Sewer Track

Re: Sewer Track

Postby woompa loompa » 21 Jul 2016, 10:36

Since I see a lot of action on this track, I'd like to suggest my humble input.

Most tracks in STK are wide, long straightaways, with very little track variations. This is kinda boring. My suggestion would be to add more jumps, faster sectors, more dunes and altitude variations, and more road bends with an angle of 90° or more.
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Re: Sewer Track

Postby GeekPenguinBR » 22 Jul 2016, 00:01

Most probably, the main inspiration for this track are the two sewer tracks of "Sonic All Stars Racing", from 2010, which, possibly, are the source of all visual references (other than those ones widely known from hundred movies: pipes, air exhausts, the bricks and the Paris sewer itself) for this project created by ctdabomb in a topic posted in march 28, 2012:
viewtopic.php?f=18&t=2350&p=28535&hilit=sewer#p28535

Sonic sewer:
ttps://www.youtube.com/watch?v=qWVrT5FaAlg
https://www.youtube.com/watch?v=Q1y4Xsw2tcg

woompa loompa {l Wrote}:Since I see a lot of action on this track, I'd like to suggest my humble input.

Most tracks in STK are wide, long straightaways, with very little track variations. This is kinda boring. My suggestion would be to add more jumps, faster sectors, more dunes and altitude variations, and more road bends with an angle of 90° or more.


Well, this game has already all of this. Here, some tracks with curves of 90° or a few more:
Sharp Curves A.jpg

Sharp Curves B.jpg


The game has already many sectors with narrow roads:
NARROW.jpg


So, you can see easily that some tracks of the main game have "hard" points. Maybe these are not hard for you (I don't consider these points difficulty) as they aren't for me, but, maybe they are difficult for some people. There are children and old people playing this game too. ;)

In contrast, you see my projects, where, as standard, I make tracks with a width of, at least, 8 karts, that allows little kids, elder people (or guys with limited skills :lol: ) to drive with no problem:
KART.jpg


In Las Dunas Stadium, I tried to put some difficult, but a lot of people told me that "the track is impossible to play. From very hard to master :shock: " . Well, I and my brother always test our tracks using a plan, flat keyboard for tablets (to be sure that everybody with a common keyboard or gamepad will be able to drive on without difficult) and the track was very playable by us. My brother considered the tracks very easy to play and the jumps easy too. Even so, he resized the track to make it easier for everyone. :). The concept of narrow is based on personal preferences. AFAIK, there's no standard width of roads in this game. So, the criteria to classify a track as narrow or large are subjective.


This is a free forum and you are free to suggest something in terms of mechanics or art. Some people already posted concept art since 2013, so, the season to discuss graphics was opened by themselves three years ago, which means that nobody can tell you, in a subtle way or a rude way (that will be not tolerated), that you can't opine about this in 2016. However, I don't think ctdabomb will make big modifications based on our opinions since he is an experienced author who made many nice tracks for STK since 2011 or even 2009. Maybe he may even accept some suggestions for education. :)
Last edited by GeekPenguinBR on 22 Jul 2016, 02:17, edited 2 times in total.
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Re: Sewer Track

Postby 0zone0ne » 22 Jul 2016, 00:38

GeekPenguinBR {l Wrote}:Most probably, the main inspiration for this track are the two sewer tracks of "Sonic All Stars Racing", from 2010, which, possibly, are the source of all visual references (other than those ones widely known from hundred movies: pipes, air exhausts, the bricks and the Paris sewer itself) for this project created by ctdabomb in a topic posted in march 28, 2012:
viewtopic.php?f=18&t=2350&p=28535&hilit=sewer#p28535

FYI, the track is largely based off my ideas... viewtopic.php?t=5187&p=53881#p53565
I designed the track and the shape of the road: viewtopic.php?f=18&t=5187#p53881
My concepts were largely based off the Sewer Speedway track in Crash Team Racing, as well as the sewer levels from Crash 2. The sewer tracks from Sonic & Sega All-Stars Racing always seemed kind of dull/uninteresting to me.
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Re: Sewer Track

Postby GeekPenguinBR » 22 Jul 2016, 00:47

0zone0ne {l Wrote}:
GeekPenguinBR {l Wrote}:Most probably, the main inspiration for this track are the two sewer tracks of "Sonic All Stars Racing", from 2010, which, possibly, are the source of all visual references (other than those ones widely known from hundred movies: pipes, air exhausts, the bricks and the Paris sewer itself) for this project created by ctdabomb in a topic posted in march 28, 2012:
viewtopic.php?f=18&t=2350&p=28535&hilit=sewer#p28535

FYI, the track was largely based off my ideas... viewtopic.php?t=5187&p=53881#p53565
I designed the track and the shape of the road: viewtopic.php?f=18&t=5187#p53881
My concepts were largely based off the Sewer Speedway track in Crash Team Racing, as well as the sewer levels from Crash 2.


