fab. ICEMAN
Member
MCEC Season 2 GT1 Champion SAGTC Season 5 Champion
Posts: 577
Registered on: June 2015
Steam: fab.ICEMAN
Social Club: fab.ICEMAN
Discord: fab. ICEMAN#8141
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Post by fab. ICEMAN on Aug 4, 2016 14:17:05 GMT
Not only that, we will get bored from all the tarmac props quickly. The possibility to create absolute unique tracks only with the new props is not given, the range of the props we can use is just too short. The tightest chicance you can build consists of two crossroad props... The goal must be to implement the props into the scenery and find new ways to use corners in the game we haven't been using. Who wants to race 100 meters in the air anyway? btw: If you're looking for tracks with the new props you can try and have a look at my updated Pop's Pills
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martindurin
Member
^ kerb boost! ^
Posts: 492
Registered on: May 2016
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Post by martindurin on Aug 4, 2016 14:30:58 GMT
Not only that, we will get bored from all the tarmac props quickly. The possibility to create absolute unique tracks only with the new props is not given, the range of the props we can use is just too short. The tightest chicance you can build consists of two crossroad props... The goal must be to implement the props into the scenery and find new ways to use corners in the game we haven't been using. Who wants to race 100 meters in the air anyway? btw: If you're looking for tracks with the new props you can try and have a look at my updated Pop's PillsWell said.
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fab. ICEMAN
Member
MCEC Season 2 GT1 Champion SAGTC Season 5 Champion
Posts: 577
Registered on: June 2015
Steam: fab.ICEMAN
Social Club: fab.ICEMAN
Discord: fab. ICEMAN#8141
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Post by fab. ICEMAN on Aug 4, 2016 14:36:01 GMT
I still want to point out that this is the greatest update ever and we will have great fun with all the new and updated tracks!
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Post by Benimi on Aug 4, 2016 14:37:58 GMT
I still want to point out that this is the greatest update ever and we will have great fun with all the new and updated tracks! It is. We'll push it to the full potentional, and beyond.
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metoxys
Member
Posts: 166
Registered on: April 2016
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Post by metoxys on Aug 4, 2016 15:10:39 GMT
I'll go ahead, and say it. Completly flat tracks with the new props will be one-sided/boring. To make tracks unique, you'll need elevation changes. I'll put up a "tutorial" to the content creator thread, how to make more sudden, but at the same time smooth positive elevation changes, as soon as I got close to paint. (It really isn't a tutorial, just a way to make regular curves only using straights.) Nothing against elevation changes per se. I just find it very very VERY refreshing to race on tracks that aren't full of bumps or invisible (to the unitiated driver) kerb boosts. I actually hope to see more props-only tracks because they change the way people race in GTA. Less focus on map and kerb boost memorization and more focus on spontaneity and racing technique.
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Post by jeffreyb1990 on Aug 4, 2016 16:46:13 GMT
I'll go ahead, and say it. Completly flat tracks with the new props will be one-sided/boring. To make tracks unique, you'll need elevation changes. I'll put up a "tutorial" to the content creator thread, how to make more sudden, but at the same time smooth positive elevation changes, as soon as I got close to paint. (It really isn't a tutorial, just a way to make regular curves only using straights.) Nothing against elevation changes per se. I just find it very very VERY refreshing to race on tracks that aren't full of bumps or invisible (to the unitiated driver) kerb boosts. I actually hope to see more props-only tracks because they change the way people race in GTA. Less focus on map and kerb boost memorization and more focus on spontaneity and racing technique. The only problem is that props-only tracks are curbboost heavens.
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DaveYanakov
Member
My name isn't actually Dave. I've just been using this handle long enough that I will answer to it.
Posts: 121
Registered on: December 2015
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Post by DaveYanakov on Aug 4, 2016 16:55:44 GMT
I have learned in the course of reviewing and creating that putting a track out in the middle of nowhere is going to be awful, particularly if it uses nothing but barrier sections. At the very least, landmarks need to be constructed with props if the track isn't going to incorporate existing terrain.
