Monsterbeachfun beta
Monsterbeachfun beta
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
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...
- Roadknight
- Member
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- Kmaster
- MTM2 Engineer
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- Location: Valparaíso, Chile.
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It's a really nice track. But I have a few notes:

* 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.

* 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.

* 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.

* 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.
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?
Btw... nice building textures you've made! There weren't enough of those
You need chaos in your soul to give birth to a dancing star...
- Kmaster
- MTM2 Engineer
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>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
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
<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>
<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>
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
Overall, though, it's a great track. I like the jumpy ones
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: Is the jump really that hard to make? Just follow the course and it's easy
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 ;-)Roxxy wrote: So there are no significant shortcuts? I'm surprised
- ShadowPrincess
- Gone Walkabout
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LOL PhinRoxxy wrote:Well I'm a simple girl. The map has a purpose and I use itPhineus wrote: The course should be visually obvious without the map, shouldn't it? Maybe?
I'll make the course more obvious.
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.
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