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 Post subject: Wake Up!
PostPosted: Fri Mar 21, 2003 6:24 pm 
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Download: <a href=http://mtm2.com/~tracks/dl.cgi?dl=3191>Wake Up!</a> 840kb

Please read "WakeUp.htm" included in the ZIP for info. :)

<img src=http://mtm2.com/~trackville/tracks/wakeup!.jpg>

<a href=http://mtm2.com/~trackville/tracks/wakeup.htm>more screenshots and info</a>


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PostPosted: Sat Mar 22, 2003 2:39 pm 
easy company
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Beautiful job man... this track is nothing short of incredible, a must see, a must explore, and a must race....

Aaaa aaaa-oooh aaaaa aaaaah aaargh aah achoo ack afew afew ah ah-ha aha ahchoo ahemahhh ak arf arp arrah-rah-rah arroooom arrrrr aw ba-da-bam ba-wrooo baa babble babble-babble... zzz!!!!!

:o) thanks Wint


yeah, that's quite the [url=javascript:void(0)]jump[/url] you have there lol



<font size=1>Edited by Malibu350 (23-03-2003)</font>


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PostPosted: Sun Mar 23, 2003 12:03 pm 
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Oh yeah! You're looking for a great track that can be run with large group of racer from various skill levels as well as for close 2 way race? Well, you just found it.
This one combine a very interesting layout that can be raced by players of all levels and a scenery (eye candy) that left me speachless (gotta see them animated billboards). The accuracy of the models is simply incridible. You can shave any object as close as you can see them, nothing less than perfection.
I'm normaly not a great fan of overlaping map but in this case, it's layout make it an exception.
Oh! You're out of drive space? You dont have time to download big stuff with that 56k? this one is only 840 kb and that include a replay of it so you can see how do ideally take them cuves and jumps. Btw, got a better replay for you WK. http://www.slojumper.com/replay/wakeup1_52_71_1_52_72.zip
Last two laps of this one show laps in 1:52 but were made from the released version instead of the beta. So the billboard and other things that been move shows better on this replay.

I dont know what the copey rating will be for this but i bet it will blow out of the scale.


Jumper
Only those who will risk going to far can possibly find out how far one can go.


<font size=1>Edited by SLO_Jumper (23-03-2003)</font>

<font size=1>Edited by SLO_Jumper (24-03-2003)</font>


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PostPosted: Mon Mar 24, 2003 3:22 pm 
You Gonna Eat That?
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Joined: Tue Mar 27, 2001 2:01 pm
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Location: Nebraska
I gotta admit, first time I ran this track, I strayed from the normal path. There is so much beauty built into this track, that I was trying to take it all in, and went off the road.

But, much to my surprise, there is hours worth of paths and small trails hidden everywhere outside the layout. So I just drove around, and imagined I was in my real truck on a weekend, with a full tank of gas. lol

But once I made it back onto the track again, I was in last place. But it has a VERY nice layout, and the textures are just top notch.
It's very easy to start flying around it, and trading paint with the bot trucks.

What a great way to return to the game Winterkill, great stuff bud, keep em' coming.

------------------
Replica Fan's Garage


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 Post subject:
PostPosted: Mon Mar 24, 2003 8:25 pm 
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Thank you Mal.

Thanks for the review Jumper!

> You can shave any object as close as you can see them

Ah yes, since all models in MTM have rectangular collision properties, regardless of shape, I generally left only visibly rectangular models "collidable", so that what you see is what you get, while most odd-shaped models are set to "non-collide".

I meant to note in the readme that the checkpoint posts were set to "non-collide", and that the invisible checkpoint borders are precisely aligned to those posts ([url=javascript:void(0)]note rainbow colored boxes[/url]) so that one only has to hit the visible post to trigger the CP.

Speaking of which, nice to see the new replay, that last lap was a real smoothie. FYI, the replay I included in the zip was an edited version of the one you made during the beta, I used it because it beats any I could have made! Edited... yep, with Wordpad. A replay file has three basic sections, a header with some info, then the "object locations" data, then the truck navigational data. I updated the object data using the final version of my pod so everything would look right, then I trimmed your truck navigation data so that only the first lap was left, this made for a replay that demonstrated a good racing line and only added 56 kb to the zip.


