I've just released my first supercross track, Donkey derby - I kind of staggered each line and made them all individual, but I could not test it in multiplayer. My run-throughs on each line ended up within 1/4 of a second of each other, so they should be fine, but if anyone can check it with multiple players I would appreciate it!
Just released my first trials track in a while, and the first one that I've put multiple routes in. It's called Route finder and is labelled as easy. This is the first track that I'm really happy with the medal times - Platinum is gettable but it's a challenge. See if you can get it!![]()
I just played Route Finder. I love the concept of having multiple routes to the finish which is what interested me in this track. It was a good track, but here are some problems I had with it:
1. There was near-constant tearing. I can handle it a little at a time, but when over half of the track has some sort of screen tearing, you have a problem.
2. The routes were basically all jumps with platforms above them. It just felt like there wasn't enough variety.
Don't abandon the idea though because a perfectly-created track with multiple routes to the finish has a ton of reply value and I think they're quite fun. I suggest you try my track called "16 Bit Trip: Final" because I think it's the best multi-route track made so far. There are many tracks that have the "Multiple Routes" tag but most of the tracks with that tag only have a few sections where you can go one way or another. I haven't played/ seen any other tracks where the entire thing consists of multiple routes.
I played Route Finder yesterday and I didn't know you had a thread here or else I would have commented. It was pretty cool and the routes worked most of the time. My first run I wasn't going for any route in particular and I kept banging my face into stuff unintentionally. But it did cause me to play it through a couple of times until I found a good path, so I guess it does what it's supposed to. Visually though I wasn't a fan of everything just floating, it just made it look cheap and unfinished. In my opinion I would have made some beams or logs supporting the ramps so that it "looked" like something was holding them up. It was a fun track overall.
As far as the forums go, it's hard to get feedback here and I really don't know why...but I feel you on wanting to know what people think, good or bad, so you can process that while building the next track. It only helps you as a builder, but you almost have to beg to get any feedback! But if you like making tracks then just keep building, eventually someone will have something to say around here.
Thanks for the feedback! I don't know what to do about the tearing. I made sure everything that wasn't on the line was 'decoration only', and it didn't happen in the editor.Originally Posted by KaliniuSI guess I'll have to move out of the woods!
Yeah, it was my first go, so I need to decide on other multi-route options. I'll definitely have another go as, like you, I love multi-route tracks! I'll give yours a go!Thanks for the feedback - it's much appreciated. I'll take it all on booard for my next effort!
Thanks, I'm glad you enjoyed it! I really wasn't sure about the whole things-hanging-in-the-air look of it, but I couldn't find a way to ground everything that I was happy with. I guess working with buildings is probably easier than working with trees! Thanks for the feedback, it really does help in knowing how you're doing as a track producer!Originally Posted by BCDraven
I'll persist with the forums, the more I'm here, the more my name will get known, hopefully! I'll give your tracks a go as well next time I'm on!
Oh, wait, that's now!![]()
Usually tearing doesn't bother me too much (heck, I even have it in some of my tracks) but for some reason, it really stuck out when playing Route Finder and it happened more frequently than I would've liked. Setting all background objects to decoration only is a great start, but sometimes you're asking for it when you have lots of foliage around (especially the riverwood trees).Originally Posted by Ojotango
The floating platforms look also kind of bothered me seeing as though you were trying to make the track more on the realistic side. Maybe having some small pipes or boards hold it up from the side at an angle or having platforms be hung up with some chain or rope. It would make the track a lot more visually appealing and you know what they say: "looking good is half the battle."
But I'll re-iterate me original statement: Multi-route tracks are awesome! When I made 16 Bit Trip: Final, I wanted each route to have it's own feel and I wanted players to have fun exploring them. I feel that if I were to have released it now (that there's a highest rated 48 hours section), it would've gotten a lot more exposure.
Because looking good is half the battle, I just keep on adding bushes and grass! Definitely for my next multi-route track I'm going to work with buildings instead. I like foresty tracks, but I've made two now, and they both have render problems that I didn't foresee. It'll be a nice change to work with bricks and mortar, plus making everything look realistic with out any floating things should be much easier!Originally Posted by KaliniuS
I had a go at your 16-bit track, okay, wow - that's multi-route! I enjoyed it, but only played it once so I haven't found all the routes yet! I'll play it again and your other tracks and leave comments on your thread. Thanks again for the opinions!
Newest track just gone up - Hamster run, where you're put into a cage and have to deal with hamster food, a hamster ball and a wheel amongst other stuff. I'm quite pleased with this one, but unfortunately I think I released it at the wrong time - it seemed to leave the 'latest trials' list within an hour.![]()
It's rated medium, and takes around 40 seconds.
Enjoy!
Playex Cheese Chaser earlier, made me lol. Will check out the rest of your tracks tomorrow![]()
Thanks very much! Working on Cheese Chaser 2!Originally Posted by JoeRegular