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Maibatsu Motors GP

 

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Description:

 

Maibtsu has finally decided to hold a Grand Prix to find the best drivers for thier next sponsorship deal! Moneuvre you way through long straights, hairpins, chicanes and a tight technical section to win your self some cash and that ever elusive deal!

 
Video of track:

 

Rockstar Social Link:

 

http://socialclub.rockstargames.com/member/adsyfindlay/games/gtav/jobs/job/uT_5zqFH6kqxoFpVCRumuw

 

Anyway let me know what you think     :D

Edited by adsyfindlay
  • Like 2

 

 

 
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https://www.rockstarsocialclub.net/forums/topic/4901-maibatsu-motors-gp/
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Cool video, looks a fast track. I'll host it later.

 

The player count is a little confusing though. The video says 30 players, this thread is tagged 18 players, but the job on Social Club is 16 players  :P.

Edited by DavidCore89

Nice track Adam.  I like the layout.   :)

There are a few corners where you need to balance the throttle & steering, which makes for a great challenge.

 

Just a couple things I think need changing or altering.

Check point #8.  At the moment it indicates a sharp right hand turn coming up, but there is still a little left kink & a row of tyres that need to be navigated around first.

I would either move the CP closer to the apex or even just after the tyre row.  

Another option is to completely remove the tyres altogether.  That corner would be awesome without them.  It would become a fast, double right-hander.

 

One other thing is the concrete barriers that protect the poles.  A lot of them could be moved back from the curb a bit more.  

I clipped 2 or 3 of them even though I was still on the road & wasn't going to hit any of the poles.  They only need to stick out a tiny bit past the poles, not all the way to the curb.

It's no big deal, but can be a bit frustrating when you've taken a perfect line, only to hit something that didn't need to be there.  ;)

Nice track Adam.  I like the layout.   :)

There are a few corners where you need to balance the throttle & steering, which makes for a great challenge.

 

Just a couple things I think need changing or altering.

Check point #8.  At the moment it indicates a sharp right hand turn coming up, but there is still a little left kink & a row of tyres that need to be navigated around first.

I would either move the CP closer to the apex or even just after the tyre row.  

Another option is to completely remove the tyres altogether.  That corner would be awesome without them.  It would become a fast, double right-hander.

 

One other thing is the concrete barriers that protect the poles.  A lot of them could be moved back from the curb a bit more.  

I clipped 2 or 3 of them even though I was still on the road & wasn't going to hit any of the poles.  They only need to stick out a tiny bit past the poles, not all the way to the curb.

It's no big deal, but can be a bit frustrating when you've taken a perfect line, only to hit something that didn't need to be there.  ;)

Thanks for the feedback :), I'll take a look. The tires where there mainly to add a bit more difficulty but I was considering removing them at one point so I'll probably do that :)

 

I see what you mean about the poles, I might use the tire stack glitch to make that section a little more open but not sure, I'll certainly move it all back though :) 

 

Video update may take a while longer this time lol

  • Like 1

 

 

 

If you want that corner to be more difficult, then by all means leave the tyres there, mate.  You'll probably have to move CP #8 though.

 

Also, just be careful with the tyre stack glitch on the poles.  It'll give the same result you've got with the concrete barriers now.  

The tyre stacks will still be sticking out close to the curb, but when you hit them, your car almost comes to a complete stop instead of glancing off like it does with the barriers.

It might turn a small problem into a big one.  Plus it's so much quicker & easier to shift the barriers slightly, rather than doing the tyre stacks.  :)

Edited by no_snacks

I've update it just moved the barriers and removed the tires, which reminded me of why I put them there haha. You come out very fast from that corner which makes it quite easy to miss the next one. I think I've managed to fix that though :). Checkpoint 8 couldn't be moved as the spawn points would be in or on the other side of the tire barriers lol.

 

Video to come soon :)

 

 

 

Awesome.  It looks great.  

 

I went back in & tested it again the other night (before you updated the video) and you had already made some changes to the track.

It immediately felt a lot better around the CP #8 area, and felt less restrictive where all the concrete barriers were.  

 

Removing the tyres at CP #8 has taken away some of the difficulty you wanted to create at that corner, but I think it's now moved the difficulty to the next corner.   

The second part of that double right-hander is not flat out anymore.  It definitely requires good control & judgement now.  

 

Good job, mate.  :)

  • Like 1

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