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Lights! Camera! Traction!: Take 2

1.03 mile Lap Race for 1-16 players

Available vehicles: Motorcycles, Bicycles, Panto

 

Lights! Camera! Traction! in a smoother form. Tricky race for the Panto and all motorcycles and bikes. Watch your speed and keep your eyes open!

 

 

I listened to your feedback and simplified the "Lights! Camera! Traction!" track. This is the result. I hope it's now easier to navigate and easier to enjoy as well. The old version will still be available below (at least for now).

 

 

 

 

 

OLD/ORIGINAL VERSION:

 

Lights! Camera! Traction!

1.09 mile Lap Race for 1-10 players

Available vehicles: Motorcycles, Bicycles, Panto, Blazer

 

A very tricky trial run for the Panto, Blazer and all motorcycles and bikes. *CUSTOMS OFF* CREATOR TIPS: Watch your speed, keep your eyes open, try using a burnout to get your vehicle through tight gaps when stuck and keep an eye on the minimap! Good luck!

 

 

 

Edited by Protocawl
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https://www.rockstarsocialclub.net/forums/topic/5385-lights-camera-traction/
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  • 3 weeks later...
  • 2 weeks later...

Grjkie had this in his playlist today, first time I had played.

Sorry Proto, I am not fan. The props don't come close to where the CP's tell you to go and it is very confusing.

I can appreciate the idea of what I think you were going for, but I think the area is to tight for it to be a "mazey" as it is.

IMO there is not to many ways to fix in it's current form, maybe adding CP's will help.

  • Like 1

The funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.

:default_sign0081:

Grjkie had this in his playlist today, first time I had played.

Sorry Proto, I am not fan. The props don't come close to where the CP's tell you to go and it is very confusing.

I can appreciate the idea of what I think you were going for, but I think the area is to tight for it to be a "mazey" as it is.

IMO there is not to many ways to fix in it's current form, maybe adding CP's will help.

Yeah, I can understand that. There are several problems the game itself throws at me - the minimal distance from the closest CP, low number of props on PS3, randomly spawning vehicles in tight places... I've added as many CPs as the game allows in that small area as well. I could definitely fix it on PS4, I had it all figured out with the help of props. It'll probably remain for the hardcore fans of such chaos at the moment. :P

 

Thank you for playing and sorry you had to go through hell :lol:

Edited by Protocawl
  • Like 1
  • 1 month later...
  • 4 weeks later...

I tried running this for the crew challenge.  I think I clocked somewhere around the four minute mark for a lap, but I definitely had to re-spawn more than a couple of times.

 

It is an interesting concept and shows creativity, but the props seemed more like roadblocks than anything else.  Also, not a fan of climbing stairs in these kinds of vehicles--I honestly don't like stair climb elements as a whole, but the way the props are positioned above the one major staircase equals almost certain re-spawn territory unless you know exactly where to angle it and how to avoid the props.  I don't think the chicanes work here either--the path around them isn't quite defined and you are able to clear the CP no matter which line you take.

 

I'm honestly not sure--I think one lap maximum (more than one seems to be just too much) and perhaps remove some of the more complex prop placements.  I like the originality and creativity, but perhaps simplify it in a way where it doesn't seem overly obstacle-oriented and often requiring re-spawns.  I'm not sure how the other vehicles work that you have included, but I kind of thought maybe simplifying the race more as a whole and locking it strictly to bicycles or something very slow.  You could shorten it and it may work, but with the CP issues you mentioned, the whole race requires the use of constantly looking at the mini-map to see where to go next.

 

I'm not trying to sound overly critical as I'm generally not a fan of prop heavy races with a lot of obstacles, but speaking objectively, I do think it needs to be shortened and go through a few changes to make it work efficiently and effectively.

Edited by LN-MLB
  • Like 1

I tried running this for the crew challenge.  I think I clocked somewhere around the four minute mark for a lap, but I definitely had to re-spawn more than a couple of times.

 

It is an interesting concept and shows creativity, but the props seemed more like roadblocks than anything else.  Also, not a fan of climbing stairs in these kinds of vehicles--I honestly don't like stair climb elements as a whole, but the way the props are positioned above the one major staircase equals almost certain re-spawn territory unless you know exactly where to angle it and how to avoid the props.  I don't think the chicanes work here either--the path around them isn't quite defined and you are able to clear the CP no matter which line you take.

 

I'm honestly not sure--I think one lap maximum (more than one seems to be just too much) and perhaps remove some of the more complex prop placements.  I like the originality and creativity, but perhaps simplify it in a way where it doesn't seem overly obstacle-oriented and often requiring re-spawns.  I'm not sure how the other vehicles work that you have included, but I kind of thought maybe simplifying the race more as a whole and locking it strictly to bicycles or something very slow.  You could shorten it and it may work, but with the CP issues you mentioned, the whole race requires the use of constantly looking at the mini-map to see where to go next.

 

I'm not trying to sound overly critical as I'm generally not a fan of prop heavy races with a lot of obstacles, but speaking objectively, I do think it needs to be shortened and go through a few changes to make it work efficiently and effectively.

