V4- Spikeland [in ver 2.1]

V4- Spikeland [in ver 2.1]

Postby Wuzzy » 31 May 2013, 21:14

Here is my second track. It is called “Spikeland”.
It is a short track but rather bumpy. You won’t get record speeds here except for the bridge. I had a hard time with the filter and took (to my surprise) quite some time to get the track right. Actually, I am still not really sure if the track is right. See for yourself.

The scenery is again very surreal. This time it is a place full of “spikes” which looks strange. It is sort of desert-like because there are desert textures, lots of stones and there is almost no vegetation. Very occasionly you’ll see a dead brush. But this is not a desert, it is a spikeland! Oh, don’t mind the fog in the preview image. It just looks that way from this perspective. In the game, it doesn’t look so foggy.

For this track, I am currently: not open for suggestions anymore (fork you! ;))

Edit: Version 2 released: see here!
Attachments
screenshot.jpg
editor screenshot for “Spikeland” without fog
screenshot.jpg (17.13 KiB) Viewed 7447 times
viewsmall.jpg
preview image for “Spikeland”
viewsmall.jpg (16.08 KiB) Viewed 7447 times
minimap.jpg
minimap for “Spikeland”
minimap.jpg (17.12 KiB) Viewed 7447 times
Last edited by Wuzzy on 18 Jun 2013, 11:16, edited 3 times in total.
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Re: Spikeland

Postby rubberduck » 31 May 2013, 21:34

goood, it looks very good :)
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: Spikeland

Postby CryHam » 31 May 2013, 22:14

OMG, simply awesome. I did not expect such a great and original track. Nice surprise.
It will be definitely in next release (as V4-Spikeland).
I won't suggest anything, I think everything is really good. It's not too bumpy, we have bumpy tracks too, eg. M2-Bumps.
For next tracks, if you want a very smooth road quite fast, use Align Terrain to Road tool (key U for selected segments, it has few params on Tools tab). See in video http://www.youtube.com/watch?feature=pl ... jd8#t=170s
Terrain tools Smooth and Filter are okay but they need just a lot of time smoothing the terrain, which is good here. Because Align tool makes a too smooth road, which may not fit here. Of course one can add bumps after the align.
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Re: Spikeland

Postby rubberduck » 01 Jun 2013, 13:20

in ca 3 month i will buy a new pc with the right gpu, then i will also make such tracks
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: Spikeland

Postby CryHam » 01 Jun 2013, 13:57

Cool :)
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Spikeland—version 2

Postby Wuzzy » 17 Jun 2013, 13:15

Here is a quick fix for Spikeland. I changed the track ID to V4 because this track has an unique lighting. Before that, it was V3 which was a completely different lighting. This change is important for the correct coloring of the imposters. I also made some small technical changes to the track. You may have noticed that at the beginning of the track, your car is not straight on the road and begins to bump a bit while the countdown runs. This should have stopped now. Additionally, I increased the size of the checkpoints a bit so it is impossible to miss a checkpoint. There aren’t shortcuts so there is no reason to have too small checkpoints. :)

This version (2) is not record-compatible with the previous one because I slightly changed the starting position. Records you made from version 1 do not count for version 2.
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Re: Spikeland [in ver 2.1]

Postby CryHam » 18 Jun 2013, 08:22

Ok. I updated.
This record incompatibility isn't implemented. User must manually delete ghosts/records. But slight changes don't matter.
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On record compatibility

Postby Wuzzy » 18 Jun 2013, 11:10

Hehe, I meant “record compatibility” in a social sense, not in a technical sense. :p

And slight changes do indeed matter. Even if it makes just for a difference of only one hundreth of a second, it may be the one hundreth of a second which determines if one’s the record holder or not. Because of this, I just deleted version 1 to avoid confusion (and to save disk space ;)).
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