[cir] Haboo Int. Raceway

Gravel, tarmac, snow. Whatever the surface, you'll find it here.
Post Reply
User avatar
zgr
Posts: 1523
Joined: Thu Jan 28, 2010 11:57 am
Location: International

[cir] Haboo Int. Raceway

Post by zgr »

hey
I'm presenting you now my new Track
:cflag: Haboo Internacional Raceway :cflag:
381m
World Size: 150
Track Length: 381
Water Level: 50
View Angle: 56
Rotation: 2
GR Version: 1.05
Zoom Percentage: 88
Start/Finish Line Flag: 0


Number of Objects: 1189
6 Starting Positions, 203 Concrete Walls, 180 Leaf Trees, 63 Bushes, 98 Lights, 418 Booths, 32 Houses, 4 Office Blocks, 9 Stands, 98 Boats, 26 Fir Trees, 51 Pine Trees, 1 Gate
download, play, have fun and leave a comment :bg:
Haboo Int. Raceway.gif
Haboo Int. Raceway.zip
(379.89 KiB) Downloaded 276 times
Hello.
Zero
Posts: 85
Joined: Thu Jan 28, 2010 9:24 pm

Re: [cir] Haboo Int. Raceway

Post by Zero »

Nice track like the most of your tracks :)
I want see more rwl-tracks from you ;).

__

Ich könnt dir welche raussuchen und so ^^
User avatar
zgr
Posts: 1523
Joined: Thu Jan 28, 2010 11:57 am
Location: International

Re: [cir] Haboo Int. Raceway

Post by zgr »

ok, i make more rwl-tracks :hiya:
____________________________
welche den? ich werds versuchen
Hello.
User avatar
TuomoH
GeneRally Trackmaster
Posts: 2351
Joined: Sun Dec 27, 2009 3:04 pm
Contact:

Re: [cir] Haboo Int. Raceway

Post by TuomoH »

Zero & zegarek, please also provide translations, this is an international forum and English is mandatory.
User avatar
zgr
Posts: 1523
Joined: Thu Jan 28, 2010 11:57 am
Location: International

Re: [cir] Haboo Int. Raceway

Post by zgr »

sorry TuomoH :sorry:
will never happend again

so back to track:
no more comments? is that track really so bad :weep: :lol:
Hello.
User avatar
Lukeno94
GeneRally Carmaster
Posts: 4128
Joined: Sun Dec 27, 2009 10:59 am

Re: [cir] Haboo Int. Raceway

Post by Lukeno94 »

You need to allow 24 hours for people in other time zones to comment ;) I like the track, but the pitlane does seem rather an afterthought in its positioning - then again, I can't really see much that I could do with it, other than maybe flip it around and then sacrifice the trees for some pit buildings.
Zaximillian
Posts: 17
Joined: Mon Aug 09, 2010 10:09 am

Re: [cir] Haboo Int. Raceway

Post by Zaximillian »

After racing Haboo a couple of times, and being relatively new to GR, I notice some things, nearly all of them cosmetic:

* I like the hairpin at the front. You can go ripping down the front straight and pay for it, but it's so obvious that you can't do that because of the slight bend late that it's an easy alert on a track for a newbie driver like me. :oops:
* I also like the elevation changes, but I wish I could pick them out a little easier.

Cosmetic notes:
* There are red and white chevrons near the left houses that seem to serve no purpose, unless I'm missing what they are. :|
* The streets on the left side near the houses are far too angular. Very few streets anywhere are paved with sharp angles.
* The crosswalk lines before the tunnel there are not parallel. Then again, I'm a stickler for symmetry, and that works against me in the design phase.
* The red and white cones don't look right with the view rotated the way it is: they're side on view and short looking. It'd be better to make them either look more like offset concentric circles, I think. :scratch:
* There's a lot of mud on the houses on the right side leading right up to the front doors there. If those houses aren't supposed to be in the same landscape style as the ones on the left, at least put some stone walks down so the poor folks over there don't track mud into the house. ;)

However, there are two layout changes I'd make:
* I'd angle the view a little bit: the top of the track is very near the top of the screen, and it's uncomfortable for me to race like that. Secondly, there appear to be big elevation changes that would be easier to spot if the view were angled lower.
* The ess early in pit lane is useful, but a bit too much. I might create a straight line from the corner before to past the wall and then make the turn into the pits, which would keep the character of that area of the track I think.
- Zaximillian :hattip:
Post Reply