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 Post subject: Tuscarora Mountain [Beta]
PostPosted: Fri Feb 02, 2001 7:28 am 
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Joined: Fri Oct 27, 2000 2:01 pm
Posts: 73
Location: Norway, Tellus
Welcome to this beta version of te track Tuscarora Mountain.
This is my first beta.

First of all a little info
This is a long rally with cement, dirt and gravel. It's most desert, but it is a little town or city allmost at the end.

Sir James made the textures and some of the models the checkpoints and some other things where made by me. In the little town there are some buildings and verhicles that where made by Enocell. There are some other models that i dont know who's made.
I made the trees look like the 4x4 trees.

Here you can post replys about the track, changes and whatever you want.



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<IMG SRC="http://www.angelfire.com/sports/rdmz/tritj.gif" border=0>


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 Post subject:
PostPosted: Sat Feb 03, 2001 11:05 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
>>It's most desert

Well, a green desert :-)


>>some of the models the checkpoints and some other things where made by me.

The checkpoints shine through the terrain. This is because the face types are incorrect. Open the cp models again in binedit, select all faces, then goto groups>set group face type and choose mtm2 type. Then deselect the faces and save the model. This will fix the shine through problem.

>>I made the trees look like the 4x4 trees.

Why? Are you planning on releasing it as a mtm/4x4 track? If yes, then please take note there are too many models for 4x4. You have 170 ground boxes and 487 scenery objects (total 657). If you want it to work in 4x4 you'll have to delete 57 models. I suggest thinning out a few near the city as this area can cause a bit of lag anyway. If you're not planning this for 4x4, then I suggest normal mtm2 style trees (facing, no-collide, with object boxes for trunks).

This track shows great improvement over some of your early releases, especially the checkpoint placement. However, there are a couple things you might still do. One would be to work a bit more on the terrain. The roundness of random terrain is still pretty evident and at times can make driving tricky. Another would be to pay attention to the driving line. While this isn't necessarily crucial, it helps when a racer can tell which way to go without turning on the map. I found myself often taking the wrong road where two roads intersect. I finally turned on the map and left it on. Lastly, there is a lot of driving through water. I don't mind a dip, but when it slows the truck to a crawl I have a problem with it. Think about either shortening the time in the water or make it a lil shallower. The off track water is incredibly deep. Whether or not you do anything with that is up to you. Myself, the deepest water in any track I've made is only about four feet deep - enough to let the driver know they goofed, but not enough to knock you out of the race.

Hope that helps you out.

Oh, yeah, good music Image


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 Post subject:
PostPosted: Sun Feb 04, 2001 1:39 am 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
Looks like the tracks already been ok'd, must have been a mistake with "beta" in the name and all.

I haven't seen it yet so nothing more to add.


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 Post subject:
PostPosted: Mon Feb 05, 2001 3:10 am 
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Joined: Fri Oct 27, 2000 2:01 pm
Posts: 73
Location: Norway, Tellus
Thanks!!
<IMG SRC="http://www.angelfire.com/sports/rdmz/tusc.gif" border=0>

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<IMG SRC="http://www.angelfire.com/sports/rdmz/tritj.gif" border=0>


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 Post subject:
PostPosted: Thu Feb 08, 2001 5:00 pm 
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Joined: Fri Oct 27, 2000 2:01 pm
Posts: 73
Location: Norway, Tellus
I'm almost done with the track now. There are some new stuff in it too.

I've been sick for a few days, but im on my feet again now. So i will finish it today.


I hope you understand what i write cause im Norwegian Image

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<IMG SRC="http://www.angelfire.com/sports/rdmz/tritj.gif" border=0>


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