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Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Tue Jun 14, 2016 1:31 pm
by Sartalas
To do:
-dithering
-objects (cars & buildings)
-what do you think???

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Jun 15, 2016 7:29 am
by Marco
Well, it's a whole step forward from your previous version, which I liked, but it's layout was a bit squared. This one looks spot on so far, well done :bg: . Though the LMap still needs work, just like you said, but everything else seems in the right place :)

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Jun 15, 2016 10:19 pm
by Hormous
Sartalas wrote:To do:
-dithering
-objects (cars & buildings)
-what do you think???
It looks great! Like especially the huge crowd, it's very similiar to the one we saw this year in the "Mugiallo".

Awesome, it looks pretty finished, when the release?

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Thu Jun 23, 2016 5:35 pm
by Wojtek
Hi. My new street circuit is being created. What do you think about current lmap and layout?

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Sun Jun 26, 2016 11:15 am
by Areen
This tarmac (and also a track) looks like copy + paste from my JohnQ track. I'll keep and eye on that.

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Tue Jul 05, 2016 8:25 pm
by Marco
Haven't released a track in ages, so ... it's about time.

Still need to do:
- Dithering.
- Finish LMap objects.
- Finish normal objects.
- Infield still needs work.

But all in all, what do you think?

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Sun Jul 10, 2016 6:17 pm
by Herbal
Just checking, whether my trackmaking skills are rusty or not. Here's one for you: Codename Yyaz. :stir:

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Sun Jul 10, 2016 8:14 pm
by Marco
So far they are looking fine to me ;)

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Mon Jul 18, 2016 9:53 am
by TuomoH
I'll just leave this here.

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Thu Jul 21, 2016 2:25 pm
by Rebellion765
I'm back :D
Many people have good memories of this track...can you guess what it is? :misch:

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Thu Jul 21, 2016 4:31 pm
by Marco
Shifted wrote:Many people have good memories of this track...can you guess what it is?
Opera Paris track from GT4? :scratch:

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Thu Jul 21, 2016 4:50 pm
by Rebellion765
marinator wrote:
Shifted wrote:Many people have good memories of this track...can you guess what it is?
Opera Paris track from GT4? :scratch:
Bingo! :lol:

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Thu Jul 21, 2016 5:02 pm
by Marco
Didn't took long :D . First pic kinda says it all :D .

It was my most hated, but probably one of the best tracks in GT4 :)

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Fri Sep 02, 2016 10:21 am
by Gzehoo
Tor Rapsodia is going to be updated.
shot0008.png
After update, there will be 4 layouts:
Rapsodia.png
Rapsodia.png (6.45 KiB) Viewed 18771 times

Working Title: Argolab

Posted: Sun Sep 04, 2016 9:09 pm
by StingerTheRaven
Decided to start making a track a day or 2 ago. I felt I hadn't posted in forever, and I may as well do something about that.

Starting out by forming the layout with hay bales, mostly since they provide real punishment for me steering too far off and making cuts, while making sure testing doesn't end early due to damage. Plus, they're simple to throw around, meaning I spend more time thinking about the layout than about how to draw it.
So far, I've gotten this:
Current state of track
Current state of track
A simple first corner leaves the driver to somewhat underestimate the second, slightly outward-banked corner, which when entered with any reasonable speed, puts you in a line where exiting on the very outside edge, leaving the track when taken without care, is common. Trying to exit with real speed may take incredible finesse on the driver's part.

I'm thinking about changing it up a bit, but wanted to know what you guys thought. My notes for possible changes:
Notes
Notes
Humorously enough, the double hairpins may make the track easier to learn if nothing else is changed.. though the same applies to the other 2 changes, frankly. IDK, should I leave the confusing hairpin as it is, and instead change the rather boring left half, IE enlarge the chicane or try to make its entrance more difficult?


And the download for those who want to test it, see how I can change the layout. I won't accept criticism on how ugly the track looks yet, I'm making the layout, not the Lmap.
Argolab.zip
(1.94 KiB) Downloaded 328 times

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Sep 28, 2016 5:42 pm
by NicolasP
More progress in a WIP that i started some months ago...

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Sep 28, 2016 8:04 pm
by XYY
A few tips:
- make the forest in the bottom-left more interesting. There could be another path (maybe also muddy), a little bit of water, some cliffs or at least a few structures (walls or houses) to make it look a bit more interesting
- In my opinion the track needs a proper pit building. You could remove the last few booths there, then leave a small gap and place a single house or office block next to the gates :) Or maybe you have something better in your mind?
- It's funny that there are two major visitor areas (grandstand at the SF-straight and grandstand at top-left) and no other spot (not even on a banked area where people could be standing). If you leave the inside of the second corner rather "flat" (few trees), stands in the top-right also make much sense because the visitors will see the cars driving two corners. ;)
- In my opinion you should also reduce the amount of stands on the S-F-Straight to five or six. Also make sure that the gates don't "sink" into the stands, especially as this is a fictional track and you have got enough space anyway
- Overall, the track looks good, but so far it hasn't really got anything special to it where I would say "wow". The layout seems pretty fluent and fast. I hope you will place some more kerbs or at least something limiting the inside of the corners.
- The parking lot on the inside doesn't make much sense at the moment, with all the people going to the stands outside of the track.
- If I was the construction engineer of the track, I would make sure that I don't have to place a pedestrian bridge right next to a tunnel for cars. I would make this more clever and also make a tunnel/underpass for the pedestrians. ;)
- Why is the road behind the stands next to the S-F-Straight so wide? It looks like a dragstrip. :D

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Sep 28, 2016 9:35 pm
by NicolasP
A bit more of progress...

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Fri Nov 04, 2016 9:22 am
by Gzehoo
Stay tuned ;)
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Sebring.png
Silesia Ring.png

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Mon Nov 07, 2016 7:39 am
by Emil Patanen
I'm making my first roval ever...

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Fri Nov 18, 2016 1:58 pm
by Marco
Emil Patanen wrote:I'm making my first roval ever...
And it looks nice, so far...

Also... I have some free time and so ... this happened :meditate: .

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Tue Nov 22, 2016 1:32 pm
by Gzehoo
Not bad marinator ;)

My another project...

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Dec 21, 2016 11:05 pm
by Gzehoo
Some more upcoming projects ;)

#PlansFor2017
Słomczyn.png
Lausitz.png
Slovakia.png
Codegua.png

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Jan 11, 2017 11:12 am
by Gzehoo
Which one is better?
Tempelhof.png
Tempelhof2.png

Re: Track Ideas, W.I.P. Previews and Teasers v2

Posted: Wed Jan 11, 2017 6:27 pm
by Marco
Gzehoo wrote:Which one is better?
Personally, I like the one with the white lines.

PS: you may have some competition whith this one :P