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

Gravel, tarmac, snow. Whatever the surface, you'll find it here.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Gzehoo »

It's time to back for Bugatti.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Marco »

Gzehoo wrote:It's time to back for Bugatti.
Looks cool :bg: . But one thing I don't see right now, it's La Sarthe pit entry :scratch: .
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Gzehoo »

A little update of the land:
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Gzehoo »

And how to make pit lane...
(WS 225)
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Marco »

Gzehoo wrote:And how to make pit lane...
Shorten this part a bit
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by XYY »

Exactly what Marinator said. Also, in that place there is not one left corner with a big radius leading into the park, but instead you have two corners with a small radius leading left. Also the last corner should be wider (a) if you look at it in real life and (b) if you want to have a chance to fit in the pit lane.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Gzehoo »

Another update.

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

Post by Lorenzo »

Boosts in GeneRally
That is strictly an idea, I don't really know if it's new, as it's a common element of many arcade racing games, but has anyone tried it in GR? I've never heard about it so I just assume the answer is no.
I was racing at Genemania track recently, wondering if there is any way to introduce an actual working boost to our game and actually, there is one that works really well :yummy: The trick is very simple, but you need a properly prepared car with negative slowdown value on some surface, let's say the yellow line. Then if you draw yellow arrows (just like TrackMania boosts look like) on a track, every time you touch them with your car you get an additional acceleration - the negative slowdown value must be kept within sensible limits though, because otherwise the game tends to crash if the cars' behaviour is too extreme.

I'm a pretty lousy trackmaker so don't expect me to implement this idea, but I hope someone will make a good use of this finding anyway, it does have a potential :shhh:
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Herbal »

Lorenzo wrote:Boosts in GeneRally
That is strictly an idea, I don't really know if it's new, as it's a common element of many arcade racing games, but has anyone tried it in GR? I've never heard about it so I just assume the answer is no.
I was racing at Genemania track recently, wondering if there is any way to introduce an actual working boost to our game and actually, there is one that works really well :yummy: The trick is very simple, but you need a properly prepared car with negative slowdown value on some surface, let's say the yellow line. Then if you draw yellow arrows (just like TrackMania boosts look like) on a track, every time you touch them with your car you get an additional acceleration - the negative slowdown value must be kept within sensible limits though, because otherwise the game tends to crash if the cars' behaviour is too extreme.

I'm a pretty lousy trackmaker so don't expect me to implement this idea, but I hope someone will make a good use of this finding anyway, it does have a potential :shhh:
I remember on that track and actually a Trackmania carpack has also been created to this, if I recall well, by Haruna.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Lorenzo »

You're right, thanks for that (well, it's a FraG Design car actually, but I mean the fact it's been used already). It's a nice idea anyway, I hope we'll yet to see some fun stunt tracks - if someone's interested in making these, I can help with the cars.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Gzehoo »

I didn't show, but there is more progress...
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by AeroWiewiur »

What do you think about it? ;)
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Marcinho »

:o :o :o
Sorry for my English :D
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Wojtek »

Lausitzring

Any ideas for final touches?
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by SammieVL »

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

Post by Mad Dan »

Looks promising Wouter :bg:. I'd move the whole lmap more to the center (closer to the viewer). So there is some space at the top :).
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by MidnightRunner »

Here are the preview as promised. Those tracks specificaly are from early 2016 to 2 months ago.
The actual track pack will contain tracks dating back from late 2013, if that makes any sense! :scared:
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Mad Dan »

This looks fun :) some kind of rally?
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by MidnightRunner »

Mad Dan wrote:This looks fun :) some kind of rally?
Some stand-alone rally stages and a hillclimb track at an "american style" road. :)
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Marcinho »

Todo:
- left-bottom near stands
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Hormous »

Marcinho wrote:Todo:
- left-bottom near stands
....a parking maybe?

You could also remove some trees on the top-right to make more visible the river...
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Mad Dan »

For a moment there I felt like: Is that a Lydden Hill circuit? :D
Maybe there is too many stands placed, I'd leave just 4 of them and try to move them closer to the start/finish line :).
Also try some bushes under the trees at the edge for the proper dense forest feeling.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Marcinho »

Last WIP before release.
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by Gzehoo »

And again some more progress...
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Re: Track Ideas, W.I.P. Previews and Teasers v2

Post by AeroWiewiur »

Sakhir (F1 layout)
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