1. #1

    What makes a good track?

    What makes a good track?

    So editors know what to look for when creating.

    Post all features that make a good track.

    Here's what we got so far -

    Difficulty & Bikes:
    - Consistent difficulty appropriate to the set difficulty (use license tests & ingame tracks as guidelines).
    - Correct bikes allowed used for difficulty/obstacles/type of track and playstyle of track.
    - There are no beginner/easy/medium/hard "ninja" tracks in my opinion, always extreme.

    The Driving Line:
    - Adding multipath/Timesavers.
    - When the rider is in mid-air, try and avoid curving the drive line.
    - No floaters, no track breakers where you can cheat and ride under the track.
    - Cool endings.

    Obstacles:
    - Well aligned objects and ramps (use custom collisions if needed).

    The Decoration:
    - Consistent Theme/Environment.
    - Lots of details and custom objects, animations but try and avoid lag.
    - No objects blocking view of rider for a long time or when a specific obstacle is obstructed from view.
    - Simpler small poles/trees may block view for a millisecond on a high speed track which can be ok when done well but keep it minimal.
    - Cool endings.

    Sounds/Music:
    - No annoying sounds or custom music at the beginning that restarts every time you press the b button to start again.

    View & Cameras:
    - Correct light and shadows, not too dark that the rider is blending in the track&background too much, not too bright that it blinds you on the sun effect for long time.
    - No sudden drastic camera angle/cut changes.
    - On curved tracks be careful of too sharp turns as it may look weird and confuse the player and it also looks silly.
    - Death cams is a nice feature to add.

    Tracks Difficulty's:
    - Consistency in track difficulty.

    Easy:
    Medium:
    Hard
    Extreme:

    Ninja:
    - I prefer to not upload partial "checkpoint" tracks on ninjas as it takes spots away from feeds (which currently are already small with 52 spots).
    - you can code in a practice mode to an existing track by blocking the finish when activating practice mode (via a on-hit switch or button press), so you could skip forward/back but not set a leaderboard time when activating (builders on this forum should be able to help with the code for this).
    - Prefer to list ninja in title or description, at least at minimum, in one of the 4 tags.

    Track Types:
    Trials:
    Skill Games:
    FMX:

    Optimizations:
    - Reduce the view distance/object draw distance/shadow distance, the baseworld has a ton of objects that you might not even see but are still rendered with a high object draw distance (I generally use object distance 100-500 meter depending on background distance I want in view), you can even change it with an event if you would go indoors and outdoors.
    - Take care of too many lights in an area, especially dynamic shadows in view, they can and will cause slowdowns, also keep in mind checkpoints/fire/explosion/sparks effects etc emit light as well.
    - If you want to use Physics somewhere, make sure you only have the objects you want solid/physics on at normal physics setting, turn everything that isn't touched/needed to decoration only if it does not come in contact with bike/rider/physics objects.
    - No lag/no screen tare.
    - TESTING! Everything from code to drive line to decoration, so you avoid the need to re upload track so you don't clutter TC, unless its really broken beyond unplayable on say a complex skillgame/scoreboard.

    Tutorial/Example:
    Spoiler:  Show


    Easter Eggs:
    - Add some Easter Eggs as this can be fun but not always necessary.
    - Secret rooms.

    Other:
    - Carefully positioned checkpoints.
    - Realistic medal times.


    Tutorial/Example:
    Spoiler:  Show


    I will add to the list when more are suggested!

    UPDATED!

    -Zurgery
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  2. #2
    TeriXeri's Avatar Senior Member
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    Mar 2014
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    This is a quick list, will post more later

    Difficulty & Bikes:
    - Consistent difficulty appropriate to the set difficulty (use license tests & ingame tracks as guidelines).
    - Correct bikes allowed used for difficulty/obstacles/type of track and playstyle of track.
    - There are no beginner/easy/med/hard "ninja" tracks in my opinion, always extreme.


    View & Cameras:
    - Consistent Theme
    - No objects blocking view of rider for a long time or when a specific obstacle is obstructed from view.
    - Simpler small poles/trees may block view for a millisec on a high speed track which can be ok when done well but keep it minimal.
    - Correct light, not too dark that the rider is blending in the track&background too much, not too bright that it blinds you on the sun effect for long time.
    - No sudden drastic camera angle/cut changes
    - On curved tracks be careful of too sharp turns as it may look weird and confuse the player and it also looks silly.

    Ninja Tracks:
    - I prefer to not upload partial "checkpoint" tracks on ninjas as it takes spots away from feeds (which currently are already small with 52 spots)
    - you can code in a practice mode to an existing track by blocking the finish when activating practice mode (via a on-hit switch or button press), so you could skip forward/back but not set a leaderboard time when activating. (builders on this forum should be able to help with the code for this)
    - Prefer to list ninja in title or description, at least at minimum, in one of the 4 tags.

    Optimizations:
    - Reduce the view distance/object draw distance/shadow distance, the baseworld has a ton of objects that you might not even see but are still rendered with a high object draw distance (I generally use object distance 100-500 meter depending on background distance I want in view), you can even change it with an event if you would go indoors and outdoors.
    - Take care of too many lights in an area, especially dynamic shadows in view, they can and will cause slowdowns, also keep in mind checkpoints/fire/explosion/sparks effects etc emit light as well.
    - If you want to use Physics somewhere, make sure you only have the objects you want solid/physics on at normal physics setting, turn everything that isn't touched/needed to decoration only if it does not come in contact with bike/rider/physics objects.
    - TEST TEST TEST TEST everything from code to driveline to decoration, so you avoid the need to reupload track (which I never do and probably never will) so you don't clutter TC, unless its really broken beyond unplayable on say a complex skillgame/scoreboard.

    more to come.
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  3. #3
    most important is making tracks you like
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  4. #4
    I think this is a great post! personally I like making tracks that are among the hard variety of tracks. Would like to add multi path, and possibly some easter eggs in my tracks. Currently though I have too many lights in a scene, but am not seeing any lag or frame rate drops on Ps4. Hopefully I'll get his track done soon.
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  5. #5
    TeriXeri's Avatar Senior Member
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    Those 2 Evo Vids sum up some great tips that most still Apply to Fusion.



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  6. #6
    I dont know whether you have mentioned this but... when the rider is in mid-air, try and avoid curving the drive line
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  7. #7
    Smeghead89's Avatar Senior Member
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    good theme, nice environment, lots of details and custom objects, animations, good use of light and shadows, timesavers, carefully possitioned checkpoints, realistic medal times, consistency in track difficulty, no lag/no screentare, well aligned objects and ramps (use custom collisions if need), no floaters, no track breakers where you can cheat and ride under the track, great/cool endings, no annoying sounds or custom music at the beginning that restarts everytime you press the b button to start again, secret rooms and easter eggs are a nice touch as well as death cams and multiple routes
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  8. #8
    mutetus's Avatar Trials Developer
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    Pointers about the same topic in older thread:http://forums.ubi.com/showthread.php...-Building-Tips
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  9. #9
    Nice - more tips
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