MTM2.com

A forum for mtm2 discussion
FAQ :: Search :: Members :: Groups :: Register
Login
It is currently Fri Nov 22, 2024 12:09 am



Post new topic Reply to topic  [ 14 posts ] 
Author Message
 Post subject: Monsterbeachfun beta
PostPosted: Tue Jun 03, 2008 2:41 pm 
Member
User avatar

Joined: Fri Mar 21, 2008 4:02 pm
Posts: 30
My second track is ready for testing. Not sure there won't be shortcuts... not sure at all.

Sometimes I get a lag and sometimes I can do 4 rounds without any trouble so I'm not really sure if there is a problem with the track itself or my pc.

Please some expert opinions.
I'm very curious [(-:]

http://users.telenet.be/roxxy/monsterbeachfun_beta.zip

_________________
You need chaos in your soul to give birth to a dancing star...


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jun 03, 2008 3:04 pm 
Member
User avatar

Joined: Mon Dec 17, 2007 1:42 pm
Posts: 614
Checkpoint 6 is hard to find.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jun 03, 2008 4:58 pm 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
My first lap was 7:07, second was 4:40 and last was 4:04. No lag at all here. I'll have a few more notes later.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jun 03, 2008 5:27 pm 
MTM2 Engineer
User avatar

Joined: Fri Oct 10, 2003 6:19 pm
Posts: 1350
Location: Valparaíso, Chile.
It's a really nice track. But I have a few notes:

Image

* Course segments should be smaller and not that close to objects/ground boxes, to avoid problems with computer trucks. The green line is an example.
* Buildings (Ground Boxes) should have their top/bottom faces properly painted.

Image

* Ground boxes painted with building texures with 2 floors should not have an altitude +~20. Since the base (bottom) ground box altitude in that groundbox is 120, the altitude should not reach ~140. (At least, that's my standard with my city tracks) This will keep the track a little bit more realistic, when it comes to City tracks.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jun 05, 2008 2:40 pm 
Member
User avatar

Joined: Fri Mar 21, 2008 4:02 pm
Posts: 30
Well, I didn't think the top of the buildings would matter because you don't see it in the game anyway. But you're right, it looks a bit strange. I have also altered the course segments.

Btw... nice building textures you've made! There weren't enough of those :) Is it ok if I use some?

_________________
You need chaos in your soul to give birth to a dancing star...


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jun 05, 2008 3:04 pm 
MTM2 Engineer
User avatar

Joined: Fri Oct 10, 2003 6:19 pm
Posts: 1350
Location: Valparaíso, Chile.
>Well, I didn't think the top of the buildings would matter because you don't see it in the game anyway.
But you see them on Trackview. :)

<center><img src="http://jpkmaster.googlepages.com/Monsterbeachfun_beta.JPG" width="570"></center>

>Is it ok if I use some?
Feel free to use any of my textures/models (Ñxxxxx.raw, Kxxxxx.raw) bust most of them are from Enocell. You can use his textures just giving the proper credit :)


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jun 05, 2008 7:31 pm 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
<center><img src="http://mtm2.com/~forum/images/monsterbeachfunbeta1.jpg" width="570" height="480"></center>

<center><img src="http://mtm2.com/~forum/images/monsterbeachfunbeta2.jpg" width="570" height="480"></center>

<center><img src="http://mtm2.com/~forum/images/monsterbeachfunbeta3.jpg" width="570" height="480"></center>

<center><img src="http://mtm2.com/~forum/images/monsterbeachfunbeta4.jpg" width="570" height="480"></center>


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jun 05, 2008 8:58 pm 
easy company
User avatar

Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
Technicaly this isn't a problem at all, but concider spreading the cp markers apart a bit more. I think they should span the width of the roadway.

It's a wonderfull rally... nice job. :)


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 07, 2008 10:56 am 
Member
User avatar

Joined: Fri Mar 21, 2008 4:02 pm
Posts: 30
Thx guys!

Is the jump really that hard to make? Just follow the course and it's easy, even I can do it :D


So there are no significant shortcuts? I'm surprised
[(-:]

_________________
You need chaos in your soul to give birth to a dancing star...


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 07, 2008 11:28 am 
Member
User avatar

Joined: Mon Oct 27, 2003 7:28 pm
Posts: 608
Good job, it's a fun track! However, finding where you're supposed to go is very difficult between CPs 5 and 8, and again between 17 and 19. The city needs some more signage just for direction. CP 7 could use an arrow pointing to the inside of the post. I also think that the "floating arrows" might be better served by a larger sign over the track, my drivers won't let me do anti-aliasing, and therefore I can't really see it until its too late.

Overall, though, it's a great track. I like the jumpy ones 8)


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 07, 2008 11:57 am 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
Roxxy wrote:
Is the jump really that hard to make? Just follow the course and it's easy

Course ? What course ? See my notes above, and cale's too. The course should be visually obvious without the map, shouldn't it? Maybe?



Roxxy wrote:
So there are no significant shortcuts? I'm surprised

Haven't checked yet. I drove it enough to figure out which way to go when driving properly. Driving improperly will take some more laps ;-)


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 07, 2008 3:27 pm 
Member
User avatar

Joined: Fri Mar 21, 2008 4:02 pm
Posts: 30
Phineus wrote:
The course should be visually obvious without the map, shouldn't it? Maybe?


Well I'm a simple girl. The map has a purpose and I use it :)


I'll make the course more obvious.

_________________
You need chaos in your soul to give birth to a dancing star...


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jun 08, 2008 5:49 am 
Gone Walkabout
User avatar

Joined: Tue Jan 25, 2005 10:35 am
Posts: 665
Roxxy wrote:
Phineus wrote:
The course should be visually obvious without the map, shouldn't it? Maybe?

Well I'm a simple girl. The map has a purpose and I use it :)
I'll make the course more obvious.


LOL Phin
A map is like an instruction sheet to some ..... if all else fails, only then do you read the instructions (in this case use the map)

Another great track roxxy.

_________________
Tournament Host:
MTM2
http://www.mtm2tournaments.com
http://www.mtm2online.com
Evo1
http://www.evo1online.com


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jun 08, 2008 11:25 am 
Member
User avatar

Joined: Fri Mar 21, 2008 4:02 pm
Posts: 30
Thx SP ;-) :)

_________________
You need chaos in your soul to give birth to a dancing star...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ] 


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group