I appreciate the comments RF!

> I strayed from the normal path

Well, the main track area does lend itself very well to some freestyle driving for the kids, little and big. ;-)

> hours worth of paths and small trails

Definately some "[url=javascript:void(0)]stuff[/url]" for explorers to find, added just for the sake of filling up blank terrain (though nothing as fun as what might be found in a Zoon track, for example).

<font size=1>Edited by Winterkill (29-03-2003)</font>


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PostPosted: Mon Mar 24, 2003 10:21 pm 
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Wow! I didn't even realize replays could be edited. I'll look at it.


WK said: I used it because it beats any I could have made!
Hehe next time just ask lol i read track talk racing and beta forum once a day unless i'm not home.

------------------
Jumper
Only those who will risk going to far can possibly find out how far one can go.


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 Post subject:
PostPosted: Tue Mar 25, 2003 2:29 pm 
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Location: Fairbanks, Alaska
Wow, hey I really dig this one man. I gotta admit, when I first ran it and it started, I saw the map and thought "holy crap, what is this mess?". And some folks may do the same, but I gotta say, man this thing is smooth, not the fastest runnin track in the world but the turns in it are not what you'd expect just loking at the map, great stuff man!!

I really like the way the track doubles back on itself, don't think I've seen that in a really long time, very cool man! This one will be great with 4-6 players I think. Another thing that gets me (and forgive the ignorance, I'm nothing of a tech wiz}, this track seems to have quite a bit of eye candy and I run everything on sparse and low gfx settings, but yet the download was quite small, how'd you put all that in there and still have such a small file size? Right on man.

Hey Winterkill, forgive me...I know I've probably run other tracks made by you, but I'm not one to associate authors with their tracks so I can't remember them. This is great stuff man, I'm diggin' it...a lot!!!

Thanks a bunch man!


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 Post subject:
PostPosted: Tue Mar 25, 2003 4:37 pm 
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Thanks for the comments jdak! I'm glad to hear racers are liking it, as it was basically designed to be a multi-player circuit.

> what is this mess?

Hehe, yeah.... the map and menu pic aren't much to look at, but the map is only needed for spotting those pesky opponents crossing your path.

> this track seems to have quite a bit of eye candy..... yet the download was quite small..... ?

Textures (and the odd wav file) are what make downloads large, mine has very few textures - which are used efficiently. My terrain textures are quite simplistic and there are only 50 in total (64x64 pixels), which is quite low. There are only 14 model textures (256x256 pixels), all of the buildings are mapped to just two of them, all of the people and animals to just one. If I had not added the billboards (5 of the 14) the zip would be less than 500 kb. While there are over 100 unique models mapped to the textures the models only add up to about 60 kb zipped. Not only does this sort of efficiency make the download small, it keeps even low end graphics cards from choking on the candy. ;-)

> I've probably run other tracks made by you

Unlikely, I have only one other published track, which probably isn't racing material (I'll not mention the name because I hope to update and add to it rather soon - it was an Expo 2000 entry). However, I'm sure you've seen textures and models I've made, in your teammates own tracks - especially by Fila, as well as in things like "The Ruins" by Emma.

<font size=1>Edited by Winterkill (29-03-2003)</font>


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 Post subject:
PostPosted: Wed Mar 26, 2003 9:37 am 
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The first time I met Winterkill was during the beta testing process for SLO_Fila’s classic, “SLO Mountains”. I knew the name, had seen a few of his posts in the forum here at MTMG, but had never actually met him. Even when we were beta testing we didn’t really interact with one another, but rather made suggestions and responded to posts by Fila and others. Still, it was abundantly clear this guy knew what he was talking about in terms of creativity and technical know-how. And although it’s fair to say I don’t know a great deal about Winterkill’s MTM legacy, I consider it a plus in a way because now that I’ve raised the issue, he has the go-ahead to expound on all the details of his impressive background. On the other hand, maybe most of you could care less about Wint’s MTM experiences, and in fact would consider such info to be about as interesting as watching paint dry lol. Maybe you’re saying to yourself, “Yeah, sure Copey, I got it; Winterkill – track maker/technical consultant extraordinaire, legend among legends, king among kings, blah, blah, blippety-blah. Can we get to the part where you talk about the track, now?” Well…sure, I suppose we can lol.

