1. #1

    New Track-Sugar Rush 1.1 is finished. Awesome.

    First off.....thank you to the 400+ people who helped me test out the bugs by downloading the track. No it is not perfect....no it is not one of the best tracks on line....but it is good and has gotten positive responses. Check it out....

    I did lock the bike to the slower 250CC for those newer players. Consider it a challenge!

    GT: Metalinc69
    Skill: Medium
    Type: Trials
    Name: Sugar Rush v1.1

    This track is my "candyland" themed trials complete with bright colors, a chocolate lake....jello horizon. The track is 90% momentum based with zero friction on a rollercoaster type track. I have a few little easter eggs, and it is a unique drive line. I forced myself to focus on the "flow" which is my the friction is set at zero for the "coaster" parts. Once you "get it" this is pretty fun to play.....my most successful yet.
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  2. #2

    Re: New Track-Sugar Rush 1.1 is finished. Awesome.

    Nice surroundings. The track was frustrating to me a few times because of inconsistent physics and some breezes which you have to get used to, but the idea is very nice. I'd love to see a similar themed track with a bit more actual riding. Good work though
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  3. #3

    Re: New Track-Sugar Rush 1.1 is finished. Awesome.

    Originally Posted by JushinX
    Nice surroundings. The track was frustrating to me a few times because of inconsistent physics and some breezes which you have to get used to, but the idea is very nice. I'd love to see a similar themed track with a bit more actual riding. Good work though

    I am a bit confused on the inconsistent physics part. There is an "easter egg" that could be considered that....but other than that I have no clue what you mean. Can you elaborate so I don't make the same mistake in the future?

    Also....breezes. I have not placed. It is what it is....fairly straightforward. Thanks for checking it out!
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  4. #4

    Re: New Track-Sugar Rush 1.1 is finished. Awesome.

    Hey man, I tried out your track, and I thought I'd give you a little advice. To be honest, for me, it wasn't too fun. I'd give i like 2.5* overall, and that's with the mindset of it being a gimmick track.

    1. I've yet to play a single part in absolutely any track that was "fun" or "cool" when I couldn't see my rider. You had a few different parts where the clouds would cover the track. That's not fun to me. At all. No matter how cool or epic the scenery may be.
    2. I came to terms pretty early on that my gas won't do me very much at many parts of the track. And that was ok, but you just made everything sooo slow the whole time. Every slope wasn't that steep that I went down, and I always ended up barely making everything after those slopes. I understand that that was the point, to get the flow just right so that you can make every jump just right. But it wasn't fun. I could barely control my bike AND I was forced to go really slow. That combination is almost never fun.
    3. The checkpoints were way too long. It was like 20 seconds per checkpoint, and every time I faulted you would have to start the whole slow process all over again. Again, not that fun.
    4. I actually found your easter egg. The "bubble" that floats you across the level, I presume? Well, unfortunately my entire bike didn't get inside, and the whole 20 seconds the bubble carries me as my front wheel is banging around because it didn't get inside. It then drops me on my head at the end of the whole process. It just isn't very well implemented. Making the bubble bigger and way faster would've made it a much more entertaining easter egg.
    5. Because you turned the bike way down, the "normal" parts of the track were incredibly frustrating near the end. No one is used to the physics when the bike has almost no gas, and it just creates a lot of frustration and isn't fun.
    6. Your theme was pretty cool, and it looked really nice. It's just that the driveline and poor implementation of your concept took away from any enjoyment the theme gave me while playing the track.

    I hope this doesn't discourage you, and I hope that all of my comments make sense. If you have any questions, then please ask, but remember, these are my opinions on your track. I know they aren't facts, and I'm sure you won't like them, but the best thing to do is try and understand where I might be coming from and just consider them when making a future track.
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  5. #5

    Re: New Track-Sugar Rush 1.1 is finished. Awesome.

    Originally Posted by HoorayItsMike
    Hey man, I tried out your track, and I thought I'd give you a little advice. To be honest, for me, it wasn't too fun. I'd give i like 2.5* overall, and that's with the mindset of it being a gimmick track.

    1. I've yet to play a single part in absolutely any track that was "fun" or "cool" when I couldn't see my rider. You had a few different parts where the clouds would cover the track. That's not fun to me. At all. No matter how cool or epic the scenery may be.
    2. I came to terms pretty early on that my gas won't do me very much at many parts of the track. And that was ok, but you just made everything sooo slow the whole time. Every slope wasn't that steep that I went down, and I always ended up barely making everything after those slopes. I understand that that was the point, to get the flow just right so that you can make every jump just right. But it wasn't fun. I could barely control my bike AND I was forced to go really slow. That combination is almost never fun.
    3. The checkpoints were way too long. It was like 20 seconds per checkpoint, and every time I faulted you would have to start the whole slow process all over again. Again, not that fun.
    4. I actually found your easter egg. The "bubble" that floats you across the level, I presume? Well, unfortunately my entire bike didn't get inside, and the whole 20 seconds the bubble carries me as my front wheel is banging around because it didn't get inside. It then drops me on my head at the end of the whole process. It just isn't very well implemented. Making the bubble bigger and way faster would've made it a much more entertaining easter egg.
    5. Because you turned the bike way down, the "normal" parts of the track were incredibly frustrating near the end. No one is used to the physics when the bike has almost no gas, and it just creates a lot of frustration and isn't fun.
    6. Your theme was pretty cool, and it looked really nice. It's just that the driveline and poor implementation of your concept took away from any enjoyment the theme gave me while playing the track.

    I hope this doesn't discourage you, and I hope that all of my comments make sense. If you have any questions, then please ask, but remember, these are my opinions on your track. I know they aren't facts, and I'm sure you won't like them, but the best thing to do is try and understand where I might be coming from and just consider them when making a future track.
    Hey....your opinions matter too man. I don't get it really.....I posted the "beta" to see how people did so I could correct the errors I saw. I had 4 star ratings with quite a few people rating it.....I release v1.1 and I get 2-3 stars and it is fixed. Blows my mind. I think a major contributor to this is that on the 1.0 version I did not lock the bike so I could see if I wanted to. On 1.1 I did lock the bike...and the ratings are suffering from it even though the track is more complete.

    As far as checkpoints go....I know which one you are talking about. Because I made the track go backwards for a section I could not place a checkpoint until it progressed forward again. This is a design flaw on redlynx and me.

    I appreciate the feedback and thanks for being honest.
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