Ok, I've uploaded my very first track...nothing special, a 4-player supercross track. Any hints what mistakes I made?
The track is LL 1st try.
My ID: Leander_AT
Just played it, I think it's ok for a first track. Some remarks:Originally Posted by LeanderAT
- I'm not sure, but I think the space between the 4 drivers is a bit small, I think it will be hard to see your rider when you ride at the back when all the other riders drive infront of your view.
- The logs ruin most the flow and I think is more a medium difficulty obstacle. This doesn't mean you should use it like this on a medium, you should be able to take most obstacles with flow
- a bit like the previous point. There should be more flow on the track for a speedrun. Look at the fastest runs on trial tracks/supercross tracks to see what I mean. These are harder to take then the difficulty of the track but give you more speed.
- giving your track a better theme/more background will make your track alot better
- I like you didn't made a curved driving line, I also suggest never doing it in future tracks
- and never floating objects![]()
Thank you for your feedback. I know the logs are stupid but I added them to annoy my friends when we play in hot seat mode.![]()
I get your point concerning the driving lanes. I know they should be wider but some players would have to drive on dirt while others would be still on the road.
Originally Posted by LeanderAT
Yeah well, I think for supercross tracks the easiest way is to build in the sky.
The sky or one of the flat stretches of terrain/water work well for supercross, anything with hills/terrain restricting object placement is a no-go imo.
Any bumps or uneven terrain should be balanced with objects or custom collisions to make each lane the same.
Curved drivelines also make things really complicated as it'd change the lengths of the lanes.
Another important point for supercross is that local supercross tracks have to have different standards then online due to checkpoints, track creators should be specify if it's optimized for local or online play.
Some people may think the standard base-game supercross tracks are too easy but they are designed for local play with lots of close checkpoints.
I'll try my hand at one or two supercross after I'm done with my current projects.
(currently 2-3 trials tracks work in progress/concepts)
I'm currently making a short hard supercross track to test how it will go. Probably will be done today.
I know it's ok for online play, but local harder tracks probably are not really so good for local. Is there no way to turn off the option when it matches your speed on reset? Local is hard to test too when you are alone at the pcOriginally Posted by TeriXeriidk if I'll specify it, if on local you can always agree on some rules on how to pass some cp.
I think you have it right, considering this is the pc community, it's more common sense to assume most harder supercross will be for online play anyway.
My second track is available now. LL Bikes n Balls.
I don't know how to use snap to grid so all objects are manually placed. Especially the ramp was...not that easy and took some time.