Fast Lap:
00:39.50 by SLO_COPE
Garage Setting:
1200 med tires/soft suspsension
“Laguna del Sol” is Tyler Wysocki’s first attempt at an MTM 2 track, and he opted to go with a conversion of EVO 2 4X4’s track of the same name. In general he did a fairly decent job, especially on the texture work with respect to alignment from what I can tell. However, like Kdawg pointed out, this track could have benefited from a few days in the MTMG Beta Room. The purpose of the Beta Room is not to convince track makers to modify their work to suite the preferences of the testers, but rather to uncover technical flaws and provide possible solutions if necessary. Creative suggestions are also made to the track maker, but that’s all they are – suggestions. Overall the goal is to “inform” him/her about different aspects of their track so that
they can decide how best to proceed. Having objective viewpoints from other track makers and racers has proven extremely beneficial to track makers on every level from guys like NIRcc_Ashes and Nd4SpdCharles, who are just starting out, to Winterkill, ZooN, Malibu350, and Phineus, who are considered by many to be the absolute best in the game…and yes, I get paid to say that lol. Still, even the so-called “track masters” make use of the beta testing process; it’s just that not everyone sees it because it’s done outside of the beta room
Although simple, “Laguna del Sol’s”
layout is certainly well suited for tight, fiercely competitive racing. Inhibiting those characteristics are unrefined road texture and models with poor collision property settings Visually speaking, Kdawg’s point about the
trees is right on the mark; having a flat bin set to no collide facing would display much better compared to what you’ll see in the track, as would the
vegetation. Aesthetic blemishes and shortcomings certainly have their place in track making, but are relatively insignificant to your run-of-the-mill racer whose focus in general is how the track responds during a race. In reference to the terrain, it’s ok that the road is rough, but a little smoothing here and there, coupled with online testing with other racers to workout additional kinks would have netted improved performance from a racer's perspective. To piggyback off of Kdawg (again) and D2S, the collision properties for the boulders are grossly inaccurate and inconsistent. For example, take a look at these pictures:
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2 -
3 -
4. They show partially transparent boulders, a boulder that’s set to no collide, and one where you impact invisible portions of the model well wide of the visual boundaries. Track making has come quite a long ways over the past several years, and the standards have been raised substantially. Suffice to say, accurate use of object boxes to preclude hitting what you can’t see, as well having impacting points where you should is status quo nowadays, and anything less is…well, unacceptable as far as I’m concerned. Suggesting that racers stick to the road doesn’t quite cut it either. If that was the intent, so be it, but it’s the track maker’s job to effectively negate corner cuts and outright shortcuts if they want to keep racers from going “off-road”, which brings me to my next point.
Take a look at this
replay. Running the track according to the map will yield laps in the 00:44 range. I managed to take 5 seconds off of that using various cuts, and probably could have taken another second off if I didn’t have to compensate for the inaccurate collision properties of the boulders. You shouldn’t be able to slice and dice tracks this small. Pro racers
always look for ways to circumvent the traditional route, and by any means necessary - using the helicopter, 360 turns, climbing walls, etc. Given the slightest opening, a pro racer will make an attempt exploiting it, usually making it work to his/her advantage.
Beta testing doesn’t guarantee that every flaw in a track will found, that all possible shortcuts will be brought to light, and that any and all creative/artistic suggestions will be made available. But given the level of experience of the people who frequent that room, odds are once a project is ready to release, the track maker is pretty satisfied with the outcome, and at the very least the most obvious flaws/blemishes were addressed. Additionally, they’ll have learned from the experience so that they can carry that information over to their next project.
As for a Copey Rating, this one rang up a respectable
7.5 out of 10 possible points. Again, not a bad first effort, but the guesswork involved with respect to the boulders and their collision properties detract from the overall experience. Furthermore, the visual quality of the track given the choice of tree and vegetation models left a little to be desired, as well as the unnecessary
directional signs which serve only to clutter the track, and in some cases amount to nothing mroe than a road hazard to racers. Finally, checkpoint two triggers on the outside of the pole on the right. It doesn't result in an advantage to the racer, but it's definitely inconsistent with the other checkpoints.
Sound kind of harsh? Hehe it’s not actually, I assure you. It’s just objective criticism; very much the kind of feedback you would get in the Beta Room. One thing’s for sure, Tyler, you definitely have the talent to make tracks, good tracks. I highly encourage you to make use of the resources at MTMG. The emphasis is on helping others make their tracks a little better. We’ve cranked out many a satisfied customer with only four lawsuits since 1998, which is a respectable record by anyone’s standards lol. At any rate, we hope to see ya the next time around, Tyler.