1. #1

    [Ps4] Feedback wanted for our 2nd track - "Hills Have Retrys"

    Ladies and Gentlefolk.

    Myself and the co-creator of the track "Bridge Over River Cry" are looking for feedback on our new track "Hills Have Retrys" - positive or negative (constructive always welcome!).

    "Hills Have Retrys" is labelled as "hard". It's published under co-creator handle "INCUBA3E"

    Thanks for any feedback you excellent folk can muster!

    Mister_Leroy and Incuba3e
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  2. #2
    morrillo's Avatar Senior Member
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    Will give these 2 a go and report back. Nice you are looking for feedback.
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  3. #3
    Originally Posted by morrillo Go to original post
    Will give these 2 a go and report back. Nice you are looking for feedback.
    Feedback is the only way we can tell what's right on a track, what we got wrong, what needed work or refinement, or what worked perfectly and was good fun to play. The "Like" "Dislike" buttons ingame are a little too arbitrary for us to really gauge what works and what doesn't. Thanks for playing them when you get a chance, Morrillo.

    <Insert CAPTCHA rage here>
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  4. #4
    morrillo's Avatar Senior Member
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    Played your new track, summary:

    1-Lag - over the first jump you get slowdown when the lightning happens, try and optimise to avoid this;
    2-Camera changes - customs cameras are hard to get to work well, defaults cams are best unless the transition is smooth in and out;
    3-covered DL: try never to cover the driving line with decoration, even for a split second;
    4-flow: the ending where you ride on rocks completely kills what was a fun flow to the track, be consistent in the technical nature of the obstacles.

    Just my opinion, and it gives the impression I didnt like the track which is not true. You seem competent in the editor and I will certainly play your next track.
    It is clear effort went into this, and that is the most important start point.

    Well done, and let me know when you release your next.

    If/when RL add MP you will benefit from getting testers into your track(s).

    Good luck.

    EDIT: in terms of like/dislike, I have asked for more options in the TC rating system, but who knows when/what we will get in that department...
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  5. #5
    Thank you very much for your feedback Morrillo! Just some questions from my side

    Originally Posted by morrillo Go to original post
    1-Lag - over the first jump you get slowdown when the lightning happens, try and optimise to avoid this;
    This is correct We had this happen before earlier in creation, and removed a lot of the fog beneath the drop to counter this. It made a fierce return later in development which we didn't spot. (the lightning was butchered in to the map as we couldn't find the right tool RL used to make it in their maps (we have two area hitboxes in that jump and for each lightning strike) which are wired On and Off to Condition changers, which ramp the brightness of the sky to the highest, giving the impression of a burst of light..). It would probably work better if we could find the tools RL used for lightning strikes.

    Originally Posted by morrillo Go to original post
    2-Camera changes - customs cameras are hard to get to work well, defaults cams are best unless the transition is smooth in and out;
    Exactly. I know where you mean (the collapsing bridge). We cant work out how to transition in to different cameras very smoothly just yet. Thanks for the feedback on that

    Originally Posted by morrillo Go to original post
    3-covered DL: try never to cover the driving line with decoration, even for a split second;
    Is this in reference to the part after the jump from the collapsing bridge, where you enter a kind of "Ruins" area through an open doorway?

    Originally Posted by morrillo Go to original post
    4-flow: the ending where you ride on rocks completely kills what was a fun flow to the track, be consistent in the technical nature of the obstacles.
    By rocks, do you mean where you climb the bits of Henge? http://images.world66.com/st/on/e_/s...ge_galleryfull or do you mean the very final pieces - the rocky ledges to the finishing line?
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  6. #6
    morrillo's Avatar Senior Member
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    3- yes, through the doorway. It's only a split second, but a tiny bit off putting, and best to avoid if possible, not a big issue though.
    4- the very final climb, the rocks come at you and are fairly steep and require you to almost stop to set up for them. Personal taste perhaps, I am no authority on building

    Like I said guys, you put effort in which is great, asked for advice, and I will definitely play your new releases.

    Cheers.
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  7. #7
    IImayneII's Avatar Senior Member
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    Originally Posted by Mister_Leroy Go to original post
    (the lightning was butchered in to the map as we couldn't find the right tool RL used to make it in their maps (we have two area hitboxes in that jump and for each lightning strike) which are wired On and Off to Condition changers, which ramp the brightness of the sky to the highest, giving the impression of a burst of light..). It would probably work better if we could find the tools RL used for lightning strikes.
    I haven't checked it in Fusion yet, but in evo lightning was simulated with switching on an area condition for <1s, never with lights. I don't recall the exact setup I used in a track of mine but it was very similar as the effect in Swamp Fever (I think that was the sp track I got the idea from). The area condition setup was something like a white sky, white (or just a lighter) color for ambience with maybe some white fog in the background together with a short burst of higher exposure of the camera. I'm sure if you try something like this you'll find an effect you are happy with without using lights and creating lag.

    You can see the effect I created with this setup in this vid at around 20s:

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  8. #8
    Originally Posted by bassline001 Go to original post
    I haven't checked it in Fusion yet, but in evo lightning was simulated with switching on an area condition for <1s, never with lights. I don't recall the exact setup I used in a track of mine but it was very similar as the effect in Swamp Fever (I think that was the sp track I got the idea from). The area condition setup was something like a white sky, white (or just a lighter) color for ambience with maybe some white fog in the background together with a short burst of higher exposure of the camera. I'm sure if you try something like this you'll find an effect you are happy with without using lights and creating lag.

    You can see the effect I created with this setup in this vid at around 20s:


    Yep, that sounds like exactly what we did

    - no lights used
    - area condition triggered for a brief window
    - area condition set to "brightest sky" possible
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  9. #9
    IImayneII's Avatar Senior Member
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    Originally Posted by Mister_Leroy Go to original post
    Yep, that sounds like exactly what we did

    - no lights used
    - area condition triggered for a brief window
    - area condition set to "brightest sky" possible
    lol looks like I misread your post entirely.I tought you said you used lights to simulate the lightning and this caused lag. Weird an area condition causes lag tough...never had that problem. Still think RL does it the same way tough.
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  10. #10
    Originally Posted by bassline001 Go to original post
    lol looks like I misread your post entirely.I tought you said you used lights to simulate the lightning and this caused lag. Weird an area condition causes lag tough...never had that problem.
    I think it was more the "tonnes" of fog we had in beneath the level to give the impression of vast height (not sure if that panned out as planned). We removed some to restore frame rate, but later in development the frame loss came back an we simply didnt catch it before publishing.

    <Insert more CAPTCHA rage here>
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