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 [cir] Maorgarnn 
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GeneRally Trackmaster

Joined: Sun Feb 14, 2010 3:09 pm
Posts: 466
Location: Finland
Post [cir] Maorgarnn
Hello, everyone :wave:

When I was making my JET square, I found out that after a long time I again enjoy very much making an ordinary track. So after the square was done I started working a new circuit, which should meet the same level as all the ToM podium tracks I made back in 2011 :meditate:

I got the idea for the layout while I was racing in AleksiNir's Därin. Every time I drove through Därin's 2nd and 3rd corner, I thought that some kind of Maggots-Becketts reminding corner combination would be fitting after those corners. I used that idea as the base for the layout. When I was making the track, also the scenery was heavily inspired by Därin. Then at one point I got an idea about making the top part almost empty, and I think that it was a really good thing to do. So in the end, I think, the track ended up looking something like Därin meets Trigger Happy's Fionn Gorm with some my personal touches included. At least that's my feeling about the track.

The zip includes a version for 4:3 screen ratio (Maorgarnn.trk) and a version for 16:9 screen ratio (Maorgarnn W.trk).

I hope that you'll like the track and also drop some comments :)

Edit: Zip updated after 4 downloads. Added some persons that I had forgot to put on the track.


Attachments:
Maorgarnn.zip [166.74 KiB]
Downloaded 95 times
Maorgarnn normal screen.png
Maorgarnn normal screen.png [ 357.78 KiB | Viewed 661 times ]
Maorgarnn weird screen.png
Maorgarnn weird screen.png [ 123.43 KiB | Viewed 661 times ]

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Last edited by Emil Patanen on Sat Jul 20, 2013 12:57 pm, edited 1 time in total.

Sat Jul 20, 2013 11:50 am
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GeneRally Trackmaster

Joined: Sat Dec 26, 2009 9:54 pm
Posts: 7083
Location: CZE
Post Re: [cir] Maorgarnn
I like it a lot and am glad, that one my track just a little bit inspired you, but I think something bit more in top would probably look bit better. Not much, possibly only runoffs in front of stand in top-right and outside the bend in top-left (from edge of forest until 1st pine in middle-top), because all of the runoffs (with quite distinctive texture) are currently spread in one half of map, so it would add more balance, I believe.

BTW driving very good too. :up:

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Sat Jul 20, 2013 12:40 pm
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GeneRally Trackmaster

Joined: Sun Feb 14, 2010 3:09 pm
Posts: 466
Location: Finland
Post Re: [cir] Maorgarnn
Thanks, for your comment, Trigger Happy :) I am glad that you like the track, both how it looks and drives.
I wanted to go bit experimental in the top part by making it very plain, thus it looks how it is. About run-offs you suggested, IMO it wouldn't make much sense to have a run-off in top-left since it isn't a place where people would be driving off the track with high speed. But you're right that maybe there could have been a textured run-off in the second place you suggested.

BTW, I noticed that I had put persons on the pit wall only. I updated the zip with tracks that have persons in more places.

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Latest releases:
Tracks: [ovl] Riabate | [cir] Yeavy | [mic] [ovl] Xandom ||| More at My Website
Cars: [cpk] Update of Original GeneRally Cars by Emil


Sat Jul 20, 2013 1:32 pm
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Joined: Wed Jun 29, 2011 1:54 pm
Posts: 1853
Location: Germany
Post Re: [cir] Maorgarnn
To be frank, I must say it is a both superb and harmonious mix of those two great works by our trackmasters. Speaking of harmonious, (virtually) everything looks smooth and it is nice to see you brought in a Silverstone-esque characteristic of the Maggots-Becketts combination, which corresponds rather well in the two tracks this work is based on. :up:

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Sat Jul 20, 2013 7:13 pm
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GeneRally Trackmaster

Joined: Sun Feb 14, 2010 3:09 pm
Posts: 466
Location: Finland
Post Re: [cir] Maorgarnn
Thanks for your comment, DuklaLiberec :)

Any other comments?

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Latest releases:
Tracks: [ovl] Riabate | [cir] Yeavy | [mic] [ovl] Xandom ||| More at My Website
Cars: [cpk] Update of Original GeneRally Cars by Emil


Wed Jul 24, 2013 8:17 am
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