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[rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 6:24 pm
by Alex
After weeks of watching Rfactor replays, looking at Satellite images and making the perfect Hmap, my Monaco is finally finished. I am really proud of it and i hope you guys like this track unlike my disastrous Sepang. The only problem i can find with it is the crap AI line but i messed with it for a long time and this is the best i could make it. If you want an easy race, use the PGRF1 cars due to their immense grip. Anyway, let's see what you think. Oh, and did i mention it's my 1000th post? :goal: :D :bsmile: :trampo: :mbounce:

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 7:15 pm
by Hiken17
the hmap is wrong and i think that it needs some more buildings instead of trees, but anyway is so much better than your other tracks, continue improving this way :bg:

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 7:25 pm
by Alex
Thanks maxi17. :bg: Any other thoughts?

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 7:36 pm
by Areen
Bad PoV. Even default is much better. Too much sky makes bad look. Hmap? Very weak. You must work on lmap, because lines are very crooked and dithering is bad looking. In general track have poor quality. But there is some progress compared to previous tracks. Actual track is clean but still you need keep attention on details. In other hand this track needs more buildings and other objects to make real street look.

I give you -3/6

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 7:53 pm
by Alex
Minus 3 out of 6? Why 6? Why not 5? That's pretty specific :P

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 8:19 pm
by Thunderstrucker
;)
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05102.gif (1 KiB) Viewed 4645 times

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 8:22 pm
by XYY
I'll as well leave some tips here:
- hmap is very dangerous at most of the track parts (the street is a lot higher in the middle than on right and left side). Was it made in TE btw?
- In combination with this, the wall placement is horrible. If you once fly over one of the armco's, you'll probably never come back :( If you can't put a proper hmap, you should at least have left some spaces in the walls (you should have done that anyway :P ) or put invisible walls around it.
- The place in top: It doesn't feel like a city to me, more like a cheap town with few skyscrapers. Also, it's too green for Monaco.
- I suggest you to put the objects in such a way that they don't cover some roads (e.g. at beau rivage, where you placed some skyscrapers on an access road, or all around the track, where the armco's are directly on the white line.
- The middle line: It's always the same at every place of the track, no stop lines, only few zebra crossings. Also it's not in the middle at all, which you can see at Mirabeau Haute. To make the track width and the Middle line a bit more regulary, I suggest you to use e.g. Landeditor, GIMP, Snakeditor...
- Maybe a minor issue, but why are the persons placed in the "Piscine swimming pool"?
- In your track, persons have defined places where they may stand. Most on the beach, many between the two "light-stripes", some at the pool and underwater, then this little grass area at 1st corner... Place them like they would be in real life, not just put them at few places. Put them going around the piers, in the city, everywhere around the track. And not only at these defined places.

These are the main issues I see at the track. But although you like to make every F1 track, I really suggest you to start with simpler things to improve your trackmaking skills. And one day, you'll have so many skills that you can build an awesome track that most of the people like.

Re: [rwl] [stc] Monaco

Posted: Sat Apr 30, 2011 9:39 pm
by The MNZ
Very very good effort Alex. But make Monaco need LOTS of hmap skills. Look at Kozma's Monaco by TrackViewer taking off the objects. It needs a lot of work to match all three maps, the patience and effort is the key. Now about your track:
*It has a big green area on the building area, where Monaco has LOTS of buildings.
*This PoV causes a horrible "stopped water" effect. I am founding same problem on my 777.
*The Fairmont Hotel (the building attached to the tunnel) is hexagonal.
*The correct Monaco HMap is: up from Anthony Noghes Virage at Casino, followed by a bail what ends on Portier. On your track, Loew's is higher that Mirabeau, Portier entrance are banked(WTF?) and the pool are bad-made, looks like a drain lake. But the main issue is the outside bail on some areas(i.e. Nouvelle Chicae and Rascasse)
*Pits poor made, including the wall.. It's a common issue from newbie trackmaster. Me myself had the issue on my Caesar's Palace what i posted on Brazilian forum before i register here, and thanks to my afraid on fix it Niterói walls was poor automatized. It needs a bit of time to fix it, but i solved it. You could fix it by try and error. About pit line, use Paint curve line tool to fix.
*Anthony Noghes Virage hasn't any block. I know thjat GR made it with the map limit, but if it was on real some bad drivers could give up the race and make a tour by Monaco.
*Ste. Devote has a strage issue on real track: it has a big space on inside, and drivers who pit needs to cut it. I can't see this big space.
*Monaco's real pit entrance has a hard chicane similar to a "mirrored Rascasse". Your track hasn't.

But the good intention needs a 3/5.

Re: [rwl] [stc] Monaco

Posted: Sun May 01, 2011 11:25 pm
by a1b23
the pits are supposed to be on the left hand side not the right, and the entrance to the pits is inaccurate.

Besides that nice! :)

Re: [rwl] [stc] Monaco

Posted: Mon May 02, 2011 10:37 am
by Black Rebel
XYY wrote:I really suggest you to start with simpler things to improve your trackmaking skills. And one day, you'll have so many skills that you can build an awesome track that most of the people like.
I agree with XYY, you should attempt doing simpler circuits. As an example, look at my Teretonga circuit, or Symmons Plains. And even with that I had to rebuild Symmons 4 times to totally adjust it to real life track, so take it easy and look for an easier circuit to start. That is a good tip.

Re: [rwl] [stc] Monaco

Posted: Mon May 02, 2011 10:40 am
by Bouncebackability
XYY and BR are spot on, ive been trying to do a old monaco for ages and its nothing but a pain in the :taped: , Ive had to rework it again and again and its only maybe 20-30% done

Re: [rwl] [stc] Monaco

Posted: Mon May 02, 2011 5:11 pm
by Martyn
getting better Alex, but as has already been said, try an easier RWL if that is the road you want to go down.

If you want to try Pembrey (I made a really bad version of it years ago) I will give you all the help you need, I know the circuit like the back of my hand.

Re: [rwl] [stc] Monaco

Posted: Mon May 09, 2011 11:28 am
by resir014
-Hmap is extremely dangerous
-As others said, Lmap lines are crooked
-The Ste Devote part is a bit incorrect. The pit exit should cut through that corner (or maybe if you're referring to the old version of Monaco, well nevermind)
-What's wrong with that concrete wall separating the pitbox and the S/F straight?

In other words, don't try to make rwl tracks first, as it's too hard for beginners and the expectancy of quality is extremely high. Try experimenting on small circuits which don't need to include some realism in it and you'll learn overtime.
Oh, and a little more patience is somewhat good too. ;)

5.5/10 :)

Re: [rwl] [stc] Monaco

Posted: Tue May 10, 2011 12:21 am
by The MNZ
About easy RWL, we have Anderstop. Spa-Francorchamps also is a easy one on Lmap and objects, but the hmap is very hard. Another ones that could be easy is some oval tracks(i recommend you Las Vegas, because AFAIK it hasn't infield track.

Another tip: Found the track type in what you are better and make more tracks of this style. Me, i.e. am better on street circuits. Egamad loves some rallys(ande a bit of snow). Haq is a master on rally stages. Black Rebel is professional on lmap cars. Garbre is good on lmap buildings, and Maciej1 joins everyone above in one.
BTW do you think that i will cumplish the promise on my signature?