New to the Trials series, recently started building, mostly focusing on themed tracks.
So far the ratings/downloads seem very positive and that keeps me inspired to make many more in the future as Track Central is a big part of the community of this type of game. And seeing tracks pop up on YouTube here and there is also nice. I will work on recording good quality replays in the future.
NEW - Farmland Fortress - Medium - 23-1-2014
Other Tracks in order of Creation (newer first ,with dates)
Fishy Christmas - Hard - (24-12-2013)
Creek Cross - Easy - (16-11-2013)
Halloween Keep - Hard - (31-10-2013)
Tidal Terminal - Medium (29-9-2013)
Roman History - Hard (9-9-2013)
Magma Chamber - Medium (27-8-2013)
Piranha Pool (27-7-2013) - Easy - Piranha Only
Red Sands Gold Mine (10-7-2013) (RL pick) - Extreme
Mechanical Vapor (16-6-2013) - Easy - Phoenix Only
Cold Peak (5-5-2013) - Medium
Steel Valley (1-5-2013) - Hard
Donkey Mountain (18-4-2013) - Hard - Donkey Only
05-13-2013
TeriXeri
Re: TeriXeri's Tracks List
Updated with replay videos.
05-21-2013
TeriXeri
Re: TeriXeri's Tracks List
New Track on Track Central : Upside Town
Had this thing nearly finished sitting there so released it, main focus for may/june are on my track builder competion tracks, not this one.
Edit: 22-5 Not too happy with the track, feels like I rushed it too much. Not gonna put this in my "official" track list/youtube channel, as it was just something I wanted to push out fast so didn't test it enough which shows in a sloppy driving line in my opinion, lesson learned http://forum.redlynx.com/forum/image...icon/smile.gif The green bridge part couldve been made a lot better as far as obstacles go and that's the most rushed part, the ramps at the start in the tunnel (before the crates) could use tweaks too.
I might Re-Release it in some weeks with a few different obstacles to improve the flow as right now it's not a 100% medium track, and some parts have luck involved, not skill.
05-23-2013
ConfusedMuscles
Re: TeriXeri's Tracks List
I played ColdPeak and it was a decent track. Much better than most of TC. Pretty good winter theme you had going on. I rated it 4/5 as it was a solid track but I felt you could have improved the driveline just a bit. I watched the vids of your other tracks and I am pretty sure ColdPeak is your best work. Never rush out a track. A great way to find problem areas is to have people test your tracks before you release them. It frustrates me when people release three versions of the same track because they didn't take the time to fix things the first time.
05-23-2013
TeriXeri
Re: TeriXeri's Tracks List
I will definately put in more time testing, and consider before releasing future tracks, I agree having multiple versions of the same thing isn't good if it's almost the same.
I learned a lot making tracks since April, and it still amazes me what people put out of the editor. I think sometimes I stretch out the track too much as happened in my 2 city tracks, high speed can be fun but it has to have flow and not just some flat track gaps with weird places out of place obstacles.
OPE/Physics/Triggers/Events get a lot easier once you know more about it, still learning a lot every time.
I usually have no problems thinking a background but when it comes to actual obstacles/drive line I sometimes get a bit stuck, thinking up good obstacles is a lot harder then some scenery imo.
I started building on PC and never knew about the game until like March, but the amount of youtube content on this game and the xbox version is amazing inspiration, but seeing the DLC objects make me a bit jealous http://forum.redlynx.com/forum/image.../icon/razz.gif
I hope the 2 DLC will come out on PC too at some point as the objects i've seen could be very handy for themes in Gold. Primes/Medieval/Circus/Boats/Airplanes/Western come to mind, in the meantime, gotta think up alternatives and custom objects.
