1. #1

    What makes a track... Awesome?

    So what does make a track awesome?

    I asked a few people in the OTHG this question and got some good responses as to this question.

    But before hand I want you guys to think hard on to what stands out to you guys most of all, the real reason that makes you go back time after time to grind a truely good trials track. What do you want in trials that gives you that feel to go back for more, that oh just one more time and before you know it, it's 3am in the morning and you still want to beat that time cause you know there is a bit more time in it, every time. C'mon we've all felt that way some way or another.

    What makes you start a track, why did you select that track first of all?

    We all know that we see tracks with names like impossible72653492 and having a picture of a rider and his bike and really zoomed into the head you could see the texture getting messed up, would you really start a track based on this? I know I wouldn't.

    A picture should paint a thousand words to you guys, it's one of the last things you do in your final check list. It should stand out to making people want to play the track, show off one of your greatest creations and detail that you've made, it's the best way to get known. But the most important part comes within the track that gives it the proper replay value.

    The driving line, it's the biggest part of the track that makes the track what it is. If you have a crap line and really good detail, the majority of players would not want to play this because it doesn't have the replay value a good line does even with bad detail, cause people would rather play a track that is fun to them, rather than have this line that does not make any sense because it doesn't fit.

    But the main thing is onto making the track all round the best of all creations, and it needs to have it's best of both value, it needs it all in order to be at the top.

    But going back to when I asked the OTHG about the track this is what the lads came up with, thanks guys, you are the best.

    Camster: Consistent deco with challenging speed lines, if it's too obvious on the first run it's not good. Humour can help sometimes too, some effort in the ending.

    Euphoric Fusion: I've always thought of a tracks difficulty and flow as a simple sine wave, easy tracks = long wave length, where as a hard track = a short wave length. If you don't get an obstacle that doesn't follow the same wave and flow then the obstacle can feel jarring.

    Morfyboy: Driving line and difficulty has to go hand in hand. You get one wrong and it makes the other one go wrong too, if you place an obstacle, always give reason to as why it is there and not just for the sake of it. The theme and deco must match, even the kill cams and great animated ending I find cool.

    If you are going for flow in a track then it should be the same from start to end, if you want a technical driving line then the same applies for that too. A 40 second driving line that is flowing should be longer than a technical, but can still have a 40 sec platinum.

    He goes on to praise Funktastic on his tracks, and how his tracks driving line is 80% there but he has potential to be a 5 star build. I do agree with Morf on this, but this comes down to unique tracks yet again and how they are displayed. The driving line is the most important because it's the part you ride on, and it makes sense when you play over and over the track is because of this reason.

    What helps on making the track what it is, cause everyone makes mistakes, nobody is perfect when they make a track because you can't build to everyones satisfaction, you have to remember that it's how you feel the track is and if people are going to enjoy it. If you are unsure then you should get people to test the track before you release it, or even get them to give you help and advice on what you are missing in the track that could boost it's ratings.

    Camster then comes in with a handy thing for builders, a checklist, great for the new builders to Trials, he also said he has shared a track then though oh crap the lighting...

    Like I said, no one is perfect but what you can help prevent is silly mistakes in tracks. The way I see it is if you are making a track in light atmospheric conditions then why would you need to keep the light on your bike on? This is a mistake that is commonly made but it should be a thing that is checked off from the start when making a theme, you should have it set in your mind what you want to make.

    Morfy came into say that a Unwritten Rules situation should be brought into play.

    Good lighting with shadows adds depth to the track, and brings the tracks to life, good use of sound sources help too. It all helps with the desired effect.

    The only problem with this is it can create lag or screen tear, so lots of testing needs to be involved in these sorts of tracks, so constant testing, even getting more players to test helps too as it sets the boundry as to wether you are ok or not for now. But these tracks that suit this purpose isn't the norm for multiplayer purposes. But it is always good to know where your track lies within it's limitations.