I’m going to get radical here and start off by saying “Wake Up!” is without a doubt a wham-bam, grand slam “10”. I figured I’d get the Copey Rating part over and done with, because it’s infinitely subordinate to what I want to say about this track. For starters, it sets an extraordinarily high standard in terms of quality, creativity, and visual wiz-bang sssstuff (a little technical jargon there). In other words, if you’re a track maker, regardless of skill level, and you’re looking for that quintessential published work (that’s how you refer to tracks this good lol) to emulate in terms of texture making, blending & alignment, model construction/accuracy/placement, and a host of other intangibles…make no mistake, this is the one.

What I did learn about Winterkill during the time we were beta testing “SLO Mountains” is that he’s a self-professed sucker for winter-like settings – loves the flaky white stuff. With that said, it’s no surprise “Wake Up!” is set in what appears to be a winter resort area, and a dang nice one at that. The first thing to catch my eye was the custom-made cobblestone textures that make up much of the racing surface. He also combined grass and blacktop textures at different junctures along the course, and let me tell ya, the workmanship and how he seamlessly interweaved them together is second to none - masterfully done. To drive home my point, I typically do my first sweep of the texture work with the naked eye. If nothing turns up, I break out the ‘ole Micron microscope. On this track all I found were donut crumbs, hot chocolate stains, and about $1.49 – that’s it lol. Surrounding the track area is an assortment of housing units, to include lodges and cabins, as well as various types of trees. That statement alone may not sound all that impressive, but it’s all about “how” he did it. The atmosphere he created is breathtaking, and even that’s a gross understatement. As with everything else, he obviously put a great deal of thought into model placement, creating a sense of realism that can only be appreciated by viewing it firsthand. The impression you get is that everything is in exactly the right place, as though it was meant to be exactly in that spot, and in my book that’s not easy to pull off.

I’ve seen and heard comments about how confusing the map can be, and my answer has always been the same: don’t use it lol. In truth it is a little mind boggling from the onset because of how it overlaps in a couple of spots, but this is one of those tracks whereby after two laps you don’t need the map; the track is so wide-open you can basically see what’s coming next…I mean, for the most part. There are a couple of notable aspects about the layout I’d like to key in on. The first has to do with how he made it so that a few road sections are bi-directional. If trucks get spread out enough over the course of a 5 or 6-lap race, it could result in some pretty daring near misses…or not lol. The other characteristic is also a direct result of racers becoming widely dispersed during a race. I’m referring to how often times you can see racers going in different directions on the track even though they are three or four checkpoints behind…or more. It’s a feature (if you will) that’s directly attributable to how he laid the track out, and I love it. No matter how far back you get, you always have company lol.

Along with everything else that’s outstanding about this track, Wint introduced some new technology where MTM 2 is concerned during the production phase of “Wake Up!” Hehe that “new technology” line isn’t something you see too often (try never lol) in a track review, but it fits in this case. I’m referring to his use of EVO 4X4’s editing program, Tracked 3, which he employed for the purpose placing models. According to Wint, it has a level of accuracy that far exceeds Traxx, making model placement more precise the first time around. That's not a knock against Traxx or Guitar Bill--not at all. Besides, word has it Traxx is still the proggy of choice where some tasks are concerned, so uh…yeah, GB is still the man lol. The point is Wint took that extra step in terms of striving for excellence, which to me is just one more thing I like about this guys approach to track making – he reminds me of me! I mean, if I made tracks, that is lol.

Getting back to the discussion of models, the casual racer probably wouldn’t notice (or care) if there was a tree floating here and there, or if a cabin was submerged too deep into the ground, and tilted too far to the left. And you know, in the grand scheme of things those minor flaws don’t really matter; they have no bearing whatsoever on a track’s race worthiness. But from an artistic/creative perspective it does matter, very much so. Guys like Winterkill, ZooN, & Malibu350 are not “just” track makers, even though that’s what we call them. Artistic presentation is very much a factor in their work, and I for one have a deep appreciation for what they’re capable of producing.

