I just uploaded two new tracks I've been working on. I hope you guys enjoy them. Any feedback would be greatly appreciated.
GT: harrisonosirrah
New Tracks...
Trials bourgeoisie - Hard - Realistic, Scenic, Multiple Routes
Quincy Ave. - Medium - Realistic, Jumps
Old tracks...
Sepia Rocks - Hard - Jumps, Physics, Scenic, Multiple Routes
Bungle's Stubb - Hard - Technical, Physics
Tried out the two you posted.
That first one seemed ok. But damn the custom cameras made it bloody annoying.
The second one felt thrown together and the random **** with the driving line and obstacles gets an instant thumby down from me.
well thank you for playing them and giving me feedback. i'm aware that the camera work isn't great but i had to use it in a coupe of places. and i'm not sure what you mean by random **** with the driving line but i'm sorry you didn't like it. but i assure you i didn't just throw it together. maybe that just shows how weak my track work is but, oh well.
-edit- BTW, after watching your replay on Quincy Ave., I'm not too hurt by your comments.
I'll give it another go. I'd been riding some trash all night and i think you took the brunt. Apologies.Originally Posted by harrisonosirrah
Well thank you for apologizing. I enjoyed playing your hill climb track.
I was being a nob most likely. Don't be offended if I say similar again. I will however next time back it up with cold hard facts (from my perspective). I'll hit a few runs later and see if I can best my dismal performanceOriginally Posted by harrisonosirrah![]()
Played all your tracks. I'll try to be polite since I do see an effort. Trials bourgeoisie is too long. Unless a track flows really smooth and easy, try to keep it around a minute tops, as a general rule. People can't memorize all that without spending a crazy amount of time on it. The driveline doesn't have a "groove", since obstacles were often crooked on the driveline, the custom cameras were disorienting, as was the wild turn in the driveline, I never knew if I could lay on the gas to make a jump or climb an obstacle. I basically had to play cautiously, thats not at all what makes this game great.
Quincy ave.- similar problems with crooked objects on the driving line, a driving line that isn't obvious, thus making approaches difficult. Wild driveline turns. Some slowdown from the particles, and light blocks at the finish. Also, not your worst, or least fun track IMO.
Bungles stubb- custom cameras were just bad. Driveline wasn't obvious at times. The sandbag/c4 obstacle is horrific if you don't clear it in your first attempt.
Sepia rocks- this is your best track. Everything before the floating curved bridge thing was pretty good, and fun. The floating bridge was not fun. It's floating weird, which makes no sense, and getting past it is a crapshoot. The rock part leading to the big drop is a mess, the landing is just really dicey. Decent theme and decoration overall.
Keep putting effort into your work, as long as you do that, people will take you seriously and try to help you. Maybe get some feedback from other players before releasing a track. I see you doing the same thing I did with mine, I was used to my tracks and didn't think certain things would be a problem, until I watched everyone play them. Looking back at my old tracks I see looooaaads of crap wrong with them lol. Still fun though I think.
Keep building![]()
Well Stillbreathing, thank you for taking the time to play my tracks and write out that detailed response. I will take those tips to heart and keep trying to improve. I'm sure you know how easy it is to lose perspective on a track when you spend so much time on it. Also I guess it's time I learned that just because I like something about my track does not mean most will. ex. crooked launches and jumps where you have to slow down to hit the landing.
I will keep building though. Hopefully my skill increases along with the enjoyability of my tracks.
Thank you again.
I just wanted to elaborate, I don't want to be misunderstood. About slowing down to hit a landing... Slowing down at parts is fine, hell, it's fundamental, but the area for a safe landing needs to be appropriate to the difficulty level. If its easy, the gaps should be almost nonexistent. Medium, bigger gaps, but nothing crazy, if they hit the approach reasonably well, they should be fine. A common and much appreciated approach to level design is multiple routes. An ultra slick, tough route for good riders, and a slower, much more manageable route for the unskilled. For hard/extreme tracks, the landing zone can shrink considerably. Be careful though, flow is always important. Even on the hardest of track, while it is easiest to stop at each checkpoint to get a good approach, a skilled rider on a well designed course shouldn't have to make hard stops, unless it's ninja. Watching replays on hard/extreme racks by the best players should illustrate my point. oh, and tracks usually have an identity, slow and technical, or fast and flowy, it's up to you if you want to mix the two. I do, if I feel it works for my theme and what I need, but most people will tell you to stick with one or the other for each track.Originally Posted by harrisonosirrah
Btw, saw you tried some of my stuff, thanks![]()
maybe you can elaborate for me. This is Trials bourgeoisie we're talking about, where you said you felt you had to play cautiously. Could you give me some examples of the spots you were talking about. it would help me greatly.
And yes I rode your tacks. the one with the Big stone monster (forgot the name, sorry) I really enjoyed. The ring of fire skill game was too difficult for me at the time but i will go back to it. But I must say while i loved some things about The Aggressive Decent Track (the jet and wonderful rubble work when the bridge collapses) the camera work is very disorienting. I fell multiple times because of the starting camera.