1. #131

    Re: 3/1/10 - Splosion Man - Murdoc Loch's Tracks

    dude - that last hop is insane! i cant believe you cleared both TNT boxes
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  2. #132

    Re: 3/1/10 - Splosion Man - Murdoc Loch's Tracks

    Originally Posted by MurdocLoch
    dude - that last hop is insane! i cant believe you cleared both TNT boxes
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  3. #133

    Re: 3/1/10 - Splosion Man - Murdoc Loch's Tracks

    HARD

    Masterfully understated!

    This sort of thing merits a new category above Extreme like Insane!

    Isn't bunnyhopping the intended way to clear the last two boxes ?
    That's how I did it. (after blowing up a great deal it has to be said )
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  4. #134

    Re: 3/1/10 - Splosion Man - Murdoc Loch's Tracks

    Originally Posted by MurdocLoch
    Wow, great skills.

    I tried it last night but had to give up on the second last checkpoint - I'll go back to it now at least knowing that it's possible to 0 fault it

    Good to have a new kind of challenge, cheers!

    edit: just tried again. I'l just jump over thiBOOM... ok you must have toBOOM... ok, what if IBOOM...AHHHHHHH!!BOOM!!!!!!BOOM!!!!!!BOOOOOOOM...
    the best part of 5min and 83 faults later. WooHoo
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  5. #135

    Re: Murdoc Loch's Tracks - Arcarsenal - 3/2/10

    New track - Arcarsenal - Medium - Really got carried away with this theme and filled the track up way too quick - I'm really getting sick of having to sacrifice decor for length - another short 3 checkpoint track - 26 second platinum
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  6. #136

    Re: Murdoc Loch's Tracks - Arcarsenal - 3/2/10

    haha I beat splosion man without any video cheats AND I didn't even hop the last two dynamite boxes, I just strolled over them like woot you got?
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  7. #137

    Re: Murdoc Loch's Tracks - Arcarsenal - 3/2/10

    Originally Posted by MurdocLoch
    New track - Arcarsenal - Medium - Really got carried away with this theme and filled the track up way too quick - I'm really getting sick of having to sacrifice decor for length - another short 3 checkpoint track - 26 second platinum
    I don't mind the tracks around this length, because then I don't get all frustrated when I'm trying to cut time off of them. However, they are much harder to cut the seconds from, especially with your low platinum times. I get the feeling you like flipping the rider back on to a platform.. or you use that to separate the skill level of the riders.
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  8. #138

    Re: Murdoc Loch's Tracks - Arcarsenal - 3/2/10

    Honest feedback here - I'm not digging Arcarsenal as much as your earlier tracks. I like the theme 'm a sucker for wooden tracks), but the ride itself wasn't all that fun for me.

    Unrelated from my personal opinion of the track, I think the room complexity may be a bit too high at the very beginning - when I point the bike's headlight back down after the very first jump, the framerate plummets until I flatten out the bike on the other side of the jump. Oh, and I don't think this track quite fits in the medium category. A few of those jumps/ramps are more typical of what you find in the original hard levels.
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  9. #139

    Re: Murdoc Loch's Tracks - Arcarsenal - 3/2/10

    Originally Posted by lespritdelescalier
    I get the feeling you like flipping the rider back on to a platform.. or you use that to separate the skill level of the riders.
    hmm... i guess i kinda do put that in my tracks a lot - i wouldn't say i'm a huge fan of that per se but just of obstacles that slow you down - i'm not a big fan of full throttle tracks if you know what i mean - as far as separating the skill level of the riders goes - lately i've been trying to use obstacles that have an easy/slow and obvious way to pass as well as a not so obvious fast way to pass - and i don't mean shortcuts - think most of the obstacles in unfair bombardment - i think all the short tracks i made kinda geared my obstacle mind towards this
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  10. #140

    Re: Murdoc Loch's Tracks - Arcarsenal - 3/2/10

    Originally Posted by Trango
    Honest feedback here - I'm not digging Arcarsenal as much as your earlier tracks. I like the theme 'm a sucker for wooden tracks), but the ride itself wasn't all that fun for me.

    Unrelated from my personal opinion of the track, I think the room complexity may be a bit too high at the very beginning - when I point the bike's headlight back down after the very first jump, the framerate plummets until I flatten out the bike on the other side of the jump. Oh, and I don't think this track quite fits in the medium category. A few of those jumps/ramps are more typical of what you find in the original hard levels.

    Thanks For the feedback Trango! - Fixed the lag issue - i'm not crazy about the ride either - i wanted it to be longer, prettier, brighter, more decorated but using all those planks for the theme was really limiting - which earlier tracks are you into? - as far as medium/hard goes, it's not really either but i'd rather shoot low
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