I have seen the topic many times. I know the design for the project of ctdabomb is yours, but I thought the visual style was taken from Sonic All Stars, since it looks a lot like those tracks there. If you say that you based your design on Crash Team Racing, no problem.
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Re: Sewer Track

Postby woompa loompa » 22 Jul 2016, 07:51

Well, this game has already all of this. Here, some tracks with curves of 90° or a few more


I didn't mean that STK doesn't have these features. I mean that they are not well distributed, and generally very few.
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Re: Sewer Track

Postby Arthur » 22 Jul 2016, 20:17

Just to add my two cents again about road width and curves, without me being an authority on the subject: making narrower parts is fine, but having a longer part of road with curves and little width will make the track more of a rally type or endurance race. Needing to drive almost perfectly is not what the game's direction is, since arguably the core mechanic of the gameplay revolves around taking and using items against other karts.

Now when it comes to sharper curves, yes we could have more of those in my opinion, and especially longer curves where skidding can be practiced. However, and this is the important part: if the curves are sharp, they should either be banked (i.e. the horizontal of the road leaning towards the curve), or they should not have completely harsh penalties if you veer a little off-track. If you are guaranteed to need a rescue if you go a little off-road, this will be offputting to a lot of inexperienced players since they will lose so much time. And if there are many such curves in a track, you should really try to acommodate lesser skilled players a little. This can be done by either just having some room on the sides of the road where there's sand/grass or whatever, so they get slowed down a bit, but then can steer back on to the track without losing many seconds, or simply making the road wider so there's less chance of people going off the road in the first place.

So yeah, in summary: sharp curves with no banking + narrow road with no extra room on the sides will be a lot less accessible to people and have less chance of getting into the main game. For addons, you are of course free to make it as narrow and difficult as you want to.
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Re: Sewer Track

Postby 0zone0ne » 22 Jul 2016, 22:11

@GeekPenguinBR
I just really realised that what I said above seems snappy and rude from the way I worded it... It would have been better for me to have said something like "In my concept sketches that ctdabomb is basing some of the track on, I used Sewer Speedway from CTR as a reference, so you could say the track is mostly based off that". The way I worded it was kinda like "you're wrong, and only I can tell you what the inspiration for the track was". So sorry about that.
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Re: Sewer Track

Postby GeekPenguinBR » 23 Jul 2016, 00:44

OzoneOne,

I realized you used FYI in its normal meaning. Rude? Not. I had a perception (about the inspiration for the visual style of sewer), but you told me your real source.
By the way: I canceled my twitter account due to the insistence of some people (women from Canada) in sending me improper material for a twitter which could be found by children searching for my nickname to give me suggestions about the game. I have no intention to create another one, since I rarely use that previous.
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Re: Sewer Track

Postby woompa loompa » 23 Jul 2016, 10:15

GeekPenguinBR {l Wrote}:I have no intention to create another one, since I rarely use that previous.[/size]


Great news! :-)
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Re: Sewer Track

Postby 0zone0ne » 06 Sep 2016, 04:59

An older version of this track (not even the most recent W.I.P.) seems to have been uploaded to the Add-ons, I'm guessing not by ctdabomb... Very strange...
Last edited by 0zone0ne on 06 Sep 2016, 09:43, edited 1 time in total.
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Re: Sewer Track

Postby Ludsky » 06 Sep 2016, 08:20

0zone0ne {l Wrote}:On older version of this track (not even the most recent W.I.P.) seems to have been uploaded to the Add-ons, I'm guessing not by ctdabomb... Very strange...


It's rudy who have ported this track and i don't understand why my name is on the description :o ?
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Re: Sewer Track

Postby MTres19 » 06 Sep 2016, 11:42

I don't understand either. The second half of the description doesn't even make sense.
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Re: Sewer Track

Postby ctdabomb » 06 Sep 2016, 19:12

Yea, I didn't put it up on there....

Thanks to you all for the last round of critiques! I appreciate them, but time ran out again, and it will be another while before I can get around to working on this again. :(
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Re: Sewer Track

Postby Ludsky » 15 Sep 2016, 20:34

@ctdabomb : Please, Just possible to export this version of this track with Nitro, banana & Suprise; Just this, possible ?

(pending release futur release, this track is very good, i think the final version can be wonderful ^^)
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Re: Sewer Track

Postby ctdabomb » 16 Sep 2016, 01:24

Well I could, but as mentioned above, the track isn't to that playable point yet. I/we am still trying to figure out the drive path...
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Re: Sewer Track

Postby Ludsky » 16 Sep 2016, 09:40

ok, thanks very much and good job for your track ;)
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Re: Sewer Track

Postby Ludsky » 23 Sep 2016, 13:33

@Ctdabomb : I have a question. Sorry, its not about this track. Is on : Lava Moutain (or new volcano ?) I would like When you have a time, if you work again on this track or not. If not, possible to give me All files(with blend files), i would like work on this track ?
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Re: Sewer Track

Postby Ludsky » 26 Apr 2017, 13:55

Possible to add : suprise, banana ..... on This track ?

@Ctdabomb : Possible to give me a blend file if you don't have a time ?

Please
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Re: Sewer Track

Postby ctdabomb » 28 Apr 2017, 01:27

Well, the track is in a more basic design stage than the bananas and such, so it would be misleading to add them in there.
The .blend file should be included in the archives above? The version I have doesn't have many more changes than what is here.
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Re: Sewer Track

Postby Ludsky » 28 Apr 2017, 11:47

Is a very good track, if you work on this track : i waiting but if you stop projet with this track : It will be great to add : surprise... for play with this track :) (if you understand [i'm french], contact me by MP, if you don't understand)

?
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