
It's the longest track I ever made, it has 3 layouts and I was inspired by Qurpiz and his beautiful tracks, so I wanted to do something similar but with my style.

I hope you like it, enjoy and please leave a comment!

Maybe because there's quite a lot right-left-right-left driving without multiple same-side turns (split by straights)?YoNnie wrote:But in my opinion the main layout isn't so spirited
I like it this way. It makes this track perfect for local PvP races on one keyboard.YoNnie wrote:[...] But in my opinion the main layout isn't so spirited [...]
Oh yes, for sure! I wrote that from the side of a guy who found in a GR a way where he can make his track projects. So, to be honest (oh, it seemed!) I'm making tracks in GeneRally, because I like inventing tracks - I'm making it under my ideas, not under playability in GR (scary news!).BRIX wrote:I like it this way. It makes this track perfect for local PvP races on one keyboard.![]()
Maybe you're right as regards the main layout, it hasn't different types of corners and may be not funny to drive but I really like "esses" sections and long radius corners so my preferences have influenced the main layout .YoNnie wrote:But in my opinion the main layout isn't so spirited - well done, but looks bored, only arched turns, no sharp chicanes.
Thanks a lot for your kind words because I didn't think to be quite able to make such huge tracks and that's why I often make only small WS tracks but comments like this lead me to want to make other big tracks like this one.Areen wrote:This track belongs now in my Hall of Fame of all tracks in GeneRally history. Really great job there, you did everything perfectly, every detail is great, positioning of each object is great, you've planned every pixel of this track and u finished it so well, dithering of each corner and piece of tarmac is simply in its place. U've made me jealous!
You got my idea for this track, perfect comment.Haruna wrote:I love the layout for racing; it's very easy to find a spot to pass but it's tough to make it stick. You really have to play to your car's strengths here or risk being stuck behind backmarkers.
I know that I'm not the best trackmaker as regards AI line therefore I'm sorry but I couldn't do it better.Haruna wrote:The AI line however really needs some tightening up, especially around top-mid. The AI should get much closer to the curbing than it does now, and they're too easy to pass around there. In addition, at turn 2 the AI should also start a bit wider so they can enter in earlier and faster.
Don't worry!AleksiNir wrote:The layout is in my eyes very generic, it doesn't have anything distinctive and all the corners are pretty much the same in terms of the apex radius. The surroundings are also very similar all around the track and it has too much forests for my taste. You could've had some open areas instead. Also I think there should be more details, in lmap and in objects. The dithering is quite bland, I'm sure you could do better. The way I see dithering, every part of the track should be treated one by one and every area should have more or less unique dithering, while still maintaining a cohesive theme in the whole track. I don't like the kerbs, the line in the middle looks quite awful and they could possibly have been a pixel narrower.
I hope you don't take this comment too rough.