    Note to self when always testing, always try to break your track, remember setting the reset in check points for certain obstacles or decoration should happen and should stay how it is after it happened. The deco is one that should be checked and throughly tested as to if something has happened then it should be set in stone, if it's on the driving line then something behind you gets blocked and then you fault before the next checkpoint then you mess yourself up in the point of return on that cp as it shouldn't be set in stone as you can't finish the track then, I have seen this happen a couple of times, but it can be altered by using the logic in the editor.

    Getting yourself into youtube.com and looking up some guides from the previous Trials, Trials Evolution helps as it uses near enough the same game mechanics coding. If you are unsure then ask someone on the forums about how to do certain codes, they will bound to help you out.

    Euphoric Fusion comes in to add, if you need help on getting a theme, then use images on google for good reference for inspiration, think of the objects as a painting with objects and light.

    Morfyboy also adds, make custom objects as they stand out, if it's made well, everyone notices them.

    Keep the line between a good section between 20 and 45 secs, anymore than that then it gets too tedious but before the time then it just makes it not enough to give a proper function, so bare in mind what times you are putting for the tracks you design. Remember also that other people may get a faster time than you so what is capable on the track, someone else may be able to do better, so test frequently and then it can be a good all round track.

    Shakey Claret says he doesn't care for animation, kill cams or physics, these are all secondary to the driving line, and a track should be fun to ride, the only thing for repeat is the replayability.

    But this is how someone can feel to how an all round track should be, remember to make yourself a check list on track making.

    Driving line should always come first, make everything fit around that track.
    Lighting, shadows, lag and screen tear.
    The picture that paints a thousand words.
    Descriptions and name of the track need to stand out to the player.
    The replayability, the theme, does it all make sense?
    If you feel unsure, go back and break the track if you can, if you can't then get other people who can test to help you out.
    Kill cams and fun animations in a track, make it memorable for the players and make them come back for more.
    Does all the times and bikes work on the track, test them all! Don't be lazy... Be an all round figure for the community, but don't make it too tedious for yourself, give yourself some slack once in a while and take a break.

    Do you feel you could make a track? Then prove your worth and make it a good one!

    Remember to check, frequently!

    Thanks for reading.
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  2. #2
    Morfyboy's Avatar Senior Member
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    Nice write up mate.. It certainly is an interesting topic to debate. It was great to hear from so many in the group chat we had.. A lot of input I thought, with some excellent analogies, and examples. It'll be nice to read what other Trials players, old & new, also have to say on this subject.. People need to bare in mind when reading this that these are our opinions, and everyone has their own thoughts on what they think could make a track 'Awesome'..
    But, remember... That's what we all would like to see right? The same result..

    AN AWESOME TRACK.

    Kudos Nova.
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  3. #3
    Rudemod 69's Avatar Senior Member
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    Crikey, could you write it any smaller Nov? Nice write up, fella.

    What makes an awesome track? For me it would be the complete package, a nice line and theme incorporated. Doesn't matter if it's an Easy speed runner or a more harder technical or Extreme track, as long as the difficulty is consistent throughout.

    Presentation to me is as important as the line. It could have the best line in existence, but if it looks like it was thrown together in 5 minutes I won't play it. Or I'll be less inclined to.

    Some examples of builders whose work I enjoy:- RaketeAal with his seriously imaginative themes and crazy paths, VEGAS (wish he was on Bone) with his polished technical marvels, PURE EVIL with his awesome custom objects and themes, Kush Land with his smooth as butter drive lines and decoration, mbs (upgrade please?) with his stellar drive lines and all round package (not that package), KaiLiMaN or THDTE, who always try something different on every new track, and aren't afraid to experiment, Confused whose work is always of a high standard and so prolific too, Fork whose work is always polished to perfection. Just a few examples.

    Track upload.If the thumbnail is just a bland picture of nothingness, or a close up of a squirrels head it won't get played. If the track is called 'lol', and believe me it happens, it won't get played.

    Just my opinions, guys. We'll all differ I'm sure.
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  4. #4
    ozy's Avatar Senior Member
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    The big question!

