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 Post subject: KC's Backyard
PostPosted: Mon May 27, 2002 11:46 am 
easy company
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<IMG SRC="http://www.mtmc4fun.com/images/tracks/KCsBig.jpg" border=0>

KC's Backyard 2605kb zip



[This message has been edited by Malibu350 (edited 28-05-2002).]


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 Post subject:
PostPosted: Mon May 27, 2002 12:57 pm 
Glow Ball
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Mal, you're spoiling me. I was so taken up by how much better this drives than it's evo counterpart (KC's gutch) that I almost completely forgot to look at anything else in the track. It's getting to the point where the mindset is automatic: "if it's by Malibu350, there can't be anything wrong so no need to look." Not only that, but thanks for adding the bridge after cp3. Man, I used to hate that spot in evo cuz of the approaching (non) terrain. And trying to find the fastest route to cp5 is going to be some for this one too. I've always thought this track was a great looker, but now I can finally say it drives well too. Great job. Thanks.


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PostPosted: Mon May 27, 2002 5:00 pm 
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Phin is right. This one runs soooooo smooth that u totally forget about watching extra scenery.
I love it. I loved the evo version but this one is far far better. It kicks *** . Nice job Mal.
Note: I just think those barriers should be havier coming out from the short-cut tunnel.

------------------
The humans think it is a poison of the blood that makes us what we are.
Fools, the blood only feeds the bodies we live in. To create a vampire,
one must steal a soul from the abyss to reanimate the corpse.


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 Post subject:
PostPosted: Mon May 27, 2002 7:55 pm 
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Me thinks Mal has the assembly line thing going with these conversions with how he's cranking these babies out. Still, there are no sacrifices in terms of quality, for this one...like ALL of his previous conversions, is topnotch!

As he explained in his readme, this track is dedicated to the one and only KC Vales, in large part for his tireless commitment to the MTM and 4X4 communities. The track itself is 4X4 EVO 2's "Arizona"...and happens to be where KC lives, which takes care of the remainder of this dedication and also explains the name. I'm in total agreement with Phin and Fila - this one's a jewel, and although it doesn't give you that sense of "raw speed" compared to tracks such as Castle Rock Too and Crazy 2002.5, I can't imagine anyone being dissatisfied with it...at all! But just so there's no misunderstanding, I'm not suggesting it moves along at a snails pace either - not at all. It's slightly more than 60 seconds in length, sportin with a medium-fast pace, which I attribute to the acute angles in several of the turns, the ultra smooth surface, and it's width. Speaking of width, it seems like a good time to transition into another paragraph!

I'm sure those who are familiar with Mal's work noticed "KC's Backyard" gives you a bit more maneuvering room than some of his other conversions. This may not be news for some, but just so everyone knows, aside from subtle elevation changes and slight modifications to various other parts of the tracks, the physical characteristics are determined by 4X4 Evo 2, not Malibu350. "KC's backyard", like "Fila's Holiday", will undoubtedly suite anyone's race track taste, however I'm guessing it'll greatly appeal to those who suffer from claustrophobic-like characteristics on narrow, closed-in race tracks.

This one's pretty straightforward skill-level wise, but rest assured the sharply angled turns, which require some measure of accelerator control, the blind approach to the bridge in between checkpoints (cp's) 4 & 5, and the mini ramp just after cp 6 will all yield a few lead changes in a close races. The acute turns are pretty obvious; take one a bit too wide, and someone's going to exploit the opening. The blind approach to the bridge will result in some missing it entirley or not catching it square, which is pretty much the same as missing it all together! The mini ramp is such that if your approach is dead on, you're good to go, but if you're coming in on an angle, well...you might find yourself playing catchup due to the price you'll pay in an imperfect landing. Those are the characterstics that make this track such a great, great ride - solo or online with others.

The only blemish I noticed was on a boulder model just before the water tower by cp 5 http://roadrage.sports-gaming.com/slo/teamslo/imup/Boulder.jpg that sticks out just a tad too far. A little chisel action on that badboy should take care it, and afterwards, I'd say this one's good to go! The only other comment I have concerns the bridge in between cp's 4 & 5. It's not a flaw of any kind, but in 4X4 the bridge has a slight tilt to it, which I thought was kinda cool. Mind you, I'm commenting on this just because I noticed the difference; I'm not suggesting you change it at all. I think the blind to the bridge in and of itself is quite challenging , but if you did duplicate the tilt, I certainly wouldn't complain. Image

This is somewhat of a different twist with respect to the Copey Rating. I kinda feel Mal pulled a fast one with that "beta test" statement he threw in, which to me kind of sounds like a cheesey disclaimer (hahahaha). Nevertheless, I love this one so dang much I just can't see giving it anything less than a "10"!! The road texture is exceptional - great for racing on, and the visual effects gives you a sense of "being there"; you feel kind of hot and sweaty (minus the humidity) the whole time you're driving on this thing! Mal will undoubtedly make hasty reparations to the slight flaw and reupload this track, thus wacking off 1/2 a point for the minor flaw would serve no purpose. Plus, he might stop sending those "promo" checks, which would be tragic!

Mal - another superb track...as usual. But hey man, do me a favor though; take a break, ok? I'm trying to review a few more tracks here, and every time I turn around you're pumping out another classic! It's hard for me to just ignore them and NOT try em out, and once I do, I "have to" sit down and churn out a review. So...either take a break or send more money - it's your call, pal. Hehehe--we'll see ya next time around, bud! Image

[This message has been edited by SLO_COPE (edited 28-05-2002).]


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 Post subject:
PostPosted: Tue May 28, 2002 1:33 am 
easy company
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Thanks Guys,
I'll make some adjustments and upload a new zip later.

