1. #21

    Re: Track Standards

    All of my tracks follow some sort of standard, mainly along the lines that are fromt he built in levels.
    I looked at them closely and basically taught myself from there.

    All my tracks are tested over and over again.
    Multiple checkpoints after each section.
    Each checkpoint allows you to continue the level from there.
    All pieces that require speed join together so it can be maintained.
    All tracks can be completed.
    Platinums are obtainable with a perfect run.
    All tracks have some sort of theme.
    All tracks have a background element to create interest and low foreground elements to give the illusion of the level being full.

    I have made 6 tracks so far and all have been well received by my friends.
    If anyone wants to try them out then send me a FR.
    GT: Euphoric Fusion

    Note: If you do send a FR please don't think of me as arrogant if I don't invite you to games and the like. I have a close circle of friends that I play with and thats about it but I am more than happy to share my tracks with more people
    Please send a little message with the FR to let me know it is for track sharing so I don't just delete it straight off.
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  2. #22
    sebastianaalton's Avatar Trials Developer
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    Mar 2014
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    Re: Track Standards

    Originally Posted by EuphoricFusion
    Each checkpoint allows you to continue the level from there.
    And it's also very important that starting from a checkpoint should never make the next obstacle harder to pass. Checkpoints are there to help new players, not to make the game more difficult to them. Pro players aiming for flawless run do not use checkpoints at all. New players do, and so restarting from a checkpoint should be designed for new players in mind. Best position for a checkpoint is designed so that it gives exactly the right speed for the next obstacle, making the obstacle actually easier to pass using the checkpoint.
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  3. #23

    Re: Track Standards

    Originally Posted by sebbbi
    Originally Posted by EuphoricFusion
    Each checkpoint allows you to continue the level from there.
    And it's also very important that starting from a checkpoint should never make the next obstacle harder to pass. Checkpoints are there to help new players, not to make the game more difficult to them. Pro players aiming for flawless run do not use checkpoints at all. New players do, and so restarting from a checkpoint should be designed for new players in mind. Best position for a checkpoint is designed so that it gives exactly the right speed for the next obstacle, making the obstacle actually easier to pass using the checkpoint.
    Exactly my point.
    When I test my levels I make sure that i can run through them flawlessly and that each checkpoint is positioned in a place where you can gain enough speed to clear the next obstacle and continue on with the level.

    I don't claim to be amazing at making levels but I do pride myself on my attention to the little things that make levels work
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  4. #24

    Re: Track Standards

    i had actually ran into a little problem with the checkpoints making one of my tracks. I have it where you climb up alittle bit, and then roll back, i had checkpoints where i thought they would be the best suited, but sense i rolled back, that checkpont back there was no good, cause it was behind the checkpoint i jus started at....needless to say, that changed things for the track...sense that had me get rid of like 3 or 4 checkpoints i could have had...oooh the power of persuasion...
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  5. #25

    Re: Track Standards

    Originally Posted by Jorma
    I haven't made any real maps yet in the retail box. I spend too much time playing with Trials at work currently so it feels a bit too much work when I get home

    But I will make few user created tracks at some point.

    are you guys making a retail game ?
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  6. #26

    Re: Track Standards

    Originally Posted by iIJameox
    Originally Posted by Jorma
    I haven't made any real maps yet in the retail box. I spend too much time playing with Trials at work currently so it feels a bit too much work when I get home

    But I will make few user created tracks at some point.

    are you guys making a retail game ?
    The testkit and devkit xboxes at work are not the same that are sold in stores. You can only connect them to the test network. To have real user created track I should play Trials with a real xbox, which I haven't done that much lately. At this stage I'm not saying anything about any possible games we might be working in the future. Forums really aren't the best place to announce games or future plans anyway.
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  7. #27

    Re: Track Standards

    Originally Posted by Jorma
    Forums really aren't the best place to announce games or future plans anyway.
    how come?
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  8. #28
    Jarr3tt88's Avatar Senior Member
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    Jan 2013
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    Re: Track Standards

    bump! Should be sticked! Looked for 20 mins for this thread xD
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  9. #29
    willyums's Avatar Senior Member
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    Re: Track Standards

    there should be standards even if its just basic common sense, make sure you can finish the track etc. im not claiming to be the best track maker out there but i always try and follow the main sort of basic guidelines; no lag, glitchy textures and other simple stuff.
    as for the idea that insanely hard tracks are not fun, im not sure i agree completely. ive had this game since last august and by now i feel pretty confident on the official extreme tracks and i find these 'ninja' tracks that people are making are a great additional challenge and it gives me a big sense of achievement to finish them. for me its about a balance of fast, flowing tracks with harder technical ones depending on what mood im in

    senior member post eeeeeeee!!!!
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  10. #30

    Re: Track Standards

    Like pertti I like to play extreme tracks. Personally I find time attack on mediums pretty mundane, I prefer the challenge of 0 faulting something or just getting through it.
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