1. #1

    Are you a Trials expert? Try this!

    I've played some tracks that state they are "the hardest track made" but are usually pushovers.

    I probably haven't made a track of that caliber but it's quite a challenge!
    Please give it a go see if you can do it. The ending requires you to actually bail out and reach the chopper. I spent quite sometime making the level so it should have 1 or 2 enjoyable, and nightmare set pieces.

    Track: Get To Da Chopper !
    Gamertag: UNDEAD WOLF 8D
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  2. #2

    Re: Are you a Trials expert? Try this!

    Sounds interesting, I'll try it when I get home from the bar.
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  3. #3

    Re: Are you a Trials expert? Try this!

    By "jump" to reach the chopper, do you mean bail?
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  4. #4

    Re: Are you a Trials expert? Try this!

    Yep! sorry bails the right word, have to press Y at the end to bail and try and hit the chopper to grab on.

    That's if you aren't electrocuted, blown up, set alight, dropped to your death, crushed by an elevator, or smashed by rocks/wrecking balls lol
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  5. #5

    Re: Are you a Trials expert? Try this!

    The first jump seemed fair but the frame rate was just way too low and drove me nuts.

    Small note from the beginning, the rain effect works much better when combined with the rain ground hit effect.
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  6. #6

    Re: Are you a Trials expert? Try this!

    Thanks for the feedback!

    The lag did frustrate me, I removed the controller vibration event as surprisingly it really didn't help. One part it slows down and it's fine because it is where a type of slo-motion is needed (even if artificial) I'll try and work on increasing the overall frame rate and re upload it. Maybe just removing the rain as it's not too necessary.
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  7. #7

    Re: Are you a Trials expert? Try this!

    First of all, lag at the beginning really put me off. Most of the obstacles seem really un-consistent, mpving platforms, platforms falling without notification, it was all too gimmicky. Not a smooth riding iline in the slightest. Then i got to the black and white part where the camera angle is f*cked and it put me off all together, don't make a track where your rider is facing you so the controls are back to front, it's also so unconsistent. but i like to whole them of the track and does look like you put alot of time into it, just no ones going to play it al through if the obstacles are too frustrating, like me. Not sure how far i had left to go, but i like to play a map through, then go through speed-running it. But your map definitely isn't one you can do that with, if the obstacles and riding line were smoothed out, it would be a very very good track!
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  8. #8

    UPDATE

    Thanks for the feedback and criticisms, I appreciate them!
    Haha my track got removed, probably reported offensive for all that lag.

    - I just fixed the annoying lag at the start and overall lag for the track has been reduced by removing some unnecessary things.

    - The black and white part is supposed to be that way so the beginning of that obstacle has reversed controls (the camera follows you like CCTV) I wanted to add a new challenge for players. Once gotten the hang of it's quite easy getting over the barrels, just have to bunny hop and hold back (or forward being reversed). Half way through that obstacle the controls are back to normal. I've added indicators that Forwards equals Backwards.

    - With moving platforms or things happening, the unpredictable nature is what I wanted so it wasn't too predictable and easy. I tried to make them mostly fall before the player gets to them so the player is punished by trying to floor it through the track without caution. Like in red lynx's levels where instead of a normal jump you must suddenly slow down to avoid falling to your death. On the level when something explodes it burst into flames first, also when a wrecking ball comes a flood light turns on, things like that. But I can think of one or two which would give no indication they are gonna happen! so I'll add a lot more notifications and warnings for players, like the part on the wooden beams, I can use lightning as an indicator for when parts will fall suddenly.

    After some trial and error or learning what the player needs to do at different parts, a speed run is very possible! I did it in 5 mins with just 20 faults to my own surprise.

    - The elevator part, I'm not sure if you had trouble with it but it isn't supposed to stop, that part requires the player to drive off near the top and let physics get them onto the platform, I've added indicators there.

    I want to make the level better though! or more playable. I tried to explain why some of the obstacles are how they are, and have added a lot of indicators/fixes, but what other ones did you have problems with and why? Also were there a lack of checkpoints?

    I'll also put up a video of me doing the track (: just so it helps see how some annoying parts are done.
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