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 Post subject: EPRR2 Beta
PostPosted: Fri Jun 04, 2004 1:23 pm 
The Dog House
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Well here's my first Rally. Still have a couple three props to put in. I need some Cp's. If some one has an idea that will match what I got going with the small barriers{Tooth at MTMG models, fences}. It does not have to be numbered. I know some or most {HeHe} will say that a couple spots in the track are hard. And I know some will say its a semi Rally. But it being my first rally, I take it. It can be a challenge. But if driving right, its fast and fun. {My opinion.} So please let me know what needs my attention. O' and does any one know a track that may have a billboard for Big-DoGGe's site? Thanks Charles

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PostPosted: Sat Jun 05, 2004 10:01 am 
Trackologist
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Hey Charles - it's a rally bud, and you need not worry about ppl saying it's a "sem-this" or "semi-that". I kinda like the barrier idea, but I can't say I necessarily like the choice of models. Hehe you obviously feel the same since you're looking for something different. No suggestions yet, but I'll think on it.

I did take note of a few things, but unfortunately I'm short on time at the moment. I'll snap some pics and post them later tonight. :). I will say that I like it - it's fun, and has enough variation in the course to keep you on your toes and interested. :)


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PostPosted: Sat Jun 05, 2004 10:16 am 
The Dog House
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Thanks Cope. At least I got the Rally part right. LoL Look forward to your picture shoots. There always fun. Who ever came up with that idea was truly on top of things. 8)

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PostPosted: Sun Jun 06, 2004 3:06 pm 
The Dog House
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Got rid of the trimming of dirt around the ponds, ugly ugly it was. Hoping I could get it matched up around them. Didn't happen.

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PostPosted: Sun Jun 06, 2004 8:45 pm 
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Ok, here we go. Starting with the name, how is it that you decided upon RMR? It doesn't seem to be attached to a theme of any sort since there's not a single rock in it, and speaking or rocks, maybe that's something you could substitute in for what you're currently using at the corners.

Overall I thought the track was pretty darn good, with only a few observations like quite a few trees not set to facing, a floater (which you'll probably end up dumping for something else anyway), models poorly used to negate corner-cutting, and these light green trees which don't seem to blend in with the atmosphere you've established. More trees would work nicely, as well a little more vegetation around the water area to give it a more natural look. Ah, speaking of trees, the one at checkpoint 16 needs to be set to no collide, then fitted with an object box for the trunk. That'll allow for corner cutting, but you can work that out via other means.

Oh, the road at this turn is a tad rough. Now, if that's how you intended it to be, fine and dandy, but as is you have to work the bumps in the road to negotiate that turn at maximum speed. It's not extremely difficult, and I actually like it as is, but since I didn't know if you intended it to be that way, I thought I'd let ya know.

Not sure what else you intended to add to it model-wise, but so far so good. :) Lastly, sorry it took me an extra day to get to this; in-laws are in town. Nuff said lol.


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PostPosted: Sun Jun 06, 2004 9:28 pm 
You Gonna Eat That?
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Ditto on Cope, but I too hate the "dirty candy corn" barriers in the corners too.

I also think it seems slick, you really gotta get on the brakes to get through the corners without tapping one of those barriers. I'd raise the grip a bit. The road also seems a little narrow for online play. Not that that matters, the grass isn't slick or anything, but it kinda looks like a one lane path, unless that is what you intended, then nevermind.

Other than that, that one corner is a lil rough like Cope mentioned, but I like it, its fast, no lag, and it has a cool layout, and best of all, round 3 min laps. I personally would lose that small lake, but it doesn't slow you down at all, so it's up to you, so I'm not complaining much.

I'd do all that, and add some more eye candy around. It has a jungle feel, maybe add some palm trees, or some small jumps or something. It has some nice long straights for some whoop-de-do rumble bars jumps. Just some suggestions.

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PostPosted: Mon Jun 07, 2004 10:22 am 
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i havent tried this track yet, but the barriers on the turn pretty much tell you to stay on the road. if you crash into them, then you werent following directions. [nyuk]

.. Oops made barriers on every turn on his latest evo2 track and its kinda hard not to hit them, but helps you to get used to the turn. same can be accomplished in mtm2.

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PostPosted: Mon Jun 07, 2004 10:24 am 
The Dog House
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Thanks Cope & Kevin, name is all wrong gotcha. Ill give a look see at that corner. Yes I wanted them hard, but not impossiable. LoL. I did make it where passing is a pick your spot deal. That way its not always about speed but thinking ahead in the track. You can out smart a guy if you know where and when to make your move. So the one lane makes it like a short track as far as passing. Which small lake Rf ? The last little one about half way? I ll bulldoz it full for you Bro.HeHe. Getting high with the object count, so Ill have to do change up somethAngs to ad more eye candy. Your rock idea sounds good. Have some looking around to do. If ya know a track with something that will work for that, then give a YELL. Thanks guys. Bummer Cope, yes sir I have inlaws too.LMAO Hey Tyler tHANKS.

