1. #1

    Extreme.

    whats the best way of making an extreme map.
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  2. #2

    Re: Extreme.

    depending on your skill level, this will either make an extreme or a ninja track.

    first, make an obsticle that you know will be quite hard (eg, a big bunny hop, or a jump that you can only just make)

    then, test the track, make sure you can do it, save the track, and then make it a tiny little bit harder
    (if it was a jump, make the landing just a few cm further away, or if its a big bunny hop, make it a tiny bit higher)

    carry on doing this untill its as hard as you want it to be.

    if your making a ninja track, i suggets carrying on doing this until you reach a point where you cant do the obsticle in under 100 faults, and then load your previous save.

    this is what i'm doing for my track ice-capade
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  3. #3

    Re: Extreme.

    cheers mate, helped quite abit. i normaly finnish al my tracks in 0-10 foults :L
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  4. #4

    Re: Extreme.

    There is a world of difference between ninja and exteme.
    I personally don't like nija tracks that much as the frustration levels are just way too high.
    Extreme tracks have difficult obstacles that require advanced techniques to clear, but can be done EVERY time if you know the correct way to clear it.
    There is not a single track in the game that has an overly difficult object (unless it's down to physics) that can't be clear by using the right technique so keep this in mind when making an extreme track.
    Obstacles should be hard to clear but not so hard that you fluke it 1/100 times.
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  5. #5

    Re: Extreme.

    ok i'd bare that in mind
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  6. #6

    Re: Extreme.

    Originally Posted by iiXz
    ok i'd bare that in mind
    Also If you want to make it really hard add things that take timing like rotating objects or pistons, will make it a little bit harder
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  7. #7

    Re: Extreme.

    the creator of an extreme track should be able to 0fault it for platinum.

    the creator for a ninja track should be able to atleast 10fault it, minimum.

    design checkpoints with advanced techniques in mind and base everything around those.

    for extreme tracks make the obstacles difficult and keep scaling it back till there are atleast 2 ways/techniques to conquer it every time, not just 1 specifically. in other words, it should be a bit more forgiving for riders who have different play-types. with the basic set of skills from the hard difficulty tracks any rider should be able to atleast pass your extreme track.

    ninja difficulty to me comes from taking this plan a step further, and designing even more advanced techniques into combos for each checkpoint. also bringing newer more difficult or even unseen techniques into the game is another plus for ninjas. instead of scaling back difficulty to allow different techniques to overcome obstacles like an extreme design, you make them more specific. this does not mean random or lucky, it means you should be able to pass it everytime with the correct _specific_ moves. your track should be passable for people who have the skills for extreme tracks (though not necessarily right away), and possibly the skill of experimentation to learn how to pass some of it.

    ^^^ my opinion
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  8. #8
    willyums's Avatar Senior Member
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    Re: Extreme.

    ^^ words of a pro there. (although not sure i agree about what the creator should be able pass the track in, cos that really depends on how good at the game they are. its possible to create very difficult but effective tracks without having uber skills on the game imo)

    ignoring ninja difficulty (which should be massively harder than extreme in my opinion) to gauge extreme difficulty i would recommend using the in-game extremes. create your track whilst keeping the difficulty at least around brown boxes level and make sure its not much harder than inferno or diabolic. hope that helps a bit
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  9. #9

    Re: Extreme.

    ^^^ if you designed it, you should be really good at it from playing/testing it over and over hundreds of times. you should eventually be able to get atleast a 10fault on it, minimum. still, thats my opinion only, but thats how ive always done it. usually i get it down for a less than 10 fault (7-8 is ideal) before release if it's really difficult, then you know you will eventually get a 0 fault a couple weeks after you put it out or atleast know that someone else will.
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  10. #10
    willyums's Avatar Senior Member
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    Re: Extreme.

    i completely agree heet, i know a couple of great riders who really struggled with my ninja track but i can run it in under 10 faults consistently. but although im not the best out there, i am capable, for example of a top 100 diabolic run which many great track creators are not. i think the creator managing their own ninja track in under 10 faults is more of a consequence (of all the testing) than a rule.. just my opinion
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