Cold Peak is my Favorite out of my tracks as well as it felt the most complete/different and it also got by far the most rates/downloads so I guess others did like it too http://forum.redlynx.com/forum/image...icon/smile.gif
05-23-2013
ConfusedMuscles
Re: TeriXeri's Tracks List
You are spot on. High speed tracks are great but you seemed to put too much flat surfaces with no variety in some places. Flow is very key. Jumps should flow together. Add in some spots were you have to let off the gas a bit to get the jump right. Too much hold down the gas parts can get boring. You have a good understanding of object position events and physics so if you add some replay ability to your tracks you will continue heading in the right direction. Add me on Uplay man. I love helping fellow builders.
06-13-2013
TeriXeri
Re: TeriXeri's Tracks List
New Track is up : Mechanical Vapor
Easy Difficulty
Video up
06-14-2013
ConfusedMuscles
Re: TeriXeri's Tracks List
Great job improving your driveline skills. Good variant of obstacles. Gave this track a solid go. Took 1st last time I checked. Hope you like my replay!
07-08-2013
TeriXeri
Re: TeriXeri's Tracks List
Having a bit of a struggle thinking up proper obstacles that fit in my current track, as it's hard to decide hard or extreme I don't want to make it too easy but not too ninja either, I might be too focused on theme but lack of DLC items make that theme much harder to realise (wild west/western), watching youtube a lot for ideas but the majority is xbox with DLC, I have no problems making backgrounds and scenery, driveline/obstacles slow me down.
07-08-2013
rlmergeuser
Re: TeriXeri's Tracks List
The "Advanced Search" function didn't work for me, so I couldn't find you on TC. Do you mind if I add you on Uplay?
07-10-2013
TeriXeri
Re: TeriXeri's Tracks List
Fine tuning some drive line obstacles, new (themed extreme) track should be out this week, and then afterwards I will work on some "easier" themes/shorter tracks. Still got some rough ideas in my head on a couple tracks (ranging from easier to extreme), or a simple skillgame, maybe a supercross as well.
07-10-2013
TeriXeri
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
New track is out:
Red Sands Gold Mine
Put the terrain editor to the test and did some things I didn't know were possible before, maxed out complexity so kept physics/OPE to a minimum as its mostly about the scenery.
Just played it and it looks pretty awesome. Too bad I have some lag on the track http://forum.redlynx.com/forum/image...s/icon/sad.gif hope I can fix it with some settings. Only thing I could say about it atm is that some obstacle felt more hard than extreme, but that is not really a problem(or maybe I'm getting too good on extremes http://forum.redlynx.com/forum/image...on/biggrin.gif ) Oh and there was one cp I noticed that the bike spawned a bit in the board instead of on so you have a bit of grip loss when immediatly drive on reset. Best to use a custom respawn when that happens. Other then that, great track
07-10-2013
TeriXeri
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
Thanks for the feedback.
I put extreme because it has some obstacles seen in out of the pit/truth is out there, on the easier side of things, and it's better to have an easier extreme then an extreme hard as said in the tutorials.
Did a lot of last minute tweaking to fix lights and add some style to the ending so might have missed the checkpoint respawn, I put a load of checkpoints to make it accessible, I think I use the max number at some point I couldn't add more.
Only thing I don't like so much is the downhill wooden tower thing, but I had double rail wheel hook there at first and that felt a bit too ninja and didn't fit the theme too well.
07-11-2013
kalianhagle
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
I played thru this once, nice track! Good, solid theme with lots of details. Driveline seemed fine, will come back to it tomorrow and play it some more.
The dirt texture color made it look a bit like I was in Durotar in World of warcraft.. http://forum.redlynx.com/forum/image...on/biggrin.gif
Quote:
Originally Posted by basslineux001
Only thing I could say about it atm is that some obstacle felt more hard than extreme, but that is not really a problem
Yeah I felt that too. There were obstacles I think is considered extreme too tho, so I feel the track difficulty is set as it should.
Bitwise frustrating when it comes to rushing the track. More specifically, the obstacle next to the third last checkpoint was a pain in the ***. Although very rewarding with a clean pass.
I sharpened the time down to 1:12..842.
