WIP Track : help to choose a name
Posted: 12 Oct 2020, 03:29
Hello guys!
After four years of break, I am happy to announce a new track with a ready-made layout and 3D modeling practically completed. Anyone who followed the posts on this forum already knows that I am also working on a project called "1001 Nights", which reproduces the scenario of the modern Arab world with elements from ancient stories, passing through today's luxurious metropolises and a large refinery, through the old city and by Ali Baba's cave, but I needed to pause the progress to deepen the research on some aspects. Anyway, it's well in advance. I have two more tracks practically at the same stage of progress as the one announced today - "Viking Ring Fortress" and "1750", but I'm still trying to design the best possible layout.
The track that motivated the creation of this topic is all set in the Netherlands and was designed for everyone (like me) who would like to drive and run through the beautiful landscape of that country that is known worldwide for its canals, flowers, clogs, bicycles, dairy industry and, of course, windmills. As it is a fictional country (as defined by the STK Universe) that is based on a real country, to portray a scenario that really exists, I decided to respect the local architecture as much as possible so that everything really resembles what exists in the Netherlands and not with a generic location.
Being a track that aims to portray what exists in the Netherlands, the terrain of the track is basically flat. This facilitates the alteration of the driveline/path/way according to the necessity in the function of the fun of driving. So, I would like to ask everyone's help to:
1. Give your impressions about the scenario and the theme of the project;
2. Choose a name for the track, as I have not yet found one that I consider ideal.
The Track
This track is divided into four parts which are divided into sectors or zones.
Part 1 - Urban (The city), composed by a) city entrance, b) the city gate, c) the main channel and the big bridges, d) the big area with the city tram station, the university banks, commerce, and others.
Part 2 - Coast (the transition between the city and the rural zone. Includes the port, some houses, and a part of the dyke.
Part 3 - Rural (The countryside): begins at the end of the circular detour in the dyke. It covers the green terrain, some channels, wooden houses, a clog factory, plantations, windmills, and the farm.
Part 4 - The Dairy Factory.
Please note that these are just screenshots, not rendering. Much less, in-game rendering. They don't do justice to the real appearance of the track. These are simply pictures to show the ambiance with the goal to allow everyone to realize what this track is like. Consider, also that there are some missing objects that will be added to enrich the graphics.
Track name
Well, obviously, some names have already been thought of by me, but I haven't found any of them good enough to name this track. For this reason, I ask you to vote for one of these names, adapt one or two of them, or, still, create a totally new name, but consistent with the scenario depicted in the images I am publishing. The names I have are:
1. Windmills
2. Between the channels;
3. Mills and Channels;
4. Dairy Factory; and,
5. Tulip fields.
Comments, opinions and criticism
If I am publishing these screenshots, it is because I want everyone to analyze the topic well so that they can make suggestions consistent with the Dutch scenario. The comments and criticisms I would like to receive are your comments on:
1. The theme
Comment how Dutch culture was explored and whether there is one aspect that deserves more emphasis.
Ex. More about flowers, more clogs, more bikes, less windmills, explore more of the countryside, explore more of the urban, etc.
2. The colors.
I used colors that are common in houses and buildings in the Netherlands, but some may prefer more cartoonish colors. This can be easy to change. I made over 20 brick textures and 10 wood textures, but I can create other, more vivid color textures without much work. Thus, buildings that are in brown and beige tones may be painted in vibrant colors such as red, blue and yellow, but this will make the runway more unreal and more like a drawing instead of looking like a reality.
3. The start line
This is one of the reasons to post screenshots before the track to test. I simply need to know where to put the startline according to the opinion of the majority.
My intention is to put the start on the bridge at the entrance gate of the city, but there are another three or four points where the race can start. So, I would like you to vote for your favorite starting point:
1. Entrance gate of the city.
2. The passage between buildings after the main channel bridge (facing the inscription "I Like Rode Dam")
3. The strait between the grass walls.
4. The white wooden bridge over the canal in the countryside.
5. The entrance to the dairy factory.
6. Other.
Please note that only about 80% of the entire project has been shown. In addition to objects that need to be added (traffic signs, flowers on the sidewalks and poles, totems and orientation signs), there are still some houses in the urban area, two trucks, and trams that still do not have their final textures. The textures used in paving, flowers, and trees are also temporary, as I will still create each one.
Well, I would like those who are interested in the theme of the track to research, see the photos and watch the videos indicated in the links before making suggestions. I am going to give you about three days to analyze the project and, only then, I will prepare the export of the track for testing.
I will contact Worldblender and see if he has some time to help me right now. If he can't, I'll export the test track myself, but I need to put colors on the objects and on the path first so that you don't get lost in the middle of the scene. If I have to do this myself, it will take a few days for the test track to be available.
