1. #1

    New track that will challenge you!

    Hello everyone, I am fairly new to Trials Fusion, however I was instantly addicted as I actually ride bicycle trials for fun.
    I wanted to introduce myself to you all, I am sure to become a frequent user here on the forum.

    I have dove in to the track editor, and created my first track that will take you at least 8 mins to complete, kudos if you can do it faster!

    I designed the track on xbox 360

    The track is named "Epic Climb 1"

    if you search and see two tracks with the same name, I apologize as I was still learning when I shared the incomplete version.

    I would love to see someone record their ride and share it on Youtube, alot like "University of Trials" on youtube.... That would be so darn cool

    anyways, please try out the track and let me know what you think!

    Take care everyone, trials rocks!
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  2. #2
    xJackieBx_on_PC's Avatar Member
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    the only knock I will give for your track is the ridiculous drop at the end, when I fault during a track, I want to have an understanding of what it was that I did wrong. When you have a big drop like that it is VERY inconsistent as to whether or not your bike is going to land smoothly, or whether it will morph into the rider or crash into the track from the height drop.

    It wouldn't be so bad if it was the first or second obstacle so that I could just restart the track until I hit it, but having it at the end almost means I have to take a gamble with a potentially 0/low fault run.


    but aside from that the rest of the track seemed pretty alright, I'll most certainly play any other tracks you decide to post up, and I might start recording some runs once I get my capture card all set up
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  3. #3
    Hey, I tried doing your track but I basically quit after the 3d cp. Almost everything you put in there was 'floating' and it seemed like you just placed random objects on the driving line. Also the sudden turn in the driving line put me off.

    I would suggest you take a look at the editor tutorials in here (they are for Evolution, but most of it applies to Fusion as well.) To get familiar with all the stuff in the editor and how everything works. The later stuff is kinda advanced, don't worry if you don't understand it, most of it you won't use anyway in the beginning or even ever use. (and if you ever want to use them and really don't understand them.. well.. that's what the forum is for)
    Also look at some user created tracks in here to get an understanding of how 'good' tracks look like.

    To see what makes a good track a good track see what people posted in here.
    The basic things to look out for would be:

    1. Make sure there are no sudden turns in the dl (driving line)
    2. Consistent difficulty in obstacles
    3. NO floating objects (unless it fits the theme)
    4. Make sure there is no screen tearing/slow down.
    5. Length of the track. Most tracks are between 20-50s long. Ofcourse you can choose your own length.

    Can't really think of any more, but for most people dl is the most important thing in a track. Maybe more people here can give you some tips.
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  4. #4
    MrGRiMv25's Avatar Member
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    I can't play the track as only on PC but a couple tips from me would be:

    Clear path on the DL, in that the rider can see what he/she is landing on.
    No view/camera obstructions to the DL
    Custom cameras can be cool, but can also be off putting - use them wisely.
    Like Rishaan said, floating objects a few meters off the floor look really bad - thought I'd mention it again as I think it's quite important..
    Decor doesn't have to be super-mega amazing, but a little thought in it goes a long way.
    Test your DL a lot, ensure it is fun not frustrating.
    If you spot physics glitch from a big jump (like mentioned above) when landing then try to lower the obstacle slightly.
    Avoid cliff objects as they are lumpy and the bike gets no traction (custom collisions can help with this)
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  5. #5

    appreciated!

    Thank you everyone for your long, detailed, respectable replies. I'm getting hateful messages on Xbox because everyone hates my track.

    See, I designed it just thrown together, I was focused on trials moves, rear hops, rider weight management, etc. Aesthetics wasn't my goal. Personally I ride bike trials, so I guess I'm looking at the driving line/game the wrong way.

    I am beginning a new track... I'm nowhere near the building level of most, but at least respect and honesty are things I can expect here in the forum. Thanks everyone!
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  6. #6
    MrGRiMv25's Avatar Member
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    Originally Posted by ILLskILL KILLER Go to original post
    Thank you everyone for your long, detailed, respectable replies. I'm getting hateful messages on Xbox because everyone hates my track.

    See, I designed it just thrown together, I was focused on trials moves, rear hops, rider weight management, etc. Aesthetics wasn't my goal. Personally I ride bike trials, so I guess I'm looking at the driving line/game the wrong way.

    I am beginning a new track... I'm nowhere near the building level of most, but at least respect and honesty are things I can expect here in the forum. Thanks everyone!
    Don't let them put you off, DL is the most important part after all, but a bit of deco goes a long way.

    You say you ride trials and have an understanding of weight transfer so maybe remaking a track you ride in real life would be fun.
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  7. #7
    funktastic-'s Avatar Banned
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    First of all killer if you are getting hate mail from people REPORT them , dont stand for it bud. report them to redlynx and also to xbox and i think its also breaking thier rules too.

    If thats the way your instincts too you , i would say continue to do so and ignore them as its your instincts that will teack you how to make a fantastic track after trial and error
    There is lots of fine people in here who will give advice and help. I think you have already been given a link to the main tuts we all have used.

    Follow your feelings bud , dont go against them lol not in creating things. Your doing the right thing , learning one thing at a time. I did it the other way round , i was better at the decor and my dl was rubbish and they both progressed over time not sure how far but the more you build and the different types you try will all help.

    Good to see a new builder among the ranks ...

    ps couldnt play ya track bud as im on ps4
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  8. #8

    My next track..

    Thanks again for all the replies here...
    I haven't gotten anymore hate mail so far, just that one day when I released it. My guess is that it's further down the list, so less people come across it.
    Thats ok though, I love my first course, it took me like 3 days to build, tweek, and test. I can get through it, all of it, but it takes like 8 mins and about 15 faults. LOL.

    I find it hard, but perhaps it's easy... I don't see any other names on the leaderboard for the track, which must mean everyone turns it off before completing it.

    This second track I'm going to omit floating objects, and use physics/triggers for explosions, fire, smoke, etc. Just to learn what it takes to do these things... They say its easy, but that editor is far from easy! This is a time investment! lol. They could have a class in school for the editor, crazy. lol.

    Anyways, I'll share the track when it's done.
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  9. #9

    Tutorials

    I've also been watching the tutorials for Evo... There's one video on youtube that has all 30 something tutorials, it's like 2 and a half hours long. lol.

    I am struggling with physics, everything hops around when physics is activated, if you don't place let's say, a car, on all 4 wheels exactly right on the road, it goes all funny, or just falls through the ground.

    I don't know how have of you make the tracks you do.... like the "Extreme Wipeout" one, are you kidding me?

    Geniuses playing video games, why aren't you all programming our future? Geez. lol
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  10. #10
    RaketeAal397's Avatar Member
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    for the physics thing, select the object, and press back (while its in the air) then physics will be active on that object and you can place it now on the ground, press a to release it and it will lie on the ground and not go mad when physics are beeng activated on it
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