The issue is that this track has no checkline at all. Going backward and forward over the lap line allows to validate laps.
This is also true in 0.9.3 ; but code changes to lap line validation make the issue much more obvious in git, because you don't need to go backward for an incorrect validation to happen the first time.
tempAnon093 {l Wrote}:re: the checklines
Here are all the cheat shortcuts I found. I did not draw ones where there is enough grass to make the shortcut useless.
tempAnon093 {l Wrote}:The way I see it:
1) people find the map fun and have played it online
2) we can put in less than 5 minutes of work placing my proposed checklines which will make the track much fairer, making it more usable in online matches
That is not wasted time. The track layout needs no change.
Alayan {l Wrote}:I don't care if the track is supposed to be indoor or outdoor. I care if it's enjoyable to drive on it, and yours is not.
As you don't seem to get why people don't like it, I'll expand on my reasons. The shape has several core design flaws :
(,,,) Even going in at a very slow speed, you are forced to crash after the 3rd one. This is not a challenge, but a needless frustration. I'm among those who like difficulty in tracks, but this is not the right way to do it. Look at The Old Mine or The Lost Chasm to get a better idea of how a track can be challenging but fair, rewarding skillful driving.
4)Obviously, considering (2) and (3) if you want to do a good time, you should always use the left road, whatever your skill level. The right one is useless. This is bad design ...
5)The track is very short. This obviously apply to some official tracks too, One or two gimmick track like OMC is ok, but otherwise tracks should last at least 30s imo. 20s to complete a lap is not enough.
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