Jup1

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TurnToAshes
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Jup1

Post by TurnToAshes »

Ok, this is my newest beta. It was meant to the part for the track me and Cart would set up. But somehow this has been goin on for 5 months now and I decided to release it as a beta. The current name Jup doesnt mean anything. I couldnt find a name and called it to a belgioan beer (was the first thing that came up in me). The layout and textures should be "ok". I need some input on the track name, faults, seams or other mistakes. I also havent put much models in it. Maybe you can give me some suggestions.

I havent used model cp's, that was my decision. It prolly looks bad lol, just tell me what you think.

Download: http://www.mtm2.com/~tracks/dl.cgi?dl=4234

Ashes
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SLO_SCATTER
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Post by SLO_SCATTER »

I couldnt find a name and called it to a belgioan beer (was the first thing that came up in me).
Hey Ashes, is that really how you meant it to sound? [:P] I don't think I'd name it after something you puked up. [;)] LOL

I'll check it out.
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TurnToAshes
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Post by TurnToAshes »

Yes Scat [:P]

And I was drinking a Jupiler when I made the track and typed the topic yesterday. 'Belgioan' should be Belgian :)
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Rep Fan
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Post by Rep Fan »

Speaking as a driver like myself, who doesn't use the map...

It was very hard to figure out where you are supposed to go, as it is now. A few signs would be very helpful, or some markings on the road itself.

This is my biggest pet peave ever in a track, blind jumps. Your checkpoints are great, the layout is really fun once you figure it out, but all of your checkpoints are set as jumps, and all are right before a turn. If you would stretch out the landing some so you don't end up in the water, or run off a cliff, or just get rid of the jumps all together on your check's, this would be a really decent track.

I like the track, it's big, and wide, and fast. But you have to change those checks.
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Phineus
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Post by Phineus »

I'll second that.

Checkpoints 4, 5 and 7 are not bad, and the finish line is prob'ly okay. Also, the water after cp6 is kinda deep.

That's all I have for the moment. Good start.
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Post by SLO_Jumper »

Ya need to add a cp at the bottom of the loop just prior to cp 7. I'll comment some more on it tomorrow.
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SLO_COPE
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Post by SLO_COPE »

Alrighty, here's my 2¢ worth: Ya know, I didn't much care for the layout at all when I first ran it, which is not to say I didn't like some aspects of the track, but overall it just didn't "thrill" me. But after about 8 laps (4 yesterday and 4 more today), it grew on me. :)

I haven't had time to go thru and scope out some of the finer points, but as far as the layout goes, I think the turn at cp 1 is much too severe coming off that jump at the end of the long straight. The rate of speed going into cp one forces you to hit the brakes a bit hard. Even with directional arrows to tip you off I think it's too sharp. Banking that corner would work better than what's currently in place. Besides, there are already several jumps in the track, and that one in particular is a momentum killer, and I don't think that's what you want at the start of a track like this. The jump/turn at cp 2 and thereafter are all fine.

The only other thing that caught my attention was the landing after jumping across the water (as shown here) shortly after cp 7. Coming off the down hill trot after cp 7, you have to really watch your speed in order to keep from drifting wide left, ultimately botching the jump. The problem...and I'm not sure if I can really say it's a problem, but what happens is even if you do everything correctly, when you hit the other side, it pops you up in the air...as if you landed short of some ideal spot. That make sense? LOL I sure as heck hope so. It's kind of hard to explain.

As for props and such, I'm not really good at that. I'm better at telling people what I think "doesn't" work lol. For now though I'll cruise through it and check out the textures and what models you do have in there.

So far so good though, bud!
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Post by Phineus »

<table width="90%" cellspacing="1" cellpadding="3" border="0"><tr><td class="quote"> ...as if you landed short of some ideal spot. That make sense? </td></tr></table>

Yes. There's two problems with that landing. <a href="http://mtm2.com/~forum/images/juliplanding2.jpg">Here</a> it's curved upward instead of under... to anticipate the corner ahead. And <a href="http://mtm2.com/~forum/images/juliplanding3.jpg">here</a> is the big one. The shape causes the trucks to slam smack dab in the middle of that lump. The fix is easy. Just bring the same incline from that corner right down to the water's edge... a little smoothing and it's all set.
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Post by SLO_COPE »

Got a few pics for ya, Ash. I'll post em later this afternoon when I get off work.
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Post by NIR_PitBull »

Hey Ash, like I said I cant post the pictures but along side the road theres some textures that dont SEAM to come together. Nice start Bro, Cp's already pointed out for you. [;)]
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Post by SLO_Jumper »

Here's a 1 lap replay
I'll have to agree with COPE about the 2 first curve. They're a little too sharp for where they're situate on the layout. At that point, all there is before we get there is long straight. Ya need to either smooth it out with a banking curve or to place it further along so that the pack can strech a bit before reaching it. Personnaly, a good banking curve would be fun considering the style of this track.

There are a few areas where you'll notice i cut the corners quite a bit. I think a few models, trees and fences at the right spot can deny those easily. Like i already mentioned, You'll need to add another cp at the bottom of the loop on the way to cp7 to deny the cut.

For now, i figure you have your hands full fixing what's already menttion so i'll wait for the next version before going back into it.
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Post by NIR_PitBull »

Ash, I sent you a few track shots. Hope that'll help a little.
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Post by SLO_COPE »

Ok here we go.

