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Re: China Track

PostPosted: 27 Apr 2013, 17:56
by tavariz91
Hi!

I have just noticed 2 small bugs.

First:
A vase rolling at the start without being touched. It starts to roll at the beginning; it's the nearest vase.
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Second:
A "special" palm tree; look down to the roots: what we look as the trunk seems to be inside the trunk. I could see it for this model at mumltiple places.
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Regards,
Tav'

Re: China Track

PostPosted: 28 Apr 2013, 01:09
by Arthur
Now you're just looking for bugs man. But yeah, whatever.

Re: China Track

PostPosted: 28 Apr 2013, 02:01
by tavariz91
I don't know how to fix them :/ but I know how to find them :). Playing, playing and playing again :D


IMHO the rolling vase is a big problem, while it's as if someone already began to break the town BEFORE the karts comes :P.
Uh, and I just noticed a part of roof missing on the first screenshot; I suspect that all houses don't have a closing plan.

Anyway, it's a good track for me (sorry, I did not tell this before... it was so clear in my mind I did not say it.) Details like the root or the roof bugs are peanuts, but could be noticed by exigent people and make more "pro". I am sure these could easily be solved in a few minutes, even if I don't have the required skill to make half the work done.

Regards,
tavariz91

Edit: I re-tried it and noticed trouble with the lightmap: Under the human ("pandaic?") constructions (the tower at the beginning of the great wall for example) there is no shadow, as if it did not exist... I am sure that if you go under a bridge, you should see its shadow somewhere. It's another peanut :cool: . I 'll put a screenshot maybe one day. Or not.

Re: China Track

PostPosted: 05 Dec 2013, 03:27
by NeonKnightOA
This track has many issues, but at the same time it has potential to be a very great track.

The main problem is that it's extremely sloppy in parts where this sloppiness isn't really necessary at all. Especially now that hard-breaking isn't part of the game anymore.
In many parts it's also easy to fall down.

Let's start from the beginning.

The brick tower obstructs the flow of the track.
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Here you could add some guardrails so the karts don't fo out of the track so easily. That isn't fun.
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In that last picture, it's easy to hit the entrance to the Great Wall.

If you someday want to implement the Reverse mode in this track, I suggest you to cover this part somehow so that your players don't drive to the wrong side.
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This part could be softened (or, directly, flattened) and have a guardrail.
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Overall, a bit of lighting could improve the visuals in this track.

Just my $0,02.