Also, add runoff areas if your track is elevated. Seriously
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metoxys
Member
Posts: 166
Registered on: April 2016
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Post by metoxys on Aug 4, 2016 16:55:56 GMT
Nothing against elevation changes per se. I just find it very very VERY refreshing to race on tracks that aren't full of bumps or invisible (to the unitiated driver) kerb boosts. I actually hope to see more props-only tracks because they change the way people race in GTA. Less focus on map and kerb boost memorization and more focus on spontaneity and racing technique. The only problem is that props-only tracks are curbboost heavens. I am speaking as somebody who has pretty much zero knowledge of kerb boosts that aren't, well, kerbs. Like, kerbs in mountain roads, or offroad kerbs, these kinds of things. These kinds of things require memorization, practice, being taught by someone who knows these things. Prop-only tracks don't have that. Memorization and "elite advantage" don't matter. You know, I come from TrackMania. In TrackMania, there is no frame rate advantage, there are no kerb boosts, no mdsb. The only thing that requires *mild* memorization is proper lines for dirt roads in Stadium, but because they are extremely buggy pretty much no serious trackbuilder uses them and you won't find Stadium dirt roads outside of Nadeo campaign tracks. What TrackMania teaches you is intuition, quick learning, precision driving to some extent, and pure skill. Prop-only tracks are like that. They reward intuition, quick learning, precision driving to some extent, and pure skill. And I really like that a lot.
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bladecruiser
Member
Posts: 1,287
Registered on: June 2015
Social Club: BladeCruiser
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Post by bladecruiser on Aug 4, 2016 18:36:16 GMT
The only problem is that props-only tracks are curbboost heavens. I am speaking as somebody who has pretty much zero knowledge of kerb boosts that aren't, well, kerbs. Like, kerbs in mountain roads, or offroad kerbs, these kinds of things. These kinds of things require memorization, practice, being taught by someone who knows these things. Prop-only tracks don't have that. Memorization and "elite advantage" don't matter. You know, I come from TrackMania. In TrackMania, there is no frame rate advantage, there are no kerb boosts, no mdsb. The only thing that requires *mild* memorization is proper lines for dirt roads in Stadium, but because they are extremely buggy pretty much no serious trackbuilder uses them and you won't find Stadium dirt roads outside of Nadeo campaign tracks. What TrackMania teaches you is intuition, quick learning, precision driving to some extent, and pure skill. Prop-only tracks are like that. They reward intuition, quick learning, precision driving to some extent, and pure skill. And I really like that a lot. There is definitely something to be said for cutting out all of the dumb mechanics in GTA that are just because of the roads in use. However, care does need to be taken in crafting the tracks to make sure that the track has some purpose to it. If it's just meant to be a complete recreation of a real life track, such as Oh_Darn's Monza, then you'll be wanting to spend your prop limit on making sure that the track is as close as possible, and also making sure you've got the space means either making it an airport track or a floating track. And then there's the way ovivoJR revamped his Montreal track, that captures the flavor and style of the real life track, but uses the surrounding scenery to give the drivers an "in universe" race track experience. It really all depends on what the creator wants to accomplish, and the creativity they can leverage to wrangle the props into the correct positions to achieve the results they desire. It doesn't take much effort to make a half assed shit track, but to make a truly epic track, you'll be engaged for a full day or longer even for shorter tracks to make sure everything is placed just right to give exactly the experience you want.
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Post by therealroadkill on Aug 8, 2016 3:36:40 GMT
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Post by EDDI2142 on Aug 9, 2016 19:19:36 GMT
So I just read the following and I must say that I didn't expect this from R*: "GTA Online Premium Races have been updated – now with GTA$ payouts for 1st (GTA$100K) 2nd (GTA$30K) and 3rd place (GTA$20K)." I have to say this is a really nice move of the developers, kinda feels like the listened to the community. Source
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mick1895
Member
it ain’t about how hard you hit, it’s about how hard you can get hit and keep moving forward,
Posts: 131
Registered on: May 2016
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Post by mick1895 on Aug 15, 2016 23:05:43 GMT
So I just read the following and I must say that I didn't expect this from R*: "GTA Online Premium Races have been updated – now with GTA$ payouts for 1st (GTA$100K) 2nd (GTA$30K) and 3rd place (GTA$20K)." I have to say this is a really nice move of the developers, kinda feels like the listened to the community. SourceI agree with this but they have put a 2million enter free becuase ur only allowed certins cars I don't like the t20 and I lost out on money because I dont like a car so r* still are perfect
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Post by Sarah on Aug 17, 2016 4:00:14 GMT
i made this like a week ago and figured it fit in here tbh
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