!! this is the new link. ive edited all the above links too so noone goes on the old one anymore. rsg.ms/918690dthe new one has a couple of improvements too. thanks and enjoy!
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 10, 2014 18:28:55 GMT
|
|
agrajag
Member
Posts: 26
Registered on: September 2014
|
Post by agrajag on Sept 18, 2014 1:17:06 GMT
Hi again, sorry I didn't review the race as quick as I said but better late than never. Illness, bookmark problem and other exciting things but here goes:
+ First congrats on the re-creation - it's a million times better than the first version and is propped and CP'd near perfectly. I'm keeping it bookmarked as good long lap races are few and far between. I think the routes different? Anyway it plays a lot better, CP's are used a lot better and it just feels crisper and more finished. +- Don't know if it's just my bad driving but I think CP 12 could be moved later - it's currently on a kink which I hit continually flying me into the alleyway straight ahead. - CP 41 needs 2 arrows as it's a tight corner which follows (i.e. move CP 42 and 41 until you get a 2 arrow chevron for CP 41) - CP 44 can go as it leaves zero reaction time for CP 45. If you do this CP 45 can be moved to the right-hand side of the road towards the apex (and maybe prop to force cars to the right side of the road?). - I think there could do with being a extra CP before 53. There's a slightly tight corner where it's easy to carry on straight especially as the rest of the track is so well CP'd. - CP 61 is unnecessary I think.
Clearly having your track effectively deleted spurred you on to create something better as I'm really a fan of it now.
|
|
thefroc
Member
Posts: 320
Registered on: July 2014
|
Post by thefroc on Sept 18, 2014 4:14:30 GMT
Hi again, sorry I didn't review the race as quick as I said but better late than never. Illness, bookmark problem and other exciting things but here goes: + First congrats on the re-creation - it's a million times better than the first version and is propped and CP'd near perfectly. I'm keeping it bookmarked as good long lap races are few and far between. I think the routes different? Anyway it plays a lot better, CP's are used a lot better and it just feels crisper and more finished. +- Don't know if it's just my bad driving but I think CP 12 could be moved later - it's currently on a kink which I hit continually flying me into the alleyway straight ahead. - CP 41 needs 2 arrows as it's a tight corner which follows (i.e. move CP 42 and 41 until you get a 2 arrow chevron for CP 41) - CP 44 can go as it leaves zero reaction time for CP 45. If you do this CP 45 can be moved to the right-hand side of the road towards the apex (and maybe prop to force cars to the right side of the road?). - I think there could do with being a extra CP before 53. There's a slightly tight corner where it's easy to carry on straight especially as the rest of the track is so well CP'd. - CP 61 is unnecessary I think. Clearly having your track effectively deleted spurred you on to create something better as I'm really a fan of it now. hey, thanks for that comment. gotta say when i saw that list of negatives i thought you might just be being picky but i checked out each point you made on the course map and my mindset just changed completely! your previous comments about a lack of cp's in the mountain area i agreed with but i thought i didnt have any cp's spare and that it was a minor so it only bothered me a bit. i cant believe i missed the 2 you mentioned. i already know where im goiong to put them, and imo there are only 2 places that would benefit. so, sweet. thanks! checkpoint 12 is a bit closer because after your earlier comments about not being able to see the next cp in places i moved it closer because it vanishes down the hill. ill try hit a balance with it. ill see what can be done. 41 and 42 bugged me, its so hard to get it right with such a short wiggly bit of road. ill try what you suggested. 44! of course it can go! cant believe i didnt think that. what annoyed me about it is if you aim straight for it and youre wide left you hit the late spawning fence because youre on a bend. i think your comment mightve just squashed the tiny nagging thoughts i had about it. so cheers again agrajag. ill get it done asap.
|
|