1. #1

    Creators - What do you test before releasing your track?

    Hey all,

    I've made a couple of serious tracks (finally!) and I would like to make sure they are as sound as possible before I share them. So I'm looking to you for what you do before you share your tracks. Maybe this can turn into a best practices thread.

    So far, here's what I do/have done. Some of this stuff may seem pretty straight forward, but I'm just trying to be complete.

    Basic Testing:
    - track is playable/not dependent on luck
    - track can be completed without faults
    - suitable amount of checkpoints
    - tested different bikes
    - have other people of different skills play the track
    - try to fault everywhere
    - use several different techniques to approach each obstacle (for medal setting purposes)

    Aesthetics:
    - don't obstruct the rider for long if you have to, or unless it is part of the course (ie. Donkey Business)
    - make sure that there is enough light to see obstacles
    - dynamic objects all work/don't interfere with play

    Other:
    - set medal times

    This is just a quick list that I have come up with off the top of my head. Please help me think of other things so I and others can test our tracks thoroughly.

    Thanks!
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  2. #2

    Re: Creators - What do you test before releasing your track?

    hi!
    i think you mentioned the most important things.

    it might sound banal, but it's important that you can see where you drive. sometimes i play tracks where i drive too fast and crash, because i could not see some boxes for example.
    you have to show the rider early enough what's going to happen by using signs or a camera. [YOU know what's going to happen cause you built it but the rider doesn't know it. ]
    i think you meant this when you said, track can be completed without faults.

    when i make a track, it takes days and days sometimes. it's not the actual building of the track that takes so much time, it's the testing.
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  3. #3

    Re: Creators - What do you test before releasing your track?

    hmm, this is something to think on about...takes a minute really to think of everything...
    this is just my opinion, and how i do things for post released tracks.

    - all obsticles must be passable, no matter how hard (there is no luck, if you can accedently do it, you can do it again)
    - must be as i planned it to be, if it dont work, i dont submit it
    - track must be smooth running, no sloppy connections unless designed that way
    - medals set properly, not to easy and not to difficult (something i always forget to do)
    - checkpoints (for most people, you never have enough)

    being able to see the driver/bike is also a must, but i have limitations to that. much like my "Rubber Made" track, that track abuses the fact that you can't see what's under you, you can't see what your on, your not sure what you will land on. however, you cansee about 97% of the bike and rider at all times...this may be why nobody has submitted scores for it, plus it's really long...that track could use more checkpionts but i maxed out the objects

    i'm sure i've left out some things, but i can't think of it all right now
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  4. #4

    Re: Creators - What do you test before releasing your track?

    good tips/thread

    ive making my first real track now, and ive put in a lot of obstacles i struggle with in the game, so ill use this track as a "training"-track. So when it comes to the point of luck involved in passing obstacles, im not sure whats normal. One in particular on my track, is made of four cement pipes lined up 90 degrees to the racing line, so ill have to hop on my backwheel from one to one. Sometimes i can pass it first try, and usually within 5 tries, but sometimes it seems totally random and i can go on and on not getting over. What do tyou guys feel of adding stuff thats a bit too hard for onself to pass flawlessly evertime? Im sure some of you find it easy tho, haha, im no expert yet.

    if you want to check it out (still work in progress) my gamertag is "eflixxx" and the track is called "eflixxx- lamon"


    ll post a video of it once i get someone with a cap card to record me a (foultfree?) run, any voluntares?)
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  5. #5

    Re: Creators - What do you test before releasing your track?

    I'm not going to go into how to make a good track but for your testing question..

    fault everywhere alot
    go through your obstacles doing every technique/experiment you can think of a million times
    if there's bombs, hit them a million times and see where the rider goes
    ride all speeds through the track alot of times
    make sure there's nothing annoying (bumps, mis-aligned)
    test physics builds over and over (rider stopping/starting/different speeds/diff positions)
    test times if its a time focused track
    test faults alot
    get your homies to test
    DO ALL THIS BEFORE YOU RELEASE IT FINAL. People are not rushing to grab every update.

    take all these and most of all take your time don't rush.
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  6. #6

    Re: Creators - What do you test before releasing your track?

    Originally Posted by heetsauce
    test physics builds over and over (rider stopping/starting/different speeds/diff positions)
    This makes a huge difference in the final product. Physics should be tested over and over and over and over.. even if they don't affect the driving line. Clean up the physics if they are a bit sketchy, cause it can be the difference between a bad track and a great track. Heetsauce here has awesome physics.. (check out about the 30 second mark in this video: http://www.youtube.com/watch?v=KWUV95FquOE )

    Another thing that has been getting me lately is when I play a custom track and my wheel gets jammed into an area and i can't back out or whatever. I think this is something that needs more attention.
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  7. #7

    Re: Creators - What do you test before releasing your track?

    Originally Posted by lespritdelescalier

    Another thing that has been getting me lately is when I play a custom track and my wheel gets jammed into an area and i can't back out or whatever. I think this is something that needs more attention.
    There are some cases, where I think this is nessasary, for exapmle at the base of an obstacle on some hard or extreme tracks, because otherwise it would be too easy. If you are refering to occasions when you are riding the line well and this happens preventing you from making a jump, then I fully agree. There's nothing more frustrating than a track that is constantly hit or miss!
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