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 Post subject: Shim MX by DMS_Fila
PostPosted: Sun Jun 11, 2000 3:34 am 
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Joined: Mon Mar 27, 2000 2:01 pm
Posts: 463
Location: Romania (eastern Europe)
Hi there. This is the 1st time i use this room, so i hope it can bring me good things.This is my FIRST MX track, so pls don't be very rough on me, k? it's my 1st. I am looking forward from testing and reviews from u people (i hope).

Setts: 15, medium cut, soft suspension


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 Post subject:
PostPosted: Wed Jun 14, 2000 2:38 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
I made this pic from c98 a while ago for somebody else and thought it would be appropriate here.
<center>
<IMG SRC="http://mtm2.com/~bbs/c98ckpnt.jpeg" border=0>
</center>

Notice there are four full squares in both directions between course segments. You can space them even farther apart if you need to.


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 Post subject:
PostPosted: Wed Jun 14, 2000 3:30 am 
Member

Joined: Mon Mar 27, 2000 2:01 pm
Posts: 463
Location: Romania (eastern Europe)
Aha, thnx, i needed that learning how to make the course segments, i never knew how to make them, thnx, thnx. About shorts, hmmm, don't think i am gonna cut them, the major MX tracks problems is the lag, becuz people trying with all sorts of models to cut out the shorts, i don't wanna the track to be laggy, so i guess i will just make an appeal and everybody else when it plays it on the zone NOT to use shorts or anytin, to STAY on track, appeal to peoples minds, hearts, souls. Usually with kind people it will work, but....


DO u people think i can put it on the main d/l page?

P.S. Winterkill, thnx for the course segments fixed version.

[This message has been edited by DMS_Fila (edited 14-06-2000).]


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 Post subject:
PostPosted: Thu Jun 15, 2000 9:25 pm 
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Joined: Mon Mar 27, 2000 2:01 pm
Posts: 463
Location: Romania (eastern Europe)
K, then i will choose and make obstacles and after that, i will release the track, just to make the obstacles 1st.


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 Post subject:
PostPosted: Fri Jun 16, 2000 2:30 pm 
Member

Joined: Sun Mar 05, 2000 2:01 pm
Posts: 236
If u wanna be really picky about coms, you don't need an exact grid of 5X5 turn area, depending on how you want the coms to turn and the terrain, you can make it smaller to make it tighter, or larger to make them turn more loosley. Also, this is how 'Starting Grid' tracks are made. Put the coms somewhere where theres no track, and they'll do there best to get to it. This way, they'll start in a 'starting grid', but race past it every other time. I guess everybody knows, and I'm no expert on coms, but incase there are any newbies reading, just wanted to make sure they knew that it doesn't have to be that precise depeinding on what you want.

EDIT> K, BTW, whys every1 so picky 'bout shortcuts, they're there to make the game interesting... u gotta find the best ones to beat the rest.

[This message has been edited by AIR_Wipeout (edited 17-06-2000).]


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 Post subject:
PostPosted: Fri Jun 16, 2000 4:42 pm 
Member

Joined: Mon Mar 27, 2000 2:01 pm
Posts: 463
Location: Romania (eastern Europe)
Yeah wipeout, but in an MX usually u have to stay on the road, not to use shorts, that's the ideea, to stay on the road, to challenge the terrain, in an MX track, of course, in normal tracks one or two shortcuts are welcomed, so it would be more interesting, and especially if u can easily mistake on them like on the track "Unamed and Untamed".

Well, gotta go finalize my track so, i think that tomorrow u people can d/l the final version.

TA TA


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