    All of the above makes a good track,
    All of the above in one track does not necessarily make a good track,
    It's a balance and it's hard to get sometimes,
    A driveline should never be sacrificed for an aesthetically pleasing track, it's very easy to over do it,
    If the line don't work, it's a dud, no matter how many fancy animations are spinning around in there,
    If it's a good line, animations and decoration can improve on the build for wow factor but when they become a distraction, that will actually put me off a track very easily,

    Physics obstacles do not make a good track for me, even when consistent, of course there are exceptions but they are rare and very well done,
    There was only one Elmonator (sorely missed) and if physics on the line can't be done to that standard they should be just left aside.

    Lighting and environment settings are also key and can make or break the best or not so best of tracks,

    Surface contact is a big thing for me, tyre glitching is almost totally avoidable and if ignored will lead me to ignore that track,
    Take off and landing angles along with the speed they will be done at must be tweaked for smoothness and the surface itself must be sound,
    I know it can come down to a random glitch in the source code and that is totally unavoidable but every effort must be taken to ensure the bike has every chance of running on a smooth surface.

    Medal times, fair but strict,
    When it comes to a platinum I put them just out of reach on a very nice run,
    It must be a perfect run to achieve a perfect medal, Different skill level testing is a must for gauging medal times.
    Gold medal must be a clean run, Does not have to be perfect but must be clean,
    I never leave faults allowed for a gold, you must in effect beat the track to get a winners medal.

    Track length is very important for me, 25 to 40 seconds is all my brain can handle in one go,
    Tracks over the minute mark don't usually keep me there for too long,
    30 seconds I know I can improve and compete and that gives me replay value if there is friends on the leaderboard.

    Track name, Description and screenshot,
    Yes, very important and theme fitting to make a complete package before you even rev the bike.

    There's lots more of course and I look forward to seeing this thread grow and maybe help TC see more great tracks,
    There is many builders around these days that blow my mind and there is many that could be so much better if a few simple guidelines were followed,
    But a perfect track is purely down to preference of course and a level of excellence is a subjective matter and opinion driven.

    Along with a checklist for what must be addressed in a build,
    A list of what to avoid is just as if not more important

    But the #1 thing that makes a great track for me is friends on the leaderboards
    Competition on a smooth running fairly well built track can keep me for hours,
    So jump in to TC lads, The more people running tracks the more builders will knock em out,
    It's all become a bit stale where a lot of builders wont build because there isn't many running them and on the other side, there isn't many running because there's not enough tracks coming out.
    Builders feed runners and runners feed builders,
    Not all tracks can suit everyone, but run them and be kind enough to tell the builder what you did or didn't like and help make the next one better
    I know a lot of people get offended by being told what they did wrong but in the end you will be doing everyone a favour,
    It's a video game, a lot of dudes think they're at some sort of pro level and don't need to be told whats up, but they do, no matter what they think,
    Runners/Builders it's everyone's game and they're is the two sides that need input/output.

    Nice post Nova,
    I hope to learn from this thread and see ye all in Track Central,
    Happy Trials amigos
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  5. #5
    Rudemod 69's Avatar Senior Member
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    Some very good points there, Oz.

    Competition is a good one. The best track in the world can be boring if only you yourself runs it. Spread the word, get your friends to try it, post videos, etc.

    Smoothness of line, that's a good one too. Tyre glitching must be a bane for builders to eradicate, but builders have shown it can be at the very least, negligible.

    Track length, good point. 25-45 secs are about my preference. There are of course, exceptions.

    Physics I agree can affect track quality, mainly due to randomness. Elmonator is missed, he was the master.
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  6. #6
    funktastic-'s Avatar Banned
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    sorry guys i did just write a post but when reading it i had deleted a section from it for some unknown reason and read oddly more than normal anyhow haha , will add it later as i am interested in giving me 2 pennys worth.
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  7. #7
    Rudemod 69's Avatar Senior Member
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    Hi Funk, I did read your post. The method you use in conception of a track lost me a little but it works for you, and you're obviously improving all the time.