In regards to the boards at the end of the tunnel, I'll add some more weight to them thats easy enough, but I have a question, as the track stands now if you run it in sparse the boards are gone, I did this because of the way they like to "stick" to the truck making it difficult to brake at the turn, in a race that can be very frustrating, OR it can add to the danger of taking the short... so my question is, should I leave it as is? or should they be there in all graphic settings?
I'm not 100% decided either way, so what would you prefer.


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 Post subject:
PostPosted: Tue May 28, 2002 1:40 am 
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Hehe, i don't know if i am the recommended one to suggest this... since u guys might know my love for deadly turns (muahahahaha) but i think that would be the point of the barriers. If you take the short then u have two chances... either screw up or make some time. If you don't take it... then u shouldn't screw up (only ur fault here). So i basically say stick with them.

------------------
The humans think it is a poison of the blood that makes us what we are.
Fools, the blood only feeds the bodies we live in. To create a vampire,
one must steal a soul from the abyss to reanimate the corpse.


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 Post subject:
PostPosted: Tue May 28, 2002 3:06 am 
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Whoa! I didn't realize there was a short!! Hahaha--yeah, I can see why you're undecided on this one, Mal. I think the short itself is somewhat precarious with respect to route; it would take a few runs just to get the line down whereby you're not losin time using it. Still, I think leaving the boards in on sparse is the way to go. If someone wants risk it all in an effort to cut some time, there should be a significant price to pay if it doesn't pan out. If nothing else they'll help clear the path for those who want to try it the next lap around! Image


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 Post subject:
PostPosted: Tue May 28, 2002 6:14 am 
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Thaaaaaaat's correct!

------------------
The humans think it is a poison of the blood that makes us what we are.
Fools, the blood only feeds the bodies we live in. To create a vampire,
one must steal a soul from the abyss to reanimate the corpse.


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 Post subject:
PostPosted: Tue May 28, 2002 11:12 am 
easy company
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OK, the link in my first post is the revised edition, be sure to unpod err unmount the first first.

I've fixed the rock by cp5, that one totaly slipped by me and Cope was not the only one who spotted it, thanks I really hate those buggers.

The boards at the tunnel exit now weigh 25 tons apiece (whacky traxx scale), which works well, as you can hit em at full speed without braking and still make the turn, good idea Fila. Also I left the boards in no matter what setting you use, the reason being that if you take the regular route you'll have enough speed to fly right over them, but if you attempt the short you need to not only slow down but turn where they may lie making the short cut a roll of the dice, which is how it should be imo2.

I added a 11° LH tilt to the second bridge, in order to do this I needed to edit the terrain both in front and behind it to get things to line up, the result is a faster line that almost negates the short cut after cp4 into just a fork in the road... I ran a 1:05.83 taking the road and a 1:06.85 taking the tunnel route but it was not a clean lap....
The first bridge was left as it was because the terrain would have to be too heavily edited to get it right, still I think its better that evo1 which had no bridge there lol.

I replaced the object ramp at the rail car jump with a traxx ramp which was a suggestion by WK and I think it works much better making it less abrupt.

another suggestion by WK was to widen the tunnel by a few feet which he tried to suggest to TRI when beta testing the original evo1 version but to no avail... I thought this was more than appropriate now since the fast track scale had shifted more towards avoiding the tunnel route after the bridge was tilted. (the tunnel is also higher so the train will fit under it in case someone puts the train in motion at a later date on another track)

That's aboot it cept for a few shrubs that were rearranged and another glider added.

cp 4-5 tip, aim for openings between the fences after cp4, then 30 or so feet past the second row veer to the left making a dog leg turn between two rocks, if done right you'll be in line with the tunnel. this may not be the best line but its the best I've found yet... for a visual hit the "K" key and watch the bots, they usualy nail it.


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 Post subject:
PostPosted: Tue May 28, 2002 11:03 pm 
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Yeah! I didn't realize slanting the bridge like that would make that big of a difference, but I love it. Personally, I woulda went with a 12.5 degree tilt...but that's just me. Hahaha--excellent stuff, Mal!!!


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 Post subject:
PostPosted: Wed May 29, 2002 5:26 am 
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Yea me neither Image

Anyway, i fooled around and the normal route and the shortcut are now kinda even... so it's a matter of "who takes his route the best" thingie.

------------------
The humans think it is a poison of the blood that makes us what we are.
Fools, the blood only feeds the bodies we live in. To create a vampire,
one must steal a soul from the abyss to reanimate the corpse.


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 Post subject:
PostPosted: Wed May 29, 2002 10:53 am 
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Well, what can I say? Another brilliant track from the master, and as usual the comp trucks run irritating fast. You have to be on your toes to beat them. Fortunately the ‘read me’ ends with: to be continued. Hurry Mal. I can’t wait for the next.


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 Post subject:
PostPosted: Fri May 31, 2002 5:38 am 
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Joined: Wed Apr 17, 2002 2:01 pm
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if you know this track as good as I do than you know there is a cool shortcut you can take. Image Image Image Image Image

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no bad shall stay without a fight because fire is more powerful


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 Post subject:
PostPosted: Mon Jun 03, 2002 11:17 am 
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view from here i predict that the next SLO's APL will be so good we'll have a hard time playing other list. The way i look at it is the track quality in the past 6 month raised so high i cant say witch one i like the most anymore. We MTM2 racers owe all of ya's track maker many many thanks for so many great moment you're giving us. You guy's are so cool!!


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 Post subject:
PostPosted: Tue Jul 02, 2002 2:24 am 
Great track Mal, thanks!
BTY, whats with the guy sitting in the water with the steering wheel in his hands? Did he fall out of the pickup? :)
It just keeps getting better and better!


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