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New TM2 map - Elevation


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#1 (FG) t3rribl3on3

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Posted 05 December 2011 - 08:51 PM

Hi all,

Made a new TM2 map thats could do with a little beta testing and feedback from you all on where to improve it. It's a fast and flowy map where keeping tight lines on the drift will really increase your lap time. Enjoy.

http://tm.mania-exch...acks/view/11116 updated version below.

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No point in mentioning these bats, I thought. Poor b*****d will see them soon enough.

#2 Happyarry

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Posted 05 December 2011 - 10:36 PM

Attached File  elevation (fs) beta_(FG)@RRY(00\'46\'\'75).Replay.zip   400.01K   0 downloads

Ok so have done this with my time.

nice track.

#3 (FG) SammyCR

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Posted 05 December 2011 - 11:53 PM

will give it a try 2moz no doubt

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#4 (FG) FatPete

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Posted 06 December 2011 - 01:59 AM

Quite a fan of this one :gamer:
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#5 (FG) Danji

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Posted 06 December 2011 - 09:53 AM

plenty of speed and two corners that muck u about and additively annoying trying to get the right lines through the whole track

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#6 (FG) t3rribl3on3

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Posted 06 December 2011 - 10:39 AM

General consensus seems good so far. Anything anyone would want changing or feels needs changing? Or anything i can do to improve it for you all?
No point in mentioning these bats, I thought. Poor b*****d will see them soon enough.

#7 (FG) Cloggy

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Posted 06 December 2011 - 12:14 PM

You called it fs, its not, so change the title. The first big jump downhill is a little random cause u can land on 2 wheels and flip over. Perhaps try and make some of the corners a natural drift (a small jump or something)

#8 (FG) t3rribl3on3

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Posted 06 December 2011 - 12:39 PM

Ok changed the name on mania planet but I'll have to reupload it tonight when I'm back at home so i can change it in the actual file then to remove the fs, i'll change it so its just elevation beta. I will have a mess around with the 1st jump tonight and see what i can do there. What corners would you say need a small jump in order to make it better?

Cheers for the feedback.
No point in mentioning these bats, I thought. Poor b*****d will see them soon enough.

#9 (FG) Cloggy

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Posted 06 December 2011 - 12:46 PM

i was mainly talking about the first corner, cause i thought it was fs

#10 (FG) t3rribl3on3

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Posted 06 December 2011 - 12:49 PM

Ah right I get you now. I will have a fiddle with it tonight and hopefully get it playing a little better. Anything else you would change?
No point in mentioning these bats, I thought. Poor b*****d will see them soon enough.

#11 Happyarry

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Posted 06 December 2011 - 06:33 PM

Yeah the first jump is a bit random landing and rolling over a lot. But just needs a little practice like all new maps.

Nice flow to it I thought.

#12 (FG) t3rribl3on3

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Posted 06 December 2011 - 08:50 PM

hey guys a reworked version with the first jump changed slightly now to make it easier and pillars removed also widened the corner from the drop and shortened the curved wallride.

The link is: http://tm.mania-exch...acks/view/11204

Let me know where else you feel could be changed.
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#13 (FG) rxerox

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Posted 07 December 2011 - 06:35 PM

Feedback is posted here so any one has a chance to write back and disagree with my opinions.
Remember my opinion is just one of many if i have sounded hard or disrespectful then sorry i really am trying to
give the best possible feedback.
I will also apologize in advance for bad spelling and grammatical errors etc.


Hey Danny if you don't mind ill give you feedback on the track in 2 ways
1: as a race ill admit a bad one but a racer non the less.
2: as a builder

1: The reason why i see this in 2 different way is as a driver i really don't pay the same amount of attention to details.
2: As a builder i am most likely nitpicking a little because i listen and look for details and perhaps because i build my self and i am nitpicking  when i drive my own maps.

1:
As a driver/racer
I see this as an odd but quite fun build with some fun ideas.
The track isnt perfect and that is just a part of its charm.
The use of concrete make it simple and easy to look at.
The odd calculation gives it variation and makes it a little bit addictive and entertaining.
The path is really easy to find and there is nothing to create doubt about the route.
There is signs to lead the way in clear sight.
Not a big fan of the long drive towards the end but that is just a matter of taste - plenty others will love it.


2:
As a builder i see and attempt to make something smooth an precisely calculated,
So my first issue is regarding smoothness of it all - first place was the start jump = the first version awful bump landing = You Fixed that :)

Next is some of your corners some doesn't feel natural to drive in the turn angle you have decided on,
Now the reason why that is an issue is only because any builder will see your attempting to make a smooth track attempting being the key word.

The track could feel planned out to the last detail meaning the turn angles is a challenging place the author intended to be a "Challenging place".

If your driving any maps by Just a mapper it will feel accidental calculated however that is his style - or fellbein on tmx united
or wraith on mx they got that odd miscalculated style (not in all maps but a large number) but that is a part of how they build and intend the maps to be "that is their style" and your will never have any doubt that is how they are meant to be.i

In your map it doesn't feel like you actually are sure how the map is meant to be.
A few things that could give that feel is:
How you repeat the scenery = the repetitive use of concrete,

A smooth track with a crash end by that i mean you almost drive those 40 second without hearing anything but the soft engine and the wind then at the end you slam the finish top with the car - most experienced builders try to make the track consistent so that the end feels like the rest of the track.

The yellow warning signs is just irritating to look at and here is why: "everybody knows they have to be careful making a turn or a jump.
You use the warning sing so much the after some time there is just no point in paying attention to them.


In some places you have made the walls so high that variation is gone = no skies, mountains etc.
Small stuff like that.

Best regards
Keep on building Posted Image

#14 (FG) Magaman

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Posted 08 December 2011 - 02:33 AM

Great map keep up the good work.....

#15 (FG) t3rribl3on3

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Posted 08 December 2011 - 11:19 AM

cheers for the feedback and play testing all. I really need to work on my scenery.

I changed the end of the map to make it suit the rest a lot more by having a flat ending where you can see the car run off in to the distance after crossing the line.

The final version is now linked above it just needs some more creative scenery and a few FG images dotted about so it is a little less bland looking.

Any tips for scenery at all?

Many thanks for your feedback so far, everything you said makes sense. I just need people to point these things out to me or I may not notice myself. I suppose that will come with more time and experience.

Cheers
Danny
No point in mentioning these bats, I thought. Poor b*****d will see them soon enough.

#16 (FG) t3rribl3on3

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Posted 08 December 2011 - 10:13 PM

Woot. The final version of the map is now on the server. Exactly the same layout as v4. With added FG graphics and better signing and asthetics to clean it up and make it look less bland. Its called elevation final(ly) So juke it and give it a go. remember to vote. I hope you enjoy playing it.

Direct Download is: http://tm.mania-exch...acks/view/11204
No point in mentioning these bats, I thought. Poor b*****d will see them soon enough.

#17 (FG) Le Bitch

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Posted 08 December 2011 - 10:43 PM

played it tonight, will take me a bit of getting used to but imo a nice track cheers huni




and the fg graphis are cool too



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#18 Happyarry

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Posted 09 December 2011 - 06:39 PM

Attached File  elevation final(ly)_(FG)@RRY(00\'42\'\'91).Replay.zip   398.99K   2 downloads

Had another go and got this.




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