1. #11

    Re: Any tips for making good multiple paths?

    Thanks guys. I think the reason I have trouble with this is because of how I usually make tracks. I usually start with a theme and envision rooms like with a ship or giant snake or whatever and then make my track fit into it. Also I almost always start my track in the middle then I do stuff at the end of the track (because I think a big finish is important and I want to make sure I don't run out of pieces). I amost always do the beginning of my track last for some reason.
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  2. #12

    Re: Any tips for making good multiple paths?

    one thing that noone mentioned yet is the object limit. this is really the toughest thing about multi-route tracks (atleast for me). what i can suggest is either:

    -creating your line with some basic objects like ramps and scaffolds. however this kindof sucks especially if you like making everything custom and cool looking.

    -make the multi-routes design in a way so it uses the same set pieces and space to send you different ways all within the same structure/build. i like this method better because you can go nuts building custom pieces and you will still see them no matter what route you take as they all revolve around the same structures.

    just keep those in mind, a great multi-route track can be ruined by the object limit. take your time and pre-plan the track, lots of attention to the design will not only work better as a finished track but will help your sanity while building it. pen & paper draft
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  3. #13
    Jarr3tt88's Avatar Senior Member
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    Re: Any tips for making good multiple paths?

    Originally Posted by heetsauce
    Take your time and pre-plan the track, lots of attention to the design will not only work better as a finished track but will help your sanity while building it. pen & paper draft
    pffffffffft Who does this? On-the-fly design FTW!
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  4. #14

    Re: Any tips for making good multiple paths?

    Originally Posted by Jarr3tt88
    Originally Posted by heetsauce
    Take your time and pre-plan the track, lots of attention to the design will not only work better as a finished track but will help your sanity while building it. pen & paper draft

    I can't blue-print a track. Especially if I have alot of physics. I've tried to map out complex physics machines or sections of a track and it ends up just being a waste of time, because it either won't work that way or won't work at all. I just stick to writing down the idea so i don't forget, but as far as drawing out the track it's self, I try and refrain from doing it. As tempting as it is sometimes. If that works for you then more power to you, different strokes for different folks
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  5. #15

    Re: Any tips for making good multiple paths?

    i freestyle most of my tracks, but for multi-routes its just not possible because i run out of space. i dont draw the whole track, but i do map out complex rooms that change to form different paths with physics. even just removing 2-3 wall blocks in the foreground so you can zoom way out and see the whole as a 2d blueprint will help you alot when doing this.

    also crow, it will help with other problems as you can pre-plan your objects and designs, and spread it out accordingly between blocks to even out your complexity reducing lag and the limit.

    iam only speaking about making multi-route tracks, not track building in general.
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  6. #16

    Re: Any tips for making good multiple paths?

    @heet- I see. I wasn't dissin your style, i was just speaking from my experience. I have only made one multi pathed track, which probably isn't going over to well, lol. But i will deff. keep your advice in mind when creating new tracks with multi's
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  7. #17

    Re: Any tips for making good multiple paths?

    My advice would be first to figure out what kind of multiple route track you want. Do you want a maze-like alternate route track? Or would you rather a speedy alternate route?

    Red mentioned something about not making the alternate route the top route only - I agree with this - make the rider do some work. It's not that you have to make the person try and try again to figure out the route, but often when the two paths weave, it requires a little more skill (as they will have to alter speed, angles, etc.).

    When you make a speedy multiple route track, the line should come first. You can use whatever objects you'd like to make that line, but what makes those routes so effective is the flow you are able to obtain by using the obstacles correctly. If the rider can use the obstacles in a near perfect way, they can be rewarded with a faster (yet more difficult) line. Shotaneric, Red, and Heet all have tracks that come to mind where this is possible. ( I know there are plenty of others!)

    Of course, test, test, test. Get other people to test! Multiple route tracks often suffer from a number of different things:
    - One route may clearly be WAY faster than another, which is a problem if the routes are both easy to take. No one will use the slower route.
    - Keep the routes far enough apart to allow yourself headroom. It gets pretty frustrating when you're trying to squeeze your bike in and you crash because there isn't enough room.
    - When you're designing two routes, you have at least twice as much you can screw up. You have to thoroughly test not only the fastest route, but all routes, and how they interact with each other.
    - Set your platinum medal times using the fastest route, unless that route is a ninja route.

    I am currently making a multiple route track. I started by drawing out two routes on paper. I purposely designed them so they would cross each other a number of times, so you could choose to take either of the routes or parts of both routes.

    After I built both routes, I tested them, and changed them so they both worked better together. Both lines are still there, but they do look different than when I first created them on paper. Certain things I initially wanted to do just didn't work, so I made some simple modifications. I'm sure they'll probably still undergo several changes before the track is released. I also plan to change some of the objects I built the line with to more decorative objects, but I want to make sure that the line is fun first.

    A lot of us test each others tracks and give feedback to each other before they are finally released. Try the webchat (link in the upper right, use firefox if possible) if you want, many of us solicit feedback from each other. Be ready for honest feedback if you do, but remember it's just our opinions, we're not going to force you to change your tracks
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  8. #18

    Re: Any tips for making good multiple paths?

    I often sketch out complex objects in my tracks first (like a boat or whatever). It never thought of doing that for the driving lines.
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