    Your passion is great to see, and it's been pivotal in your emergence as a builder to take note of. Keep up the good work fella, and I look forward to a Featured Builder slot from you.

    Nov, any chance of increasing the sizing of your post? Strains these old eyes rather.
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  8. #8
    Morfyboy's Avatar Senior Member
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    I really hope that the input given in this thread, will turn out to be a useful tool for new builders.. I would like it to eventually turn into a 'checklist' or the 'unwritten rules' to making a 5 star track, as a go to place for builders, by the community, and as long as this list would be agreeable by all those who give their opinions.. Also, maybe RL could add their thoughts too.. ?
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  9. #9
    Nice post. I agree with everything said by all in this thread.

    Obviously the most important thing that makes a good track is the line, it has to be fun to ride too as that's what keeps you going back for more. Decor is important too but not as important as the line. A good track should have a theme which should be consistent throughout.

    I'd say that competition is important as others have said, if nobody is riding a track then there isn't really any reason to keep going back if you have nobody to compete with. Get your friends list full of Trials riders and race against their times. It makes you appreciate a track more. There's been a few times where I've ridden a track once. After I've seen my time was beaten by friends I'd go back just because I wanted to beat their times back. Doing this and riding the track over and over made me appreciate the track more. You see things you didn't in the first run, you enjoy the line more even if you didn't the first time. Obviously the track has to be good to begin with for all that.

    My own personal preference but I dislike big animations in a track, small animations are ok. Tracks that have huge animations which obviously are the main focus tend to have lines that I don't enjoy. The animations are great and very well made half the time but the lines are always sacrificed with no thought put into them. There are obviously rare occasions when they are both done very well. I just don't like the idea that bigger = better that some builders put into their tracks.

    I definitely agree with ozy about the physics obstacles, I really hate them in tracks because they almost always ruin the flow since they are unpredictable. Especially bridges with each plank and their physics turned on glued to each other. Feels like jelly when riding on which spoils the flow of a track. Also tracks which have their line move into place right before you reach it, only with exception will I enjoy tracks like that.

    I think the screenshot of a track for track central is really important. I often spend a long time trying to get the best looking picture for my tracks. It is something that will show the track has quality and something that will show the theme of the track, this will draw in more riders. I often skip tracks because they don't show anything of their tracks or it just doesn't look good. There's times where I've seen friends times on track with bad pictures, I'll give it a try and the track turns out to be pretty good. If the friends times weren't on there I would never have tried them because the picture didn't show off anything. One good picture will get more attention.

    I like new ideas that take you away from your normal tracks, something completely different which there aren't too many of. For example Lukeyy19's Platform Challenge on Fusion Xbox One. Really enjoy tracks like that which are different, quite challenging but fun at the same time. I remember KaliniuS had similar tracks on Evo, always enjoyed them.
    Another example if anyone remembers KillyTheBit's tracks on Evo, a builder that made amazing physics/animated tracks (The Construct X & Quantum Mechanics as examples).
    These are the tracks that I'd like to see more of, new and different things that aren't your average Trials track. These are also exceptions after I've said I dislike physics and animated tracks.

    There's been a lot of times where someone has made a great track, nice line and nice decor but they go and ruin it with a custom camera. I can't stand custom cameras at all, it is really off putting and the bike feels completely different.
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  10. #10
    Rudemod 69's Avatar Senior Member
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    Dr4gOn, originality. Good one. Someone who isn't afraid to try something different. I remember the examples you give, all try that something a little different, and it's a nice surprise when you discover them.

    Kal made some great stuff, and wasn't afraid to experiment. His Tornado tracks, for example. The first track I tried when I upgraded to the Bone was Ruby. I loved it, and it was a very early Fusion build as well, with not much to work with.

    https://youtu.be/Dz7Dpg8HOJU

    One more thing, it is seriously difficult to beat you on a track. You're as tenacious as bloody Regs (Hi Joe).
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