SvenAndreasBelting {l Wrote}:Yeah I agree that it's a bit less challenging now. The hairpin idea is cool, but I think it would only fit for the new path, as the old path on the left is rather flat so a hairpin wouldn't be realistic. If i add a hairpin to the new path I would also have to somehow extend the old path in oder to keep them balanced.
What I find a bit strange with the new path is that it changes height much more than the dirt path, when mountain roads tend to exploit flatter parts a lot. Maybe have the road go up before reaching the dam, the dam higher so the elevation afterwards is more logical. Throwing ideas.
Yes, balancing the left path with the new path gets trickier if a hairpin is added to the new path, I am not sure how it should be done.
SvenAndreasBelting {l Wrote}:Why don't you like that this section can be seen from the bridge? I personally always love it when parts of the track can be seen from other places of the track, gives me the feel like I'm really driving trough a world.
I like it in general. The other day I went up the stairs in the Black Forest house and the view from the balcony on the rest of the track is gorgeous.
The reason I don't really like it in this instance is because it highlights the path taken by the road as strange, whereas seeing the monastery, the train bridge and so on from the Black Forest house doesn't.
I feel like the new bridges you added where the asphalt road starts/ends do a great job at giving the "driving through a world" feeling.
SvenAndreasBelting {l Wrote}:You mean just a hidden shortcut that's not easy to find?
Yes, something that rewards exploration and that can easily be missed even if you play the track 10 times, if you don't actually look for special places. I don't know yet where / how to place it, though. Regarding balancing, I think if it gives 0.2s bonus or so (well driven vs well driven), it's fine, it shouldn't be "take it or you'll lose", but it should be worth going for sometimes.
I'm thinking now that all samuncle shortcuts tend to feature a big nitro can. That's neat in a way, but that also means that they tend to be more appealing for lights rather than for heavies. If Gran Paradisio paths are rebalanced, I could imagine the secret path being best for light karts (they can take the big curve tightly and benefit from the nitro) and the upper part through the bridge and airport track being best for heavies.
I wonder if shortcuts could be made that give an advantage to heavies...
But that's also an interesting way to look at balancing paths. Until now we've mostly looked at "difficulty vs time gained", which was certainly a good approach, but what if some path is heavy-friendly and another light-friendly ? There is some interesting designing possibilities in this direction.
SvenAndreasBelting {l Wrote}:References to other tracks could maybe be done with some signs or something like that.
Yes maybe.