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 Post subject: Mud Waltz Beta Version
PostPosted: Sat Jun 02, 2007 11:13 am 
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http://mtm2.com/~tracks/details.cgi?t=4682


:)


Ok so a little info about this beta.


First and foremost this is a pure racing track, very little eye candy and/or exploring (very little as in none :)). I want to give the impression that this Mud track is an annual (or bi annual) event. :)


The track layout is basically what i want in the final product, as it is now (suggestions are welcome of course). What i want to add and will do so in future betas is:

1. An interesting start light (to give the impression for event)
2. When you jump over the people i will add more eye candy (like parked personal cars/suvs etc), will work on the terrain in those parts so that it doesn't look flat.
3. At the beginning i will add a road to go out of the track (basically on the land that is inside the track) and into the "paddocks" (parked trucks etc).

I want to do this, even though it will basically be ignored, to give a feeling of an event. What i am really after is close racing in multiplayer.



Are there any models of a "video crew" that i could place around the track to give the illusion of a broadcasted event?



At one point braking is absolutely required to negotiate successfully the few turns without crashing :) At least until you get more practice in order to take it full speed.



That's about it. Of course you can come up with any suggestions possible, including altering the track itself :p


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 Post subject:
PostPosted: Fri Jun 15, 2007 1:42 am 
Glow Ball
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So, like, Fila, if I say anything about this track do you plan to ignore all of it or only most of it?


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 Post subject:
PostPosted: Fri Jun 15, 2007 7:02 am 
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Probably the most of it :)


But this one is on hold right now since i can't clear my head of what i want to do (i want to do about 3 tracks at once and if i don't clear my head to focus on only one then mumbo-jumbo will come out of it).


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 Post subject:
PostPosted: Fri Jun 15, 2007 7:06 pm 
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But feel free to say anything about it.

Just that at the moment i don't know when i will continue it because i have decided to work on a different one and perhaps continue this afterwards.


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 Post subject:
PostPosted: Fri Jun 15, 2007 7:36 pm 
easy company
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I'm not a fan of slippery textures myself but, in this case it works (imo) because you have it so wide there's plenty of room for a big fat line.

I didn't notice any problem area's and am looking forward to some updates.


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 Post subject:
PostPosted: Fri Jun 15, 2007 11:06 pm 
easy company
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Quote:
So, like, Fila, if I say anything about this track do you plan to ignore all of it or only most of it?


<center>Image</center>



keep it short and sweet.


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 Post subject:
PostPosted: Sun Jun 17, 2007 8:09 am 
Gone Walkabout
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Reads this post with interest and tries so hard not to laugh. [(-:]

Funny guys!

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 Post subject:
PostPosted: Mon Jun 18, 2007 4:47 pm 
Glow Ball
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1:46.69 by DriverX
http://mtm2.com/~tracks/details.cgi?t=4682


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 Post subject:
PostPosted: Mon Jun 18, 2007 5:04 pm 
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Oh come on man, keep it as beta on the mtm2.com download list. This one is not finished.


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 Post subject:
PostPosted: Mon Jun 18, 2007 9:03 pm 
Glow Ball
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I didn't flag it :P


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 Post subject:
PostPosted: Mon Jun 18, 2007 9:15 pm 
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It's funny that it has more downloads than Ouchmeister though :D


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 Post subject:
PostPosted: Mon Jun 18, 2007 9:24 pm 
Glow Ball
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[feedback mode="beta"]

It's too slippery

If you plan to leave it slippery then I think it's finished. I mean, does it really matter if you do anything else if it's that slippery?

I did the replay to prove that at least I looked at it.

[/feedback]


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 Post subject:
PostPosted: Mon Jun 18, 2007 11:00 pm 
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slippery is right but ive drove on ice in real life so it took a couple of laps to get it down but i did get a 145.56 time.


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 Post subject:
PostPosted: Tue Jun 19, 2007 6:55 am 
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Phineus wrote:
[feedback mode="beta"]

It's too slippery

If you plan to leave it slippery then I think it's finished. I mean, does it really matter if you do anything else if it's that slippery?


[/feedback]



Yes it matters.


Quote:
I did the replay to prove that at least I looked at it.



LOOOOOOOOOOL :D


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 Post subject:
PostPosted: Thu Jun 21, 2007 8:06 am 
Trackologist
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Very reminscent of Mud Moshin minus all the elevation changes, and I love that track. Like Mal, ordinarly I'm not a fan of slippery tracks, but this one's actually pretty nice. I did'nt see the ramps until the 3rd lap lol. Actually, I saw them, but I was always out of position to use the things. I'll run it a little more today and see if there's anything I can suggest cosmetic orotherwise, but so far I kinda dig it. ;)

Oh, and you don't need no stinkin' breaks, either (1:43.22) lol.


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 Post subject:
PostPosted: Thu Jun 21, 2007 10:13 am 
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SLO_COPE wrote:
Oh, and you don't need no stinkin' breaks, either (1:43.22) lol.



Yes but i am dealing with Phineus here. Whenever i make a turn i have to put huge signs of "USE BRAKES" for him or else he will end up in a non-collision tree.


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 Post subject:
PostPosted: Thu Jun 21, 2007 5:15 pm 
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oh that just not right cope on the time ill have to try for a 142 lap now


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 Post subject:
PostPosted: Thu Jun 21, 2007 10:16 pm 
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142.64 and that wasn't easy to get


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 Post subject:
PostPosted: Fri Jun 22, 2007 7:39 am 
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Methinks Phin might be on to something about not needing anything else thrown in there, Fila. I think if you start adding models just because it looks bare to you, it wouldn't result in "added value" as far as this track is concerned. There are quite a few barren tracks out there that are extremely fun to race. I think this is going to be a pretty fun track to race because it's slippery AND wide as Mal pointed out. The learning curve isn't all that steep (like most of your tracks lol) so it'll appeal to people who are getting their feet wet or those who simply don't like hard tracks, but are looking for something fun to run.

All your grandstands are placed correctly and the mud looks like . . . well, mud lol. The only things I can suggest are (1) clearing out the people you inevitably crash into after landing following the ramp just after cp 4. Personally, I think it's cool having people underneath the trucks as they're flying through the air, but it's senseless to land on top of them. I'm sure it was fun when you were 14, Fila; you're an adult now, so it's time to let go of that kind of stuff lol. (2) Add lights around the track for post-sundown races. Course, adding lights is an option only if you think it "needs" something else cosmetically; it doesn't, but that's all I could come up with.

Finally, I'd save your efforts for the real deal, levi lol. As I'm sure you know (or at least I hope you know), your lap time will cease to exist once the track is formally released and this beta goes away. Furthermore, when it's all said and done, the fast lap for this baby will probably be somewhere in the high 1:40/low 1:41 range. ;)


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 Post subject:
PostPosted: Fri Jun 22, 2007 9:18 am 
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racing isnt a effort for me cope i just like to compete for fast laps like always. and after the beta is gone ill try for that 141 you talk about. racing on


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