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 Post subject:
PostPosted: Mon Jun 07, 2004 11:58 am 
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Alright, after racing 30 minutes on it I've got a comment too :)

http://members.home.nl/rgoessen/Picture1.jpg

Those 3 objects ain't stopping anyone from cutting that corner to the left. But I thought I read you were about to replace those objects anyway?

Then there are some cuts between several corners where you can zig-zag between those objects, which I find pretty cool. Those probably will disappear as well when you have cp's and set them to non-collide.

http://members.home.nl/rgoessen/Picture2.jpg (3/4/5)


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PostPosted: Mon Jun 07, 2004 12:06 pm 
The Dog House
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Well I tryed rocks & boulders, just dont look right. So what about guard rails? Do you think those would work? If not, then I need to stick with the small barriers. And if I do that. I need there look changed. So as I ask on the other link I used, can some one PLEASE let me know they can handle that for me? All Ill need is the ONE small barrier look changed. Then I still have no idea about Cp's. Larger barrier with the same look as the small would be great. Dont know what that look would be yet, LoL.

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PostPosted: Mon Jun 07, 2004 12:37 pm 
You Gonna Eat That?
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It doesn't need any barriers of any kind, you can keep people from cutting corners with some clever checkpoint placement.

If you think they're gonna cut the corners, you can control all of that, and it loses the clutter from all those barriers. They are spaced far enough that you can wedge a truck in there, whcih goes back to an older argument of mine, "they stop the truck".

I can run it just fine without hitting anything, but if you got rid of all those barriers, guardrails, signs, everything... then you can go alot faster and never have to hit the brakes. Yes it makes it a challenge, but they honestly get on my nerves. Move some checkpoints arond, or add some more terrain instead of all the flat lands, so no one can cut. That way we can still haul the mail, and can actually get sideways in a corner without slamming into something.

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PostPosted: Mon Jun 07, 2004 1:25 pm 
The Dog House
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Well Kevin, that is the best idea yet. hehe. I mostly put the barriers for the eye and to make it harder. But my friend, your right I can still make that happen. See what I can do, THANKS

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PostPosted: Mon Jun 07, 2004 1:35 pm 
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It's going to take a little more than moving cp's around to negate shortcutting. He's just about maxed out on the number of cp's he can have anyway, I believe.

Since the rocks didn't do it for ya as a barrier, maybe try boulders for cp's, then use terrain and trees to discourage cutters. I tend to think that if the majority of your corners have enough trees and terrain work to discourage cutters, you'll then be able to manipulate your cp placement a little more, and quite possibly even get rid of a few, as shown here marked with red circles. LOL course, that's in theory; as you may (or may not) know, I don't make tracks. :)

PS - the name doesn't suck, Charles - not at all. I was just curious about how you came about selecting it, that's all.


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PostPosted: Mon Jun 07, 2004 1:57 pm 
Glow Ball
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You know, I wasn't planning to respond to this - I think if charles lumps me into anything described with the word 'bunch' I'll just lock him out of the site and be done - but anyway I just got a chance to run this now and I have to pipe in lest a bunch of mistakes continue to get made.

The first thing this track needs is to remove every single model and checkpoint in it. You could spend a month tweaking and deciding and substituting and talking and it won't fix the problems here. Then, before re-tackling models, finish refining the terrain. The course is just way too bumpy, and consequently way too slow, to give this good replay value. Overall, it's fringing on some good things but isn't there yet. Put the sun directly overhead and work on those rough spots.

Then, use hay bales, flag poles, banners, rocks and trees for those corner models. Give the track a variety of appearance that will make the different spots in the course identifable. Using an overpass, or a bridge will help the cause. Need hints, run momentum X. And learn how to tilt those models so they fit the terrain. It takes time but it's worth the result.

Then! and only then can you talk about checkpoint placement. It's just way too premature to even think about it on a track that is so underdeveloped.

Lastly, the name will conflict with four other tracks.

http://mtm2.com/~tracks/tracks.cgi?sear ... y+mountain

If you must use this name, then you might look up techniques for avoiding name conflicts.

http://forum.mtm2.com/viewtopic.php?t=1199


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PostPosted: Mon Jun 07, 2004 2:49 pm 
The Dog House
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Yep, your right Cope max with the Cp's. And you sould try doing one Cope,HeHe. Talk about going crazy! No the name didnt suck, but now I find that theres LOTS of them with that name. I got the idea for the name when me and the wife were talking about our drive on the western slope of Colorado. We live in Denver on the east side of the state. The west side looks the opposed of the east. More green and trees on the western slope. New name is now a must. {Phineus} Sorry man, I did not know that that or I insulted you. I do hope your statement about locking me out was more or less a joke. I dont believe Ive done any thing to deserve that. I dont start trouble. If I offend you Im truly SORRY. Any time Ive been wrong Ive said Im wrong. Honestly, I dont know what it is that I do to upset you man. Do what you feel is right. Let me say this, there are 3 maybe 4 track makers that I will even listen to. Your opinion IS what counts with me. That is why I come here. To learn from the BEST. I know my works are just so so. I cant grow as a track maker with out help.

