I played your track. Firstly, the decoration and theme is beautiful, awesome job! Now, on to the issues...Originally Posted by RetroManHD Go to original post
-checkpoint segments felt too long at times. Most notably at the more frustrating parts of the track. Having to stumble and bumble through a couple parts, only to fault and have to do it again is frustrating.
-overall, there's a lot of bumpy parts in the driveline that can make things very hard for a rider new to the track, and upon hitting these spots, it can make consistency very hard for speedrunning. The segment with the rocky under hanging ceiling is just really rough. Personally, I just think underhang traps are just frustrating in general, and I think most would agree. Also, touching the rock made me wreck, even though my tires touched it, which just didn't make any sense. Then the next two objects/platforms submerged in the water were tricky to ride on. It felt like it needed another checkpoint in there, and some smoothing out.
-this is a HUGE problem IMO. The mystical section at the end with the floating ball is ON THE DRIVELINE, and doesn't move out of the way quick enough when taking the fast route, then to make matters worse, it resets on checkpoint restart, making the player have to wait for it. The ball should've been back a little as decoration, as it adds nothing to the fun by being on the driveline.
-there ARE parts where the rider is blocked by scenery and can be problematic. Most notably at the road crossing where the truck is. The landing there is important for the timesaver, but you can't see.
-if not for the long segments and rough spots, the track really felt like it could be a flowy medium difficulty track.
-the medal times ARE rough. For a track a minute long, people who finish 10 seconds slower than platinum time should get a gold, especially since the track takes so much work to 0 fault...though all that wasn't apparent until it was released. As others said, studying the leaderboard patterns and watching their replays can give you a lot of feedback.
-there is screen tearing in a lot of places. Not a huge issue IMO, but it's noticeable, and it is a flaw.
All in all I really like the track. As is, I think an 85% would be more fair. If it was fixed and smoothed out, over 90%. It could be special
Also, be glad you are getting feedback lol. Most people never hear a word about their work, leaving them doomed to repeat the same mistakes, and fail to find an audience. If people are sending you feedback, even negative, that is a good sign that your work is at least worth the effort, and worth caring about.
Hey RetroMan, I saw this thread earlier, but didn't realize I had played this track (and had #1 until StillBreathn came along). I have to say that I agree with the issues that have been brought up. Mainly that there are too many bumpy parts on the driveline and obstacles that are too easy to run face first into. But it's far from a bad track. If anything I would only point out the issues because it's clear that you take enough care in your creation to make something really good.
Originally Posted by mrjorts Go to original post
This feedback is much better than the non-constructive feedback I received on the PS4... I'm still learning the DO's and DONT's, so thanks for the comments.
I wanted to create a technical track rather than a flowing, speed-run track, so that kind of explains why the drive line get's interrupted. I wanted riders to think about what they had to do, rather than being guided by the track itself.
Now screen tearing was commented on, but I only get this in one place on the track, just after you jump over the wall before you go up. I couldn't get rid of it and really didn't know what was causing it... Any ideas?
But again! Thanks for the comments, I will take these on board in my next creation.
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