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Re: Sewer Track

PostPosted: 24 Feb 2014, 23:13
by ctdabomb
I have started/made a mock-up with the new concept art for drive testing purposes. Please test it and tell me what you think. I'm mainly looking for thoughts on how it drives right now. the current looks of things don't do the concept justice and there any much there to critique anyway ;)

thanks,
ctdabomb

Re: Sewer Track

PostPosted: 24 Feb 2014, 23:51
by Arthur
Good stuff, I haven't tested yet (will try to do so soon), but I applaud that you want to get feedback as early as possible especially about how the road goes. There are often small issues in the road mesh even on finished and pretty tracks, so catching those early makes things easier for everyone. :)

Re: Sewer Track

PostPosted: 25 Feb 2014, 14:20
by Ludsky
Interresting but i don't like a "Wizz" and damage, i like in your old track "Sewer", there two little bridge ^^

Re: Sewer Track

PostPosted: 26 Feb 2014, 13:32
by Totoplus62
I prefer this version :). Just continue this way (and add 0zone0ne music)

Re: Sewer Track

PostPosted: 26 Feb 2014, 23:40
by samuncle
Hello :)f

I also prefer the new version, but please provide us the blend if you want more specific advices because I can't write a good criticism without the blend.

I suggest to use a wider road where you turn it's easier for players. You can use ALT+S if you use bezier curves. just after the start line the road is very tin (it can be difficult).

You can also use an edge split modifier to correct normals. For stk 0.8.1 it doesn't matter but for the next gen engine it's very important. So be prepared :)

Re: Sewer Track

PostPosted: 27 Feb 2014, 01:48
by Auria
Nice start :) promising

I agree with other comments that it's a little narrow, will be hard to play with AI karts.

Keep it up!

Re: Sewer Track

PostPosted: 27 Feb 2014, 14:55
by ctdabomb
Sure, here is the .blend
I made the road narrow on purpose, but that was because people seemed to want a harder track, narrower seemed the way to do that (other than a harder layout which happened as well).

Re: Sewer Track

PostPosted: 27 Feb 2014, 20:16
by 0zone0ne
If I didn't know better, I would have assumed that the track being too narrow was just bad design, rather than a way of making the track difficult. It doesn't seem like the right way of going about it, especially when it's in a tunnel and it's hard to readjust yourself after you crash.

Re: Sewer Track

PostPosted: 27 Feb 2014, 22:34
by ctdabomb
Thanks for the feedback, I will make it wider.

Re: Sewer Track

PostPosted: 08 May 2014, 23:49
by ctdabomb
I apologize for the silence, I have not lost interest, just time.

It was mentioned the some sports were too thin. I know of some areas that I think are too thin, but where do you feel needs widening? please let me know.

Re: Sewer Track

PostPosted: 09 May 2014, 19:05
by Uni
If two karts are able to drive next to each other then it's not too thin. I like narrow tracks, but that's personal preference.

Re: Sewer Track

PostPosted: 10 May 2014, 23:31
by Totoplus62
Uni {l Wrote}: I like narrow tracks, but that's personal preference.

+1 :)

Re: Sewer Track

PostPosted: 11 May 2014, 01:53
by samuncle
You can use narrow paths for alternate one and something a bit larger for the main road. I think you should vary with different section. Some large and other not.

Re: Sewer Track

PostPosted: 11 May 2014, 02:17
by 0zone0ne
I would keep straightaways narrow, but widen the road for sudden curves. An example is the s-bend in the tunnel underlapping the starting line. I think it's way too narrow and gives the player almost no time to react the sudden corners.