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Post by killerpenguinno on Aug 3, 2016 3:39:35 GMT
Hi guys, I thought it'd be cool to make an airport track with the stunt creator, and after around 5 hours of snapping stunt track props and figuring out how to make a pit-lane Los Santos International Airport Grand Prix was complete. Edit: Moved post from the general creator section to the PC section as the track was created for PC. Here's the link if you want to check it out, it's my first track so I'd really appreciate your feedback LSIA GP
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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 9:23:33 GMT
Feedback the first, this has potential to be a good airport track
One of the issues plaguing elevated tracks is runoffs with no way to get back up onto the track. This is somehow more annoying when the track is only a couple feet up. Some wide building block sections, with or without slow strips, in places where people are likely to go off would be a major improvement.
Minor niggle, that is way too many wrenches. I never use more than a dozen and you want to keep them at the edge of the track as they can obstruct vision, particularly after sunset.
The pit entrance is a bit abrupt and may cause incidents when people brake for the 90 degree corner. A fork track and/or building blocks can help there as well.
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friskblue
Member
Posts: 4
Registered on: March 2016
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Post by friskblue on Aug 4, 2016 15:30:25 GMT
Really enjoyed the racetrack. The track elevation makes it difficult to "jump" back on once you have fallen off.
That being said I wouldnt add too large panels to solve the issue since they would ruin the nice airport layout which definitely adds to the charm of the scenery.
But since the whole track is completely even you should try to implement them in important sections like the first 3 or 4 corners and the last ones before the finish.
Nice work.
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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 16:57:16 GMT
Possibly a better solution than runoff panels would be to only use the stunt tracks to get over the dirt and other obstacles, then drop it back down to the existing tarmac on straights
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moppaking
Member
Posts: 198
Registered on: December 2014
Social Club: moppaking
Discord: moppaking#9784
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Post by moppaking on Aug 4, 2016 17:39:13 GMT
Overall a good track. Issues mentioned before was the ability to get back on the paved sections and I think the pit exit (which is a cross section iirc) might cause some trouble.
Other than that: nice track.
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Post by killerpenguinno on Aug 6, 2016 2:01:42 GMT
I've reached the prop limit, but I think I might as well just remove some props that are solely there for decoration and use them to put those foundations down. I was actually considering using those building blocks but then I got overwhelmed by the prop count and making everything fit.
Since it takes quite a while to fix the tracks and props I've also started working on a new track where I'm going to improve the pit layout and keep the whole track close to the ground (but not close enough for major lighting bugs/patches of grass everywhere).
Thanks for the feedback!
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moppaking
Member
Posts: 198
Registered on: December 2014
Social Club: moppaking
Discord: moppaking#9784
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Post by moppaking on Aug 9, 2016 14:06:23 GMT
Another quick thing to notice is the CP placement. It is good overall, but some are even unnecessary in my opinion. Best example is CP#2. There's nothing but a (rather) straight line between CP #1 an #3. So as long as you have a line of sight, remove checkpoints in between. Greater distances allow players to react better to the next checkpoint.
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