HAC-MAN's Drags
by HAC-MAN


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Good looking texture and bin work create a race track environment with stands on both sides of the track. Walls and barricades separate the trucks from the stands. Some nice custom models surround the track, grandstands, some nice-looking tunnels and bridges, and the cheering crowd add to the atmosphere. But this is no speed race, this is a grueling slog through the too-much mud and a hard course to finish. The course starts on an uphill section of tunnel from which you emerge into the evening sunset. The roadway travels over flat, paved areas; there are small jumps over mud patches; a huge jump over crushed cars; as well as some really big air. The track also dips down into a couple tunnels that can be a challenge to get through. In one area the truck wont climb the hill cause the mud slows you down too much. Even backing up and taking a run at it doesn't help. "I was only able to drive that part of the track by going to 1400, deep tread tires, which made the rest of the track run too slow (almost blew up my engine hehe). I do like it when the terrain of a track varies enough to make people waffle a bit on what the best settings are for the way they drive, but in this case, it is too much of a difference, 2000 for one part, 1400 for another." The computer trucks don't make it at all. Overall, the models and custom textures are done well enough, but this track's drawbacks are the finer details. The pile of crushed cars cause considerable lag (may even cause your game to crash), the altitude transitions are sharp and abrupt, the texture type and depth make it extremely difficult to pass beyond the first ground box tunnel, and a little bump and grind with your opponents can push you over a barricade making it hard, if not impossible, to get back on the track. Of course, not all these things are a problem in and of themselves, but they combine to make racing tough. Some thought needs to be given to matching various aspects of the track to one another. For instance, the steepest uphill climb is probably not the place for deep mud (where it is almost impossible to get through without reverting to attacking the hills at an angle so you don't slip backward to the bottom), or if an exit from the main road is possible, then it is expedient to provide a way back in, or the level setting should be invoked when the number of models starts to verge on an acceptable vertex limit rather than being used to eliminate the barriers that hold the trucks on course (there is a 20-second lap difference between sparse and complex scenery mode - but both will lag). The computer trucks don't do well either. They get lost when they reach the end of race Segment 1 and the beginning of Segment 2. The remedy for this would be to put some space between the ends and beginnings of segments or just have a single race segment. There are some very good ideas in this track. They just need some drawing out. HAC-MAN confesses this track is "pretty basic" and "not the best of tracks," having been made in only two days. It will be nice to see what HAC-MAN comes up with when he's not in a hurry. A good effort with a lot of potential.

Lap Time 1:28.33