<a href="http://mtm2.com/~forum/images/juptext1.jpg">This</a> shot and <a href="http://mtm2.com/~forum/images/juptext2.jpg">this one</a> are at the start line. Along the edges of the track of that texture set pretty much all the tiles are misaligned...noticeably misaligned. I imagine it's gonna take quite a bit of work to clean that up...if you decide to that is.

The rest are pretty much more of the same, but mostly at corners, which I understand are tuff to piece together without aligment issues:

<a href="http://mtm2.com/~forum/images/juptext3.jpg">1</a> <a href="http://mtm2.com/~forum/images/juptext4.jpg">2</a> <a href="http://mtm2.com/~forum/images/juptext5.jpg">3</a> <a href="http://mtm2.com/~forum/images/juptext6.jpg">4</a> <a href="http://mtm2.com/~forum/images/juptext7.jpg">5</a> <a href="http://mtm2.com/~forum/images/juptext8.jpg">6</a> <a href="http://mtm2.com/~forum/images/juptext9.jpg">7</a>

By the way, that picture where you see the circle on the map (here) indicates where I took a pic of more texture problems that didn't come out.

Here's a <a href="http://mtm2.com/~forum/images/jupbridge.jpg">bridge leg</a> you'll need to adjust.

Just a note here, but is <a href="http://mtm2.com/~forum/images/jupredundant.jpg">this</a> a popular model/year for that vehicle? LOL. Just suggesting that for the sake of a little more realism, throw in different model types.


That's all I had time for tonight partner, but I have another pass or three to make, which I'll do tomorrow.
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Post by SLO_COPE »

K, I took another very long lap thru the track checking out your trees. Man, I have to say it's impressive that you planted all those babies without screwing up a single one. Your other models were placed well too - not recessed into the ground or floating above it. Well done, partner. :)

Here's a <a href="http://mtm2.com/~forum/images/jupjump.jpg">texture flaw</a> I took yesterday, but it didn't turn out for some reason, so I reshot it today. Other than that, it's lookin good, Ash!
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Post by TurnToAshes »

Here's the new Beta: http://www.mtm2.com/~tracks/dl.cgi?dl=4238, Jup1 can now be deleted. Thanks

I fixed alot of seams, but I couldnt fix them all. From now on Ill only fix the drastic seams anymore. I changes some CP's. I didnt change the finish line because it isnt a hard turn. I changed cp1, cp2, cp3 and cp6. I changed the "jump-bump" jump after cp7.

But I still could use some models. Where can I find car models? And could you edit the road signs for me Mal? I would like to use them with the "wrong way" back 2. The wrong way is very good, but it would be good to have the signs without the back to.

If you have a good suggestion for a model along some part of the course, just tell me. At some places the track might be very boring.
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Post by SLO_COPE »

Hey Ash, I turned Jup1 one off. I'll run the new version tonight and let ya know what I think. :)
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Post by NIR_PitBull »

Rep Fan's Garage has Car and truck models, Malibu_350 and MTMG have a few Ash. Ill give a look see later today on new beta.
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Post by SLO_Jumper »

yeah now you're talking. I see you modified those area just the right amount so that the track flows better.
The short cut to cp 7 was not deny but you modifyed it enough to have players erned it. I like it as is. I also liked how you modifyed the landing area on that jump after cp7.

Those scrubbs on the track at various area dont fit the environement. those look more like those you see in a dry / desert area. Perhap something that fit more with wet grassy environement would look better.

I'll run it some more later. It's a much better track bud. good job.
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Post by SLO_COPE »

Sorry Ash - got sidetracked with a few other things. You made some nice changes, bud. The track runs a lot better, much more enjoyable I think. I'll take one more pass thru it looking for gross flaws, but I'm pretty sure I won't find anything; looks like you did a great job of catching the big stuff and a lot of the smaller flaws where textures are concerned.

As for populating it with models, tell ya what...the best I can offer is to give you a list of tracks with décor I feel may work well with your track, and it'll be up to you to pick out what you like. I do agree with Jump on the newly inserted cactus-like model you put in--it kind of looks out of place. But here's the thing: it may be exactly what you were looking for, so in your eyes it looks great lol. It's such a subjective area, which is why I really shy away from recommending what models to put in tracks. :)

Anyway, I'll toss 3 to 5 links in here for ya to look at by tomorrow :)
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Post by SLO_COPE »

Ok here's the deal: after looking over quite a few tracks, as well as running your track a couple more times here's what I recommend:

This is a big track, and you've alreadly populated it with quite a few trees and several other models. This track impresses me more as huge park (a national park for instance, like our Yellowstone) where you'd find recreational vehicles, boats, jet skis, campers...a park headquarters with park ranger vehicles, maybe some horses with stalls or a barn, etc. Off the top of my head I believe the model count maxes out at 542, and although I don't know where you stand right now with respect to the number of models you've used, I'd recommend using just a few models to support your theme, then falling back on more trees. If you start sticking models in just to fill up space in your track, often times it looks purposeless and haphazardly done. Pick a few "fitting" models and spread them out over track, then support them with more trees.

One more thing, and maybe this is just me, but you really don't have to have grandstands in a track, just as you don't have to have trains, but quite a few people use those two models regardless of what their theme is. For this track the grandstands serve to mark where the race begins and ends, but you could also use other models for the same pupose. Racers like to have visual clues that tell them where they are in a track, and as I said, it doesn't have to be a grandstand

Anyway, that's all I have for now, and again, I apologize for my not so hasty replies, bud.
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