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PostPosted: Mon Jun 07, 2004 5:03 pm 
Glow Ball
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Two things you need to do now.

a.) lighten up
b.) fix your track, it needs work.


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PostPosted: Mon Jun 07, 2004 5:04 pm 
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Phineus is definately just playing with you there Charles, that first paragraph was... total humor. ;)

Bunch, hehe. I guess you've made poor Phin cringe with that one. :lol:

Lemme try that:

*cue the beta bunch theme*

"Here's a story, about a man named Phinny, who was...."

..and that's the way... they became... the beta bunch."

[:x]

As for Phin's beta commentary given with such a serious delivery, that's not playing, it's just strong opinions. I suggest you not read any 'attitude' into the straight, unflinching delivery. It's just "straight talk from professor Phin" (if I may).

Peace, Charles. :wink:

{now, just watch to see if I get banned for all that, hohoho}

<img src=http://forum.mtm2.com/images/avatars/members/576.gif>


ps. I DO have things to say about the track, later, but not necessarily in terms of a beta report.

Tip: in the readme, just to be safe, say thanks to the "beta bunch" (if you must) "and Phin". :P


edit: lighten up, hehe. Sorry Phin. [nyuk]


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PostPosted: Mon Jun 07, 2004 6:17 pm 
Trackologist
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LOL no disagreements from me...cept of course with regard to the roughness of the track. I don't think it's too rough at all. And if it is too rough, then I suspect tracks like Cayo Borracho, Petrifying Springs, Midliland MX, and Rattler (to name a few of a horde of "rough terrain" tracks) should be recalled immediately lol.

Seriously though, for some it may be too rough because as I see it a lot of it has to do with what you like and don't like, as well how skilled a racer you are...and no, I promise I'm not trying to insult anyone or look down upon lesser skilled racers. As is this track is cake with respect to the level of difficulty, it really is, but that's my take on it given the number of years I've been racing and all the tracks I've run. I know people who said Rachel's Park was crap for online play - much too narrow and too tight, too much stuff in the way lol. Mariposa was a waste because one slip up and you're history, and that Wake Up! was too confusing because they couldn't follow the map. I love everyone of those tracks lol, but none of the three tracks can be run with any measure of proficiency without practice, and on Mariposa and Rachel's Park, a lot of it. The tracks I mentioned above...save for maybe Midiland MX, are pro-level tracks in my opinion. I ran them years ago and hated em...with a passion. But now I think they're great, but again, that's just me. :)

Charles, don't be lulled into thinking that if COPE says it's ok then it's ok lol. I'm one guy with one opinion, and sometimes I'm just out in left field. Just as you shouldn't necessarily believe that just because Phin thinks it's too rough that you need to take to it with a smoothing tool and not quit 'til the surface is glass-like. Weigh the input and decide for yourself, bud...and just so that it's said, sometimes comprimise is an option, too.

As for the techie stuff, I certainly can't/won't/don't disagree, I mean, how can I? But what I can tell you is that there are tracks made to cater to different skill levels, and quite a few of them appeal to every skill level. You decide what audience you're trying to capture and go with it.

Ok now Phin can ban me and Wint lol.


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PostPosted: Mon Jun 07, 2004 7:38 pm 
Glow Ball
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If this was a short-ish circuit then I'd agree with every word, but a good rally wants a bit more speed. The roughness I'm talking about is not in the difficulty to navigate the course but in that it slows you down unnecessarily and for no good purpose. For a rough and tumble track we needn't look further than scrapyard run - which I like by the way. As for mariposa, yes, I know all about rough and difficult terrain. I just don't think that sort of thing belongs here. Compare to bankrole, for example - since we're in that color scheme. At the same time, I'm addressing all this waffling and muddling about models. It is possible, you know, to address more than just speed bumps and pot holes when talking about terrain. Fix the terrain and half the model problem disappears; select the correct models and the other half vanishes too. I mean, why make it so hard on yourself.

> Ok now Phin can ban me and Wint lol.

Don't worry, I'll get even with you two soon enough.


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PostPosted: Mon Jun 07, 2004 11:16 pm 
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>> Ok now Phin can ban me and Wint lol.

> Don't worry, I'll get even with you two soon enough.

cool :o)



Charles, imho what you need to do is spend more time on your tracks before you post up a beta, I personally do not want to download a flat track with tree's planted like cardboard cutouts. I'm not trying to be mean or anything but that's a waste of peoples time. Get the the tracks to the point to where you you honestly feel they're ready to release, then post a beta, if there is anything technically amiss one of us will say so to help out, but I for one will never try and mold someone elses creativity if that's what you're looking for, it can't be done and that is not what beta testing is for.

have fun and put something together that YOU really enjoy and chances are many others will too.


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