1. #21

    Re: Constructive Criticism

    Harbor Climber:

    Perfect track! The drive line was flowing. I liked the setting, along with the background. It was easy to complete yet a little tricky to get a good time on a 0 fault. Replay value was good.

    I couldn't find anything wrong with the track, so I went through 8 times looking for something wrong. I found it. The rain has no ground splashes!! I'm joking, that isn't a problem.

    All in all a perfect track. (and I am joking about the ground splashes, that is not a problem. =P )
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  2. #22

    Re: Constructive Criticism

    The Docks:

    not going to be easy on you here...

    when I played it yesterday afternoon, the sun was shining in the room - I didn't see ****. And even when I replayed it now I couldn't make out what exactly was going on around the rollercoaster-rail bit. Not cool, in whatever difficulty. Then, before that, you throw some random cans at the player. What for? Especially because hardly anyone will notice. I basically only noticed them because somehow one of the cans got stuck between my wheel and fender causing me to flip and crash.
    Checkpoints are too far back from the next obstacle. Why do I have to cross all of the parking lot (=potentially get fast) before I can climb the logs? Speaking of which: Too much random bumpy stuff. By this I mean: things that can very easily make you fault, but as such don't really require any skill. This isn't interesting or challenging, if anything, it only challenges my patience. I find it annoying and a BIG problem in, heck, almost all of the user-tracks I've tried so far.


    Nice setting and atmosphere, though. I haven't tried a dark/night setting myself and - well, apart from the too dark - I think you did a nice job. The mindbender bit was cool, even if unrelated to everything else. From the video, I thought the blind drop onto the first wooden platform down in the water was, erm, ****, BUT you've placed the platform spot on. That whole part is quite nice. Physics tend to be unfair, but you've kinda leveled this out very well. And, actually, you don't have SO much "random bumpy stuff" - It's just my pet peeve when playing tracks from TC, so I tend to be vocal about it.


    About the lighting: you could try to have some structures lit in the backgroud, so you the rider are still very much in the dark DARK, but show as a silhouette.
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  3. #23

    Re: Constructive Criticism

    Skyhopper:

    Not much to see here in red. I second the remark about the camera and maybe you could have faked the breaking-through-wood somehow as the player doesn't really get to see it - I carried a large piece of plank with me for quite some distance - twice

    Easily one of the most pleasant and "flowy" tracks I've downloaded so far. And seeing how one can skip the second stoneslab (you know the one ), I believe you knew exactly what you were doing. So all thumbs up.
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  4. #24

    Re: Constructive Criticism

    Sky Hopper
    Creator: InquisitorFIN

    Negatives

    -The first tree that you drive over is not smooth at all, always caught my tires
    -The camera change near the end was a terrible idea
    -To add on to the camera change a piece of wood got stuck on my rider every time!
    -Last obstacle was close to hard difficulty, at least on the scorp.



    Positives:

    -Nice flowing driveline
    -Very simiar to archipelago from single player which is cool
    -atmosphere was pretty good.

    Summary: Small parts of the drive line could have been smoothed out with custom collisions. Overall I played it a couple times which is a sign that I liked it enough to improve my run. 4/5*
    Gave it 5 in game because it is way better than most.
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  5. #25

    Re: Constructive Criticism

    Originally Posted by Karmacoma
    The Docks:

    not going to be easy on you here...

    when I played it yesterday afternoon, the sun was shining in the room - I didn't see ****. And even when I replayed it now I couldn't make out what exactly was going on around the rollercoaster-rail bit. Not cool, in whatever difficulty. Then, before that, you throw some random cans at the player. What for? Especially because hardly anyone will notice. I basically only noticed them because somehow one of the cans got stuck between my wheel and fender causing me to flip and crash.
    Checkpoints are too far back from the next obstacle. Why do I have to cross all of the parking lot (=potentially get fast) before I can climb the logs? Speaking of which: Too much random bumpy stuff. By this I mean: things that can very easily make you fault, but as such don't really require any skill. This isn't interesting or challenging, if anything, it only challenges my patience. I find it annoying and a BIG problem in, heck, almost all of the user-tracks I've tried so far.


    Nice setting and atmosphere, though. I haven't tried a dark/night setting myself and - well, apart from the too dark - I think you did a nice job. The mindbender bit was cool, even if unrelated to everything else. From the video, I thought the blind drop onto the first wooden platform down in the water was, erm, ****, BUT you've placed the platform spot on. That whole part is quite nice. Physics tend to be unfair, but you've kinda leveled this out very well. And, actually, you don't have SO much "random bumpy stuff" - It's just my pet peeve when playing tracks from TC, so I tend to be vocal about it.


    About the lighting: you could try to have some structures lit in the backgroud, so you the rider are still very much in the dark DARK, but show as a silhouette.
    I absolutely hated that track. Stupid ninja move mid track, random camera change that made me feel sick, way to dark. I could go on but I won't. I apolgize to the creator but that is just how I feel.

