One of the most fun real world layouts in GR, IMO, of course. Symmons Plains in Tasmania. Thought it was worthy of a smaller world size than normal just to add to the fun
Both the normal layout and motorcycle layout is included
AI is for Formula
Next up will be The Bend now I've had some more practice with making open looking circuits
Side note: I really thought hard about adding LMap cars but they felt weird in place and just became a bit more blinding than I was hoping, also I wanted to give it a more open feel much like the circuit so consider that a stylistic choice
[rwl] [cir] Symmons Plains
[rwl] [cir] Symmons Plains
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- Black Rebel
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Re: [rwl] [cir] Symmons Plains
BRAVO! Really like it and how you achieved that banking!
Re: [rwl] [cir] Symmons Plains
I remember I wanted to make this track in the past, but seeing this I'm glad I didn't I don't think I'd make it better. Love the environment, pit area and the layout itself (it's more challenging to find perfect line than it seems). Great effort!
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Re: [rwl] [cir] Symmons Plains
This is just lovely, I really really really like it. A great excercise in making an empty terrain feel like it doesnt't need anything else. Also, love the way the track flows, and that banked corner. The AI is competetive too. 10/10.
Since 2002
My GeneRally 2 profile
GR1 essentials: Track Editor Tutorial / All my tracks / My GR1 site
My GeneRally 2 profile
GR1 essentials: Track Editor Tutorial / All my tracks / My GR1 site
Re: [rwl] [cir] Symmons Plains
I have to agree with the other people, it's a very nice recreation of the original track. Also I quite like it that it's not WS 255... I tend to use WS255 on all rwl tracks I made but this track shows it's not always neccessary, and it certainly makes the looks and playability better.
AI 100 Formula gave me a good challenge, I managed to get back to 2nd in a 20 lap race after falling behind at the beginning I felt it was easiest to bump into them at the hairpin corner to overtake them
The only thing that slightly bothers me is the use of ice as water when it's not neccessary. But that's probably just me
AI 100 Formula gave me a good challenge, I managed to get back to 2nd in a 20 lap race after falling behind at the beginning I felt it was easiest to bump into them at the hairpin corner to overtake them
The only thing that slightly bothers me is the use of ice as water when it's not neccessary. But that's probably just me
My e-mail-address:xyyverwaltung@googlemail.com
Last track: Meadowdale Raceways - Last car: Ford Falcon GTHO Phase III
All of my tracks
Last track: Meadowdale Raceways - Last car: Ford Falcon GTHO Phase III
All of my tracks
Re: [rwl] [cir] Symmons Plains
Thank you everyone and glad you are all enjoying it so much!
Yeah, the decision for the smaller world size was a no brainer here. I tried it with my last two RWL tracks too, mainly to make the cars more visible, but also because it feels more GR like. Here especially, where the larger WS doesn't do anything other than just add more seconds and will just create *more* empty space! The larger WS also means a bit more fine control with the HMap, which you know, with this circuit and the hairpin. It's my favourite corner I have ever made in GR
Totally understand the ice thing, it wouldn't just be you, a stylistic choice by me, I just prefer using it over being pedantic trying to make water smoother with the HMap. In some cases, water is in a low point rather than the lowest point and it starts looking clunky.
Yeah, the decision for the smaller world size was a no brainer here. I tried it with my last two RWL tracks too, mainly to make the cars more visible, but also because it feels more GR like. Here especially, where the larger WS doesn't do anything other than just add more seconds and will just create *more* empty space! The larger WS also means a bit more fine control with the HMap, which you know, with this circuit and the hairpin. It's my favourite corner I have ever made in GR
Totally understand the ice thing, it wouldn't just be you, a stylistic choice by me, I just prefer using it over being pedantic trying to make water smoother with the HMap. In some cases, water is in a low point rather than the lowest point and it starts looking clunky.
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