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Grapeseed speedway


adsyfindlay

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Grapeseed Speedway

 

2_0.jpg

 

Description:

 

Take in the views of Redneck America in this fast paced tight track. The double looped track allows you to wave at your opponents as you leave them in a trail of grit and dust.

 

Video of track:

 

 

Rockstar Social Link:

 

http://socialclub.rockstargames.com/member/adsyfindlay/games/gtav/jobs/job/VBy-5FR0jkiRP-0-td4scQ

 

Anyway let me know what you think  :D

Edited by adsyfindlay
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Since you provided video and everything, it actually makes it possible for me to offer feedback (otherwise PS3 only).

 

2 things you need to change:

- CP 3 needs to be moved way back, preferably in front of CP12

- CP 14 needs to be moved back into the intersection as well (while it's somewhat visible now, with few other cars in the race and in the heat of the race, it'll be easy to miss that)

 

You might run into a problem of CPs being too close when placing them. In this case, it's best to move CP 4 further up the road so it allows you to place CP 14 where it needs to be. (though I don't think there's going to be a problem with that) and with the CPs 3 and 12, just try to have them as close together as possible and as far back as possible, it would actually be better to have them slightly before that apex (one of them), then after and not visible at all. I would place them in this order 2,11,3,12 and not as it is now (2,11,12,3).

 

You could also improve on the CP17 to CP19 section, though that isn't really an issue. If you look at that section, it kind of looks like a long S, so me personally, I 'd use 2 CPs on that section, 1 on each of the S apexes. Right now CP18 is pointing slightly into the fields (a little OCD here ;) ). 

 

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Since you provided video and everything, it actually makes it possible for me to offer feedback (otherwise PS3 only).

 

- CP 14 needs to be moved back into the intersection as well (while it's somewhat visible now, with few other cars in the race and in the heat of the race, it'll be easy to miss that)

 

Haha.....yeah, I'll put my hand up & confess to the CP 14 fiasco.   :lol:

When I tested the track the other day, I suggested to Adam to move it away from the intersection by about 10 metres or so.

The original placement was almost right in the intersection & it caused me to go straight on instead of turning right.  

 

I didn't notice the direction arrow pointing to the right.  I just saw a big yellow checkpoint & went straight through it.

I was about to repeat the first loop again, thinking I was already on the 2nd lap.   :)

 

Maybe it's been moved a little too far away from the intersection.  

Do you think moving it back towards the intersection, but not right in the intersection would be ok?

 

I was just worried that some people would do what I did & go straight on, especially like you said "in the heat of the race"

Edited by no_snacks
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Haha, always pay attention to the chevron direction. :P

 

I have a track with a ramp jump, but there is a small loop you have to make first before you actually take that jump. People just see the ramp and not the big yellow CP pointing to the right in front of it. Guess how many just go for the jump instead of following the CP direction? :lol:

 

That's the beauty of looping tracks, you need to pay attention not only to the chevrons, but also to other cars, so you don't end up following a car that is 1 loop behind/ahead.

 

 

Do you think moving it back towards the intersection, but not right in the intersection would be ok?

 

Not sure, he'd have to try, but I think he'll run into the "CPs are too close together to place" problem, so I would stick to what seemed to be his initial placement and just place the CP in the intersection where they're usually placed.

Edited by zmurko
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Thanks for the feedback guys, the changes have been made, I'll do my best to get a video up monday but I'm going home for the weekend so won't have access to the PS4 for the recording. 

 

 

 
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Good race and well made.

 

I'd set it to non-contact by default in the creator so it won't become a crash/lag-fest if it's played in a playlist with 16+ players, 99% of hosts will run the job with default settings as they will assume that the defaults are correct.

 

When publishing a race, try to imagine how it will play with a full grid (or 16 players), if you can predict lots of crashing then it should be non-contact IMO.

 

A lot of players use wifi and are known to lag a lot during standard races, I try to avoid getting near to said players.

 

Nice job though, looking forward to playing more and I love racing sedans!

Edited by DavidCore89
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  • 2 weeks later...

Very fun race Findlay. More props would me my only suggestion but this track is already good as is.

Thanks man, I think I used the maximum number of props haha the tires use them up fast lol.

 

 

 
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