I honestly don’t have a single objectionable observation to make about this track. That’s not to say it’s perfect; maybe it isn’t, but as far as I’m concerned it is lol. The layout is superb – fun for rookies, a blast for intermediates, and absolutely great for pros. Everything works – the helicopter, the computer trucks, the hot chocolate machine at the lodge…everything! His models were accurately crafted and placed with unheard of precision, and the sheer creativeness is just…well it’s just spectacular. I assure you, he didn’t send me one bloody dime to say this stuff – honest. Would’ve been nice if he had, but uh…no lol.

In closing I’d like to call attention to the innovative and visually stunning billboards Wint made for display in “Wake Up!” If they don’t blow you away…someone needs to be checking your pulse, I kid you not! I’ve never seen anything like it before, and I would be remiss in my duties as a track reviewer if I didn’t give his efforts in this area the praise it undeniably deserves. By all means pull over and read them, take it all in. Even if you’re winning the race – pull over and check these babies out. Heck there’ll be other races lol. In short he pays tribute to Malibu350, Phineus, and everyone else associated with MTMG for their unparalled contributions to this game we play. He also made a billboard for Team SLO, which literally rendered SLO_Jumper speechless the first time he saw it. We were in the middle of beta testing when the display lured Jump in. He just sat there staring at it, I kid you not lol. Me? I can’t recall the last time I was speechless, but I’ll tell you this; his gesture transcends any words I could conjure up to describe how much it means to our team. Thanks a million, bud…from all of us, thank you! Image

It usually takes me at least two paragraphs to “close” so bare with me here lol. I’d like to make one last point: how many tracks have you seen with a moose in it? LOL I’ve run hundreds of tracks, and it’s a first for me. Just goes to show ya just how deep this guy’s thought process was when putting this track together. Absolutely phenomenal work, Wint…truly, bud. Image

Oh wait – one more thing! Ok two lol – if you like to wander around, you’ll find this one an explorer’s paradise. Lastly, I highly recommend checking out the readme.txt. Definitely pack a lunch and get comfortable because you’ll be there a while…but it’s definitely a worthwhile read.


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PostPosted: Wed Mar 26, 2003 8:40 pm 
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Wow, you are far too kind sir! (are you feeling alright?) As well as plenty funny! It's an honor to receive such glowing Copey review, thank you!


> all the details of his..... background..... about as interesting as watching paint dry.....

Hehe, no doubt! ...and I suspect most of what I've written in this very thread is much the same, for most folks. As for a bit of background, as of this month I have four years of MTM track making experience under my belt, hands on, as well as from hanging out with other makers, I'd like to think it shows up in this track.


> he didn’t send me one bloody dime to say this stuff – honest.

Quite true, but thanks for saying it all anyway. Image Oh... just keep the change ya found buddy, and I'll be sure to send you a coupon for free donuts, w/coffee, redeemable at the lodge (just don't feed 'em to the moose, gives 'em fits).


> I highly recommend checking out the readme..... pack a lunch and get comfortable..... it’s definitely a worthwhile read.

I thank you for that Cope. I'd be honored if folks would take the time, but no worries - byte for byte it's not even twice as long as Cope's review! Image

<font size=1>Edited by Winterkill (27-03-2003)</font>


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 Post subject:
PostPosted: Thu Mar 27, 2003 7:52 am 
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Location: Albany,OR-USA
VERY NICE TRACK !! I took a drive around its all very nicely done. I Wish i could do work that nice. The map does kinda play with your mind at first but after a lap or 2 it all comes together.
The moving models are very nice ill have to get you to show me how you did them. But iam sure its way over my head as iam just learning how to made 3d models. Well would like to say more but iam not good at running on like Cope.
AGAIN VERY NICE TRACK THERE WINTER KILL!!!!


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PostPosted: Thu Mar 27, 2003 3:14 pm 
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Thanks HotShoe!

> Wish i could do work that nice.

Copey says: "To say, “Oh that HotShoe guy is a good track maker” is like…well, it’s just a gross understatement is what it is."

