1. #31

    Re: Eddeman's tracks: Reach for the Sky

    Originally Posted by ConfusedMuscles
    Ya just little small things, nothing major. Next time you should use a wider variety of pieces besides metal ramps.
    Yeah I plan to, I kept using the metal ramps because I wanted things to be smooth and because I was too lazy to use anything else with invisible ramps for collision
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  2. #32

    Re: Eddeman's tracks: After the Fall

    Released a new Extreme after a few months of on-and-off work on it.
    Might be a bit laggy since it's curved inside a tower, not much I could do about it since I didn't have people test until it was pretty much done <.<
    Could have done some more with the deco, but I just wanted to get it done so I could move on
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  3. #33
    Ch4er0n's Avatar Senior Member
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    Mar 2014
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    Re: Eddeman's tracks: After the Fall

    Originally Posted by Eddeman
    Released a new Extreme after a few months of on-and-off work on it.
    Might be a bit laggy since it's curved inside a tower, not much I could do about it since I didn't have people test until it was pretty much done <.<
    Could have done some more with the deco, but I just wanted to get it done so I could move on
    cannot get over how amazing this track is! i grinded out a 46 second time and had an absolute blast doing it. all of the obstacles were really well done, none frustrating or inconsistent, culminating in a fantastic driveline. the atmosphere and decoration are phenomenal and I love looking down into the complex to see some new detail in the far distance

    if i could give this more than 5 stars, i would instantly. unreal track
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  4. #34

    Re: Eddeman's tracks: After the Fall

    I enjoyed your track. It has a great driving line and perfect for a speed run, had a real nice flow. Nice work.
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  5. #35

    Re: Eddeman's tracks: After the Fall

    Thanks for playing guys, glad you liked it. I had some reservations about the driving line myself but it seems I was getting paranoid

    I did make a last minute change to the third checkpoint, it was so wildly inconsistent unless you came to a complete stop I just had to re-design it.
    Seems it worked out okay.
    There's some minor inconsistencies left that I know of though, one was so rare in testing I guess I didn't manage to fix it after all
    (stupid metal beam in the hillclimb-ish thing bumps you sometimes).

    Feel free to point out if there's something you didn't like though, I'm always looking to improve.
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