    Ways to improve. Brighten up the track a bit, I know the setting is dark but ma was it hard to see on my tv. The background was actually pretty good so no problems there. I'm not sure if that reverse ramp part was intended to be a gimmick ninja move, but if it was that was a bad idea. Take more time figuring out the correct difficulty label. As the creator it is easy to downplay the difficulty. I would be more than happy to help you test your tracks and help if I can.
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  6. #26

    Re: Constructive Criticism

    Alright, should have put the feedbacks in one reply.. anyways

    Harbor Climber
    in a nutshell:

    The bad: uh. erm. huuuh. ... ah, I got one! Too short!!! (And the second-to-last jump stands out too much, difficulty-wise.)

    The good: everything else. "Hard" label is spot on.

    The whatever: I wouldn't mind some more depth to the scenery.
    With regards to the difficulty: Thanks for making, man. Exactly what I enjoy the most.
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  7. #27

    Re: Constructive Criticism

    Originally Posted by Karmacoma
    Alright, should have put the feedbacks in one reply.. anyways

    Harbor Climber
    in a nutshell:

    The bad: uh. erm. huuuh. ... ah, I got one! Too short!!! (And the second-to-last jump stands out too much, difficulty-wise.)

    The good: everything else. "Hard" label is spot on.

    The whatever: I wouldn't mind some more depth to the scenery.
    With regards to the difficulty: Thanks for making, man. Exactly what I enjoy the most.
    Really? While I was running it I wasn't really minding the bland distance. On the other hand I really liked the decoration around the ramps and crates. It looked to me like it was set up for people to sit and watch/party while others did tricks around it. I really liked that for some reason. =P
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  8. #28

    Re: Constructive Criticism

    Originally Posted by ConfusedMuscles
    I absolutely hated that track. Stupid ninja move mid track, random camera change that made me feel sick, way to dark. I could go on but I won't. I apolgize to the creator but that is just how I feel.

    Ways to improve. Brighten up the track a bit, I know the setting is dark but ma was it hard to see on my tv. The background was actually pretty good so no problems there. I'm not sure if that reverse ramp part was intended to be a gimmick ninja move, but if it was that was a bad idea. Take more time figuring out the correct difficulty label. As the creator it is easy to downplay the difficulty. I would be more than happy to help you test your tracks and help if I can.
    No need to apologize, your opinion is highly appreciated! As this is my first time actually playing a Trials game and working with a level editor, i still have allot to learn. That's why i posted it here in the first place, since i can't get any feedback on TC and don't know what i did wrong or right. Like i said to Karma, i appreciate the honest feedback!
    I'm currently trying to make another level and i will incorporate all these things in it. I would love to have you as a tester, i will PM you in the future when i'm done with my next track if that's okay with you.

    Originally Posted by Karmacoma
    The Docks:

    not going to be easy on you here...

    when I played it yesterday afternoon, the sun was shining in the room - I didn't see ****. And even when I replayed it now I couldn't make out what exactly was going on around the rollercoaster-rail bit. Not cool, in whatever difficulty. Then, before that, you throw some random cans at the player. What for? Especially because hardly anyone will notice. I basically only noticed them because somehow one of the cans got stuck between my wheel and fender causing me to flip and crash.
    Checkpoints are too far back from the next obstacle. Why do I have to cross all of the parking lot (=potentially get fast) before I can climb the logs? Speaking of which: Too much random bumpy stuff. By this I mean: things that can very easily make you fault, but as such don't really require any skill. This isn't interesting or challenging, if anything, it only challenges my patience. I find it annoying and a BIG problem in, heck, almost all of the user-tracks I've tried so far.


    Nice setting and atmosphere, though. I haven't tried a dark/night setting myself and - well, apart from the too dark - I think you did a nice job. The mindbender bit was cool, even if unrelated to everything else. From the video, I thought the blind drop onto the first wooden platform down in the water was, erm, ****, BUT you've placed the platform spot on. That whole part is quite nice. Physics tend to be unfair, but you've kinda leveled this out very well. And, actually, you don't have SO much "random bumpy stuff" - It's just my pet peeve when playing tracks from TC, so I tend to be vocal about it.


    About the lighting: you could try to have some structures lit in the backgroud, so you the rider are still very much in the dark DARK, but show as a silhouette.
    This is great, thanks allot man! Now i have things to work on. The cans are there to slow down the player and not have them just press accelerate and speed off through the whole level. The same thing was the idea with the parking lot, in stead of jumping from the platform on the logs, the plan was to have a slower part before riding off in speed again.
    About the darkness, the original idea was way darker but i had turned it a bit lighter to nitpick some stuff and forgot to turn it back. But on my TV it wasn't THAT dark, maybe i need to recalibrate my TV? Appreciate the honest feedback!
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  9. #29

    Re: Constructive Criticism

    Uplay: InsaneFurball
    Track: Oil Rig

    Had plans of it being a night time map, but kept getting lighting errors, plus we really need the DLC's for some better objects, im feeling really limited with vanilla Trials.
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  10. #30

    Re: Constructive Criticism

    Oil Rig:

    Felt like I wasn't doing anything for the first half of the track, to many elevators/moving platforms. I know it was a shorter track, but I didn't feel it had enough tricks in it.

    Ramps were well placed, TNT (grrr) was well placed. All around a nice little track.

    Didn't have any real "problems" with the track in terms of play-ability, but could do with more obstacles.

    I too feel like there are not enough pieces. Primes would help a lot. =P
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