07-17-2013
TeriXeri
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
Atm nothing big in the works (bit occupied with other games as well). Got a few ideas in progress but nothing I put many hours in yet.
Open for suggestions on themes/locations.
Difficulty can go from beginner to medium (maybe hard) , no new extreme at the moment as TC is filled with many great extremes recently.
07-19-2013
TeriXeri
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
Currently working on an easier track. Should be done before the end of the month.
07-19-2013
IImayneII
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
Quote:
Originally Posted by TeriXeri
Currently working on an easier track. Should be done before the end of the month.
Logging in works for a while again (think it was an uplay problem not connecting, as the game itself still worked for me during downtime), just been busy with a few other games/real life past week.
07-19-2013
IImayneII
Re: TeriXeri's Tracks : Red Sand Gold Mine - NEW
Quote:
Originally Posted by TeriXeri
Logging in works for a while again (think it was an uplay problem not connecting, as the game itself still worked for me during downtime), just been busy with a few other games/real life past week.
Cool track. I liked it, but like I told you, platinum time was a bit too hard imo.
07-27-2013
kalianhagle
Re: TeriXeri's Tracks : Piranha Pool - NEW - Easy
I liked Piranha Pool too. Nice work.
Minor detail I noticed... In about the middle of the track, at the bridge - when you go past those big support poles holding the bridge, the rider seems to touch them a little bit, possibly slowing you down a tiny bit. Easy fix for that is just setting the poles to decoration only.
07-31-2013
TeriXeri
Re: TeriXeri's Tracks : Piranha Pool - NEW - Easy
Update: Sorry for being slow on updating my youtube channel, will at least try to get my latest 2 tracks up there coming days. Some more plat runs on crash country/HD warehouse might be added again soon as well.
Will be away for over a week in a few days from now so next track might not be here until September.
08-22-2013
TeriXeri
Re: TeriXeri's Tracks : Piranha Pool - NEW - Easy
Update towards next track : In progress, lots of time goes into getting the lights/effects right, actively building the rest now, planned to be a medium hillclimb.
(might make a different version later if it's a success as a lot of the environment/effects can be recolored, and a different driveline for other difficulty (hard or easier extreme), but I don't want copy-paste tracks)
Learned a lot of new tricks along the way for future tracks as well.
08-27-2013
TeriXeri
Re: TeriXeri's Tracks : NEW - Magma Chamber - Medium
New track:
Magma Chamber
Medium Hillclimb, Volcano/Cavern Themed
So after some drives, the donkey seems to do really nice on this track as well as its pulling power/torque is really high, and smaller wheels seem to interact different with the rocks then the phoenix/scorp which bounce around a bit more.
08-28-2013
kalianhagle
Re: TeriXeri's Tracks : NEW - Magma Chamber - Medium
Quote:
Originally Posted by TeriXeri
New track:
Magma Chamber
Medium Hillclimb, Volcano/Cavern Themed
So after some drives, the donkey seems to do really nice on this track as well as its pulling power/torque is really high, and smaller wheels seem to interact different with the rocks then the phoenix/scorp which bounce around a bit more.
Nice track, I enjoyed playing it. High speed, good DL, nice looking track..I like that:) And I liked how you did the magma, lighting and overall look of the track, well done.
08-28-2013
s0ad667
Re: TeriXeri's Tracks : NEW - Magma Chamber - Medium
Re: TeriXeri's Tracks : NEW - Roman History - Hard - 9/9/13
I know the last track caused some lag for older pcs, it was borderline laggy on my own (which isn't new at all, i7 920/HD5870, not overclocked) , in the test runs I thought I eliminated most lag by cutting the draw distance to about 150ish meters, some lag came back in the actual release run. (turning shadows to low and foilage/aliasing off made it smooth for me again)
Keep in mind the Colloseum is built with a ton of concrete blocks (like 20 per 2 arches) as there are no stone arches in the game, I already simplified it as much as I could but wanted to keep it authentic.
I know the curved driveline also can cause some extra lag, will keep it all in consideration for future tracks.