I agree, and here's some reasons why: <a href=000810.html>1</a> - <a href=000899.html>2</a> - <a href=000822.html>3</a> - <a href=000797.html>4</a> - <a href=000862.html>5</a> - <a href=000897.html>6</a> Image

As for animated models, they're as easy as making the models themselves. My spinning checkpoints - very easy, basically described <a href=http://rhinoseros.com/~forum/pages/Forum11/HTML/000001.html>here</a>, also see <a href=http://rhinoseros.com/~forum/pages/Forum11/HTML/000027.html>here</a>. My scrolls - took considerable planning, and required moving one vertex at a time. Still, the principles are easy to grasp once you know your way around BINedit. If you have questions or want clarification please use the BINedit forum.


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PostPosted: Fri Mar 28, 2003 8:35 am 
Wow what can I say? I started running "Wake Up" a couple of day ago, just a phenomenal track Winterkill! It's deceiving because even though there are a lot of sharp turns and tough corners it has a great distinctive flow that keeps the blood pumpin'... and there are many parts where u can really put the pedal to the floor.
When I realized that this track has some bi-directional areas and that people weren't just trying to crash me for fun like they normally do (lol)... I held even a higher appreciation for the great effort that went into the track design! Once again awesome job Winterkill hope you continue to release killer tracks!


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PostPosted: Fri Mar 28, 2003 7:04 pm 
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Hehe, thanks for the kind words Shaggy. If all goes well I will be releasing more tracks, but I dunno if they'll be as polished as this one, or as suitable for all tastes.

Thanks all, I'm happy it's been well received.


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PostPosted: Fri Mar 28, 2003 8:20 pm 
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Well received? Man this is an awful track Image

Hehe, you know my feelings towards it Image

------------------
"In my restless dreams, I see that town, Silent Hill..." - Mary, Silent Hill 2


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PostPosted: Tue Apr 01, 2003 11:09 pm 
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Very nice track WK. I'm glad there are still some people out there like you that keep coming up with ideas and building such awesome tracks.

You did a great job on the track layout, scenery, and that wonderful billboard. BIG THANKYOU from Team SLO.

SLO_SCATTER


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PostPosted: Wed Apr 02, 2003 2:20 am 
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Wow. Excellent Flow, Great textures. ( particularly like the black brick lookin stuff). Couple corners that don't agree with me just yet but I'll get the hang of those. Can't wait to run it with some people.

And that billboard. Whew!. I heard a couple people mention it before so I stopped to see what it was about. Excellent man. I'm new to SLO but I definitly appreciate the Compliment to the team. Thanks alot!

------------------
I'm not a maniac, I just portray one on the track.


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PostPosted: Thu Apr 03, 2003 11:13 am 
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Well, after hearing COPE praise this track & knowing it had some neat bin action in it, I hadta check it out. I don't race much anymore, this is prolly only the 2nd time in a year, but I'm very impressed. The track runs pretty darn smooth(tho my truck doesn't anymore...with me behind the wheel anyway), seems to flow very well. I have to admit that I got lost on the 1st lap but I'm not sure if this was because of a difficult map, or a lack of track time on my part...it was good ole CP9 that threw me off, hehe ;) The billboards look sweet, that is some real spiffy animation there.

I wasn't able to hit Jumper's times, but I did pull off a few 1:53's using 1600/med/soft. I didn't get to spend alot of time on it but I didn't see any obvious cuts....the checkpoint's are very wisely placed and plentiful.

Hats off to ya, Winterkill, for such a sweet track...Thanks for pluggin SLO in it ;) Not only is it visually appealing, but it runs like a great track should :)


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PostPosted: Thu Apr 03, 2003 1:32 pm 
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Thanks for the comments guys!

>> particularly like the black brick lookin stuff

Me too. I can make any of my source textures available if anyone wants to incorporate them into their own custom texture sets.

>> it was good ole CP9 that threw me off, hehe

You can thank the testers for the sign and for getting that crossover less confusing. ;)


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PostPosted: Sun Apr 06, 2003 7:55 am 
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Cool. If I ever get finished with what i'm workin with now. I'll Most probably Hit you up on that kind of offer for the textures hehehe.

------------------
I'm not a maniac, I just portray one on the track.


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