Xiphactin
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Posts: 200
Registered on: July 2014
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Post by Xiphactin on Nov 10, 2014 3:49:47 GMT
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Deleted
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Registered on: January 1970
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Post by Deleted on Nov 10, 2014 15:02:46 GMT
Very nice track. A few things I'd change though, remove a few of the unnecessary checkpoints on straights and move the finish line up a bit since it's coming out of that corner. Also keep in mind that tire stacks don't keep poles from being knocked over, you have to use barriers for that. After the barriers are placed over the pole, keep testing it till the pole no longer gets knocked over.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Nov 10, 2014 23:03:00 GMT
Very nice track. A few things I'd change though, remove a few of the unnecessary checkpoints on straights and move the finish line up a bit since it's coming out of that corner. Also keep in mind that tire stacks don't keep poles from being knocked over, you have to use barriers for that. After the barriers are placed over the pole, keep testing it till the pole no longer gets knocked over. My xbox is broken, so I won't be able to fix it for a bit, but I can get rid of the check points on the straights. Are you sure that tire stacks don't keep the lamp post from falling over? Maybe they act differently in the creator, but while I was in there I slammed into lamp posts at full speed multiple times, and the car came to a dead stop or bounced of each time, and true lamp post stayed up, even if the stack was already hit because the bottom tire stayed and blocked it. If it works differently in races then I will change it. Thanks for the feedback
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Deleted
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Registered on: January 1970
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Post by Deleted on Nov 11, 2014 8:10:59 GMT
Sorry about your xbox. Yeah tire stacks act different in the creator than they do in the race, they definitely don't stop poles from being knocked over. Another thing about the tire stacks is, someone can miss hitting the pole completely, but since the stack is wider they hit that, especially if it doesn't render in time.. Now we have a stopped car in the road, a knocked over pole, and serval tires strewn about, instead of just a pole.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Nov 11, 2014 17:21:56 GMT
Sorry about your xbox. Yeah tire stacks act different in the creator than they do in the race, they definitely don't stop poles from being knocked over. Another thing about the tire stacks is, someone can miss hitting the pole completely, but since the stack is wider they hit that, especially if it doesn't render in time.. Now we have a stopped car in the road, a knocked over pole, and serval tires strewn about, instead of just a pole. Oh, didn't know that, I'll fix it when I can. Thank you.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Nov 16, 2014 3:02:52 GMT
Ok, I managed to get my xbox to work for a little bit earlier, but it doesn't seem to be working anymore. I updated the track, it's a shame that the tire stacks don't work in game like they do in creator, because they worked really well there. I moved some checkpoints around and the start, and I decided to only use barriers to block corner cuts. I still decided to leave the project z and lsgp corner cuts because I like them, and they work well in the tracks they are from, but if they cause to much of a problem I will block them off too. I also added another race of mine that goes through the mountains. It starts like the north loop but ends up being much different.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Jan 13, 2015 2:24:05 GMT
I have made quite a few new tracks in the past two months and got a better understanding of race creating. I scrapped my tracks I though weren't good enough and put up the ones I think are my best work. I think X Grand Prix is definitely my best track followed by Little Seoul Loop.
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Deleted
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Registered on: January 1970
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Post by Deleted on Jan 13, 2015 2:45:20 GMT
I dig the flow that XGP has. As long as you don't forget slipstream on.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Jan 13, 2015 3:31:41 GMT
LMAO thanks. I forget it way too often
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russault
Member
Posts: 15
Registered on: January 2015
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Post by russault on Jan 24, 2015 4:14:53 GMT
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Jan 24, 2015 5:00:29 GMT
You should make your own thread for your tracks, where people can give feedback. It is easier to keep them seperate.
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russault
Member
Posts: 15
Registered on: January 2015
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Post by russault on Jan 24, 2015 12:03:59 GMT
Sorry, I didn't know.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Jan 24, 2015 14:14:44 GMT
It's fine
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Mar 19, 2015 21:23:27 GMT
Adding a new track, summit circuit, which is a 9 mile track through the mountains and combines many track's routes. It is mostly north loop and vinewood hell, with a few other roads not used in either mixed in to connect them.
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Xiphactin
Member
Posts: 200
Registered on: July 2014
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Post by Xiphactin on Apr 3, 2015 5:53:07 GMT
Added a remake section with some of the play station tracks I've remade to 360.
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