The Screenshots
After four years of break, I am happy to announce a new track with a ready-made layout and 3D modeling practically completed. Anyone who followed the posts on this forum already knows that I am also working on a project called "1001 Nights", which reproduces the scenario of the modern Arab world with elements from ancient stories, passing through today's luxurious metropolises and a large refinery, through the old city and by Ali Baba's cave, but I needed to pause the progress to deepen the research on some aspects. Anyway, it's well in advance. I have two more tracks practically at the same stage of progress as the one announced today - "Viking Ring Fortress" and "1750", but I'm still trying to design the best possible layout.
The track that motivated the creation of this topic is all set in the Netherlands and was designed for everyone (like me) who would like to drive and run through the beautiful landscape of that country that is known worldwide for its canals, flowers, clogs, bicycles, dairy industry and, of course, windmills. As it is a fictional country (as defined by the STK Universe) that is based on a real country, to portray a scenario that really exists, I decided to respect the local architecture as much as possible so that everything really resembles what exists in the Netherlands and not with a generic location.
Being a track that aims to portray what exists in the Netherlands, the terrain of the track is basically flat. This facilitates the alteration of the driveline/path/way according to the necessity in the function of the fun of driving. So, I would like to ask everyone's help to:
1. Give your impressions about the scenario and the theme of the project;
2. Choose a name for the track, as I have not yet found one that I consider ideal.
The Track
This track is divided into four parts which are divided into sectors or zones.
Part 1 - Urban (The city), composed by a) city entrance, b) the city gate, c) the main channel and the big bridges, d) the big area with the city tram station, the university banks, commerce, and others.
Part 2 - Coast (the transition between the city and the rural zone. Includes the port, some houses, and a part of the dyke.
Part 3 - Rural (The countryside): begins at the end of the circular detour in the dyke. It covers the green terrain, some channels, wooden houses, a clog factory, plantations, windmills, and the farm.
Part 4 - The Dairy Factory.
Please note that these are just screenshots, not rendering. Much less, in-game rendering. They don't do justice to the real appearance of the track. These are simply pictures to show the ambiance with the goal to allow everyone to realize what this track is like. Consider, also that there are some missing objects that will be added to enrich the graphics.
Track name
Well, obviously, some names have already been thought of by me, but I haven't found any of them good enough to name this track. For this reason, I ask you to vote for one of these names, adapt one or two of them, or, still, create a totally new name, but consistent with the scenario depicted in the images I am publishing. The names I have are:
1. Windmills
2. Between the channels;
3. Mills and Channels;
4. Dairy Factory; and,
5. Tulip fields.
Comments, opinions and criticism
If I am publishing these screenshots, it is because I want everyone to analyze the topic well so that they can make suggestions consistent with the Dutch scenario. The comments and criticisms I would like to receive are your comments on:
1. The theme
Comment how Dutch culture was explored and whether there is one aspect that deserves more emphasis.
Ex. More about flowers, more clogs, more bikes, less windmills, explore more of the countryside, explore more of the urban, etc.
2. The colors.
I used colors that are common in houses and buildings in the Netherlands, but some may prefer more cartoonish colors. This can be easy to change. I made over 20 brick textures and 10 wood textures, but I can create other, more vivid color textures without much work. Thus, buildings that are in brown and beige tones may be painted in vibrant colors such as red, blue and yellow, but this will make the runway more unreal and more like a drawing instead of looking like a reality.
3. The start line
This is one of the reasons to post screenshots before the track to test. I simply need to know where to put the startline according to the opinion of the majority.
My intention is to put the start on the bridge at the entrance gate of the city, but there are another three or four points where the race can start. So, I would like you to vote for your favorite starting point:
1. Entrance gate of the city.
2. The passage between buildings after the main channel bridge (facing the inscription "I Like Rode Dam")
3. The strait between the grass walls.
4. The white wooden bridge over the canal in the countryside.
5. The entrance to the dairy factory.
6. Other.
Please note that only about 80% of the entire project has been shown. In addition to objects that need to be added (traffic signs, flowers on the sidewalks and poles, totems and orientation signs), there are still some houses in the urban area, two trucks, and trams that still do not have their final textures. The textures used in paving, flowers, and trees are also temporary, as I will still create each one.
Well, I would like those who are interested in the theme of the track to research, see the photos and watch the videos indicated in the links before making suggestions. I am going to give you about three days to analyze the project and, only then, I will prepare the export of the track for testing.
I will contact Worldblender and see if he has some time to help me right now. If he can't, I'll export the test track myself, but I need to put colors on the objects and on the path first so that you don't get lost in the middle of the scene. If I have to do this myself, it will take a few days for the test track to be available.
The Screenshots