1. #1

    BrianUK's Tracks - LOOKING FOR ADVICE (21/05/13)

    Hey all,

    After playing lots of user created tracks, I decided to try my hand at it. Many, many, many hours later I finally finished the track. It has a couple of simple effects in there, easily spotted.

    I will sort out a video tomorrow after work (although with my awful upload speeds, who knows how long it'll take), but for now I will leave you with the details if you should want to find it.

    Author: BrianUK91
    Name: Trainz: The Escape
    Difficulty: Hard
    Tags: Realistic, Themed, Jumps



    Author: BrianUK91
    Name: Abandoned Car Fort
    Difficulty: Hard
    Tags: Realistic, Themed, Technical, Physics



    Constructive criticism is always welcome. Just keep in mind that this is my first ever Trials game *gasp*. I really want to hear about the quality (or lack thereof) of the track.

    Thanks and have fun!
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  2. #2

    Re: BrianUK's Tracks

    Ok, I've posted an embarrassing time

    It was a pretty good track, with some interesting theming (though it needed more)

    My main criticisms are:
    -Difficulty is more like a hard track than a medium.
    -Final section with red boxes feels like an extreme as there aren't any visual clues to how you need to ride over it correctly.
    -Driving line was sometimes a bit difficult to discern, led to a few faults that didn't seem fair.

    but over all, a good job
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  3. #3

    Re: BrianUK's Tracks

    Originally Posted by secretimbecile
    Ok, I've posted an embarrassing time

    It was a pretty good track, with some interesting theming (though it needed more)

    My main criticisms are:
    -Difficulty is more like a hard track than a medium.
    -Final section with red boxes feels like an extreme as there aren't any visual clues to how you need to ride over it correctly.
    -Driving line was sometimes a bit difficult to discern, led to a few faults that didn't seem fair.

    but over all, a good job
    I've added a link to my replay from my track, would you be able to pinpoint the areas that need improving?
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  4. #4

    Re: BrianUK's Tracks

    well I was having problems because I was using the scorpion (lost my save), so most of it probably doesn't apply as much

    Driving line is difficult to discern at 5 seconds and 30 seconds, and the lip of the first concrete bag pile at 21 seconds is extremely problematic on a scorpion.
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  5. #5

    Re: BrianUK's Tracks

    I have tweaked the first jump, and added signs on the carriage hop. That should resolve drive line issues.

    I did alter the section after the steel bridge, so tell me whether you like it or not. Carry enough speed and you'll go quite some distance and land nicely, if your jump is too short you'll catch the edge of the train carriage.

    Please, have a go, tell me what you think of the alterations. I foolishly forgot to add (altered) or something of that ilk to the name, but the track is still in the New Trials section.

    I will continue tweaking this track until I have something people really like, before I move on and do something else.
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  6. #6

    Re: BrianUK's Tracks

    Nice track, a great mix of obstacles and theme. There are many ways of choosing which obstacle to hit and which obstacles to try to clear. I had a lot of fun!
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  7. #7

    Re: BrianUK's Tracks

    Okay, so I have been messing around with the old physics event, then I kinda made a track, loosely based on a location in one of my favourite games, Fallout 3.



    Again, any constructive criticism is welcomed. This track isn't final yet, so anything that needs changing/altering shall be seen to in due course.

    (the lack of cars of the other side of the road is due to them being used in the fort, or at least that's my excuse )

    Apologies to the veteran riders/trackmakers for the average riding and track creating
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  8. #8

    Re: BrianUK's Tracks - NEW TRACK 27/03/13

    Great job on Abandoned Car Fort! I love the mix of obstacles and difficulty. How you no faulted this… beyond my comprehension.
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  9. #9

    Re: BrianUK's Tracks - NEW TRACK 27/03/13

    Carpocalypse is one of the most frustrating things I've played...

    It's actually a clever track and I like the design of it... for the most part.

    Cars SUCK as obstacles, they're irregular and often a tire will bug and flip you for no reason - i hate that...

    Also, the first falling bridge part is utter crap, the wooden plank at the other side randomly spazzes and flips you...
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  10. #10

    Re: BrianUK's Tracks - NEW TRACK 27/03/13

    Originally Posted by mike8
    Carpocalypse is one of the most frustrating things I've played...

    It's actually a clever track and I like the design of it... for the most part.

    Cars SUCK as obstacles, they're irregular and often a tire will bug and flip you for no reason - i hate that...

    Also, the first falling bridge part is utter crap, the wooden plank at the other side randomly spazzes and flips you...
    Yeah, really I should've removed the wooden plank. I set the physics stuff up after I'd done the obstacle, so really forgot about it and as I'd been testing the track so much I had very little trouble clearing the whole thing. Because it lifts as the car falls, it's incredibly likely to catch the middle of the bike as you go over, causing an unfair fault. I will therefore see that it is removed once I have a decent amount of stuff to edit (no point in re-releasing 2 days later for one piece of wood).

    As for the cars as obstacles, I tried to ensure that they didn't cause the bike to catch on them and flip, but as they are quite difficult (for me) to work with some things may have slipped through. The only car I can think of that really causes this issue is quite near the start, but then it serves a purpose as it slows you down for the next obstacle (climbing up the stacked cars before the first bridge collapse).

    As for the aforementioned bridge collapse event, it can be pretty fickle if you don't hit the car/wood that leads onto it as you won't carry enough speed to climb the falling section and clear the car/wood combo that you mentioned, thus pretty much ensuring a fault. The problem is that the whole point is to lower your speed enough so that you don't get a face full of fence when you get to the backflip section. I think it's a case of fine tuning that area to ensure smooth, safe transitions are possible and to allow a little sloppiness (let's be honest, we don't do everything perfect).

    But, thanks for the feedback and I'll see that these things are sorted for any tracks I make in the future.
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