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What makes a good track?
What makes a good track?
So editors know what to look for when creating.
Post all features that make a good track.
Here's what we got so far -
Difficulty & Bikes:
- Consistent difficulty appropriate to the set difficulty (use license tests & ingame tracks as guidelines).
- Correct bikes allowed used for difficulty/obstacles/type of track and playstyle of track.
- There are no beginner/easy/medium/hard "ninja" tracks in my opinion, always extreme.
The Driving Line:
- Adding multipath/Timesavers.
- When the rider is in mid-air, try and avoid curving the drive line.
- No floaters, no track breakers where you can cheat and ride under the track.
- Cool endings.
Obstacles:
- Well aligned objects and ramps (use custom collisions if needed).
The Decoration:
- Consistent Theme/Environment.
- Lots of details and custom objects, animations but try and avoid lag.
- No objects blocking view of rider for a long time or when a specific obstacle is obstructed from view.
- Simpler small poles/trees may block view for a millisecond on a high speed track which can be ok when done well but keep it minimal.
- Cool endings.
Sounds/Music:
- No annoying sounds or custom music at the beginning that restarts every time you press the b button to start again.
View & Cameras:
- Correct light and shadows, not too dark that the rider is blending in the track&background too much, not too bright that it blinds you on the sun effect for long time.
- No sudden drastic camera angle/cut changes.
- On curved tracks be careful of too sharp turns as it may look weird and confuse the player and it also looks silly.
- Death cams is a nice feature to add.
Tracks Difficulty's:
- Consistency in track difficulty.
Easy:
Medium:
Hard
Extreme:
Ninja:
- I prefer to not upload partial "checkpoint" tracks on ninjas as it takes spots away from feeds (which currently are already small with 52 spots).
- you can code in a practice mode to an existing track by blocking the finish when activating practice mode (via a on-hit switch or button press), so you could skip forward/back but not set a leaderboard time when activating (builders on this forum should be able to help with the code for this).
- Prefer to list ninja in title or description, at least at minimum, in one of the 4 tags.
Track Types:
Trials:
Skill Games:
FMX:
Optimizations:
- Reduce the view distance/object draw distance/shadow distance, the baseworld has a ton of objects that you might not even see but are still rendered with a high object draw distance (I generally use object distance 100-500 meter depending on background distance I want in view), you can even change it with an event if you would go indoors and outdoors.
- Take care of too many lights in an area, especially dynamic shadows in view, they can and will cause slowdowns, also keep in mind checkpoints/fire/explosion/sparks effects etc emit light as well.
- If you want to use Physics somewhere, make sure you only have the objects you want solid/physics on at normal physics setting, turn everything that isn't touched/needed to decoration only if it does not come in contact with bike/rider/physics objects.
- No lag/no screen tare.
- TESTING! Everything from code to drive line to decoration, so you avoid the need to re upload track so you don't clutter TC, unless its really broken beyond unplayable on say a complex skillgame/scoreboard.
Tutorial/Example:
Easter Eggs:
- Add some Easter Eggs as this can be fun but not always necessary.
- Secret rooms.
Other:
- Carefully positioned checkpoints.
- Realistic medal times.
Tutorial/Example:
I will add to the list when more are suggested!
UPDATED!
-Zurgery
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This is a quick list, will post more later
Difficulty & Bikes:
- Consistent difficulty appropriate to the set difficulty (use license tests & ingame tracks as guidelines).
- Correct bikes allowed used for difficulty/obstacles/type of track and playstyle of track.
- There are no beginner/easy/med/hard "ninja" tracks in my opinion, always extreme.
View & Cameras:
- Consistent Theme
- No objects blocking view of rider for a long time or when a specific obstacle is obstructed from view.
- Simpler small poles/trees may block view for a millisec on a high speed track which can be ok when done well but keep it minimal.
- Correct light, not too dark that the rider is blending in the track&background too much, not too bright that it blinds you on the sun effect for long time.
- No sudden drastic camera angle/cut changes
- On curved tracks be careful of too sharp turns as it may look weird and confuse the player and it also looks silly.
Ninja Tracks:
- I prefer to not upload partial "checkpoint" tracks on ninjas as it takes spots away from feeds (which currently are already small with 52 spots)
- you can code in a practice mode to an existing track by blocking the finish when activating practice mode (via a on-hit switch or button press), so you could skip forward/back but not set a leaderboard time when activating. (builders on this forum should be able to help with the code for this)
- Prefer to list ninja in title or description, at least at minimum, in one of the 4 tags.
Optimizations:
- Reduce the view distance/object draw distance/shadow distance, the baseworld has a ton of objects that you might not even see but are still rendered with a high object draw distance (I generally use object distance 100-500 meter depending on background distance I want in view), you can even change it with an event if you would go indoors and outdoors.
- Take care of too many lights in an area, especially dynamic shadows in view, they can and will cause slowdowns, also keep in mind checkpoints/fire/explosion/sparks effects etc emit light as well.
- If you want to use Physics somewhere, make sure you only have the objects you want solid/physics on at normal physics setting, turn everything that isn't touched/needed to decoration only if it does not come in contact with bike/rider/physics objects.
- TEST TEST TEST TEST everything from code to driveline to decoration, so you avoid the need to reupload track (which I never do and probably never will) so you don't clutter TC, unless its really broken beyond unplayable on say a complex skillgame/scoreboard.
more to come.
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most important is making tracks you like
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I think this is a great post! personally I like making tracks that are among the hard variety of tracks. Would like to add multi path, and possibly some easter eggs in my tracks. Currently though I have too many lights in a scene, but am not seeing any lag or frame rate drops on Ps4. Hopefully I'll get his track done soon.
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I dont know whether you have mentioned this but... when the rider is in mid-air, try and avoid curving the drive line :)
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good theme, nice environment, lots of details and custom objects, animations, good use of light and shadows, timesavers, carefully possitioned checkpoints, realistic medal times, consistency in track difficulty, no lag/no screentare, well aligned objects and ramps (use custom collisions if need), no floaters, no track breakers where you can cheat and ride under the track, great/cool endings, no annoying sounds or custom music at the beginning that restarts everytime you press the b button to start again, secret rooms and easter eggs are a nice touch as well as death cams and multiple routes :)
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