Ok here we go, and I'll start with the texture first:
To begin with, on future projects, consider getting the terrain hammered out and perfected as much as possible first, then move on to the model work. I believe that's how the high-profile track makers do it, and if not, I'm sure they'll correct me.
• Alrighty, here are a few shots of blending flaws that are consistent throughout the track:
1 2 3 4 5 6 7
• And here are a few shots of the multitude of alignment flaws throughout:
1 2 3
The
map - there are a few extra lines in there that make it cumbersome, somewhat difficult to follow in certain areas.
Here's a shot of the entire layout. The red dots indicate roadway that I think could come out since they serve no practical purpose. If that line of reasoning doesn't work, possibly think in terms of "added value". If something in your track doesn't "add value", it might be worthwhile to remove it or alter it.
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• How about losing
this groundbox and insert an actual bridge model. The problem with groundboxes is they inevitably cause you to stick on the landings. Not every time, mind you, but the point is you shouldn't stick, and there's an easy solution, which is using a model.
• I noticed you chose to use what I refer to as "old style"
trees. Have a look at some of HotShoe's tracks (Crabtree Lake, SLO Construction, The Grade). He's got some dang nice trees, and I think they really help to bring out the visual quality of a track.
• That jump to the
bridge (which is also a groundbox that deserves to be subbed out for a model)
is makeable in rookie mode. You have to set it at 1900/2000 to make it, but that's ok. Heck in rookie mode your top speed is only about 82 mph anyway, so you can drive just about every track out here in rookie at 1900 or 2000 and fair quite well. However, it is tough, and sticking a very small invisible platform in there to help those who fall short may be something to consider. And mind you I'm talking very small. In rookie mode you should be able to at least get the front tires on the bridge, so you wouldn't need much help. As for the pro's, if you can't make that jump, maybe rumbling is more your speed...or checkers lolol. RF is gonna be *beep* now lol.
• Here are two spots where I think signs could be installed indicating that the road is closed off. Actually, that entire road could be taken out altogther in my opinion.
here &
here.
• Since this is somewhat of a major undertaking, I haven't intentionally went thru it looking for shorts. My first impression, however, is you've made pretty good use of terrian & water to negate slicers and dicers, but the path to checkpoint 4 can be altered as shown
here. I'm not so sure it's faster, but I'd venture to say it would allow a racer to potentially gain an edge with respect to positioning given the roughness of the terrain as you round the corner to checkpoint 4 going the traditional route.
• Here's an example of a few severe peaks I found throughout the track. Rounding them off gives the overall look a more natural look and feel.
• In the air base section my opinion is that you've got a lot of redundancy (as shown
here) with respect to your models. Consider throwing in some more variety (and the models are out there, too). If it gets to a point where lag may be an issue on lower end machines, you can always set some of the models to complex.
• Here are several spots (
1 -
2 -
3) that are bland. Again, something as simple as a few nice, well-placed trees can do wonders
• Speaking of trees, you've got the cluster thing working overtime
here, Ash lol. Looks like a convention down there. Break that stuff up, man and spread those suckers around! I think you got enough there to help fill in some of the aforementioned bland areas.
• This spot
here should be rounded it off, I think. If one of your tires happens to come off that sharp ledge, you're toast. Plus, I just think it looks more natural and realistic if the roadway is free of acute edges of that sort.
That's it for now. I'll keep lookin, and report whatever I find.