Thank you for sharing your view on this, LN!

 

First of all, I'll make it 1 lap by default, yes (after the challenge is over, though). It seems that would indeed be the wisest thing to do here.

 

When it comes to the props, it's perhaps more of a problem in the Blazer, I've experienced that, too, but in a Panto or on a motorbike or bicycle, they become less of a problem (at least in my experience). The Blazer was picked for the crew challenge to make it different than a usual run of the track and to make it more challenging, although some parts of the track are actually easier in a Blazer than in a Panto or on a bike. I recommend you give this track a go in a Panto and then on a bicycle or a motorcycle and let me know if you still think the props are still as much of a problem or not. :) (Blazer is probably the last vehicle anyone would pick out of the available ones on this track outside of the challenge :lol:)

 

I certainly appreciate all feedback and I will go over the props again, but as I mentioned, the main prop problems you faced might be from that Blazer run, because it is more challenging in that little devil of a machine. Also, since the track is hardly a conventional race track and more of a trial track or such, the chicane isn't meant to be smooth (you just have to get through it without crashing :P) and CPs can, in a few cases, be cleared by taking a slightly alternate path. Track knowledge is the key here. It's good for a crew challenge or any other such challenge and it's why I have it set to 2 laps at least - so that you'd get to know the track more or less on the first lap and then be more aware on the 2nd one and get a smoother run. (However, I'll still make it 1 lap by default.) It's a very specific type of "race" track. You certainly won't get the most out of this (or enjoy it) if you only ever run 1 lap around it and you have to take it as a trial(just realised that this is actually missing from the description - D'OH!) as well.

 

I might shorten it in the future as well, but as I remember, it made things difficult when I tried it some time ago. I'll consider it, though. In the meanwhile, the video that Fido posted in the CC thread is worth watching - it's the perfect route (without taking any CP shortcuts). I'll see if we can get it added here as well, would help a lot.

Tried this last night. Not my cup of tea, at all.

 

I'm more of the school of thought that just because something CAN be made .. doesn't mean it SHOULD be made. I know that may sound harsh, but we really need to look at the parameters of the game. Races are designed to utilize checkpoints to take you from start to finish. Not saying all of them need to be serious, but they MUST function properly no matter how they're used.

 

In the case of the movie studio with more props than a Michael Bay movie, IMO, it just doesn't here. There's far too much confusion, far too much frustration, too much going on for it to be enjoyable - and I think that's the deal breaker here. You can have a proper race track be JUST AS enjoyable as something like Disasterpiece if it's designed AND executed in the right way. When you go to the more creative and unconventional side, the odds of success definitely become more stacked against you the more experimental you become (this is why 99% of all cases of stacked prop T/DMs are terrible). I'm personally all for bending rules but when you get to the point of using the creator to make things that just shouldn't be, well, I'm shaken (this less applies to your job because you're not making entirely new environments exactly).

 

If I'm forewarned in the description that "this will probably be frustrating" .. I'm really not terribly inclined to play it. Why would I want to subjugate myself to that? I may be speaking very forward right now but I'm merely adding another perspective. At the end of the day you're making stuff for people to enjoy, at least I hope you are. So that might be worth keeping in mind.

 

That aside, onto the actual track. As many have said there's very little rhyme or reason to the design of this race. We get that it's inside the movie studio. You're already up against some seriously stacked odds to make something FUNCTIONAL in a place with more crevices, edges and groves than the Grand Canyon. As I mentioned, Cps function as widely as they look large. That's a serious problem when you want to direct people down a particular route or path. When you layer that into CP placement that doesn't make any sense in conjunction with a labyrinth of props .. well, that's already a recipe for trouble. I'm gonna repeat myself, I'm not intentionally trying to give you a hard time but I feel this DOES need honest feedback.

 

Now is this completely without hope? I don't think so but you need to think about it a little differently. I'm honestly not sure how to best tackle that. It needs to loosen up so I have 1 of 2 suggestions:

 

1. Less Cps/loosen up props (improving on current design)

- There's so much going on that this needs to be simplified. 

- Less props means some more maneuverability, especially with the very .. very awkward vehicle choice. Needs breathing room.

- Less Cps means less confusion IF you tidy up props and allow for more freedom of movement + allowing you to see the next CP from the previous.

 

2. Cannonball run (new approach to current design)

- Similar to Snacks' "It's Straight, Mate"

- Can have a lot of props, but they need to be adjusted for better flow.

- Very few Cps here means you use mini map more and NAVIGATE YOURSELF through a maze of props to get to the next CP

- Cps are less marred by props here due to nature of track design/theme

Edited by G37

: FIRE :

 

"If you ride like lightning, you're gonna crash like thunder." - The Place Between The Pines

 

 

Thank you for being straightforward and giving some advice to change things and make it work better than it does currently, at least I know what to try to change now. I certainly want players to enjoy my creations in at least some way, so I'll do my best to reduce the confusion that still remains on this track. You may have pointed me in the right direction here as well... I'll definitely try to think of a