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 Post subject: Monsterbeachfun beta
PostPosted: Tue Jun 03, 2008 2:41 pm 
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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

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 Post subject:
PostPosted: Tue Jun 03, 2008 3:04 pm 
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Checkpoint 6 is hard to find.


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 Post subject:
PostPosted: Tue Jun 03, 2008 4:58 pm 
Glow Ball
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My first lap was 7:07, second was 4:40 and last was 4:04. No lag at all here. I'll have a few more notes later.


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 Post subject:
PostPosted: Tue Jun 03, 2008 5:27 pm 
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Location: Valparaíso, Chile.
It's a really nice track. But I have a few notes:

Image

* 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.

Image

* 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.


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 Post subject:
PostPosted: Thu Jun 05, 2008 2:40 pm 
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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'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?

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 Post subject:
PostPosted: Thu Jun 05, 2008 3:04 pm 
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Location: Valparaíso, Chile.
>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 :)


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 Post subject:
PostPosted: Thu Jun 05, 2008 7:31 pm 
Glow Ball
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<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>


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 Post subject:
PostPosted: Thu Jun 05, 2008 8:58 pm 
easy company
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Technicaly this isn't a problem at all, but concider spreading the cp markers apart a bit more. I think they should span the width of the roadway.

It's a wonderfull rally... nice job. :)


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 Post subject:
PostPosted: Sat Jun 07, 2008 10:56 am 
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Thx guys!

Is the jump really that hard to make? Just follow the course and it's easy, even I can do it :D


So there are no significant shortcuts? I'm surprised
[(-:]

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 Post subject:
PostPosted: Sat Jun 07, 2008 11:28 am 
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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 8)


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 Post subject:
PostPosted: Sat Jun 07, 2008 11:57 am 
Glow Ball
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Roxxy wrote:
Is the jump really that hard to make? Just follow the course and it's easy

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:
So there are no significant shortcuts? I'm surprised

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 ;-)


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 Post subject:
PostPosted: Sat Jun 07, 2008 3:27 pm 
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Phineus wrote:
The course should be visually obvious without the map, shouldn't it? Maybe?


Well I'm a simple girl. The map has a purpose and I use it :)


I'll make the course more obvious.

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 Post subject:
PostPosted: Sun Jun 08, 2008 5:49 am 
Gone Walkabout
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Roxxy wrote:
Phineus wrote:
The course should be visually obvious without the map, shouldn't it? Maybe?

Well I'm a simple girl. The map has a purpose and I use it :)
I'll make the course more obvious.


LOL Phin
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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 Post subject:
PostPosted: Sun Jun 08, 2008 11:25 am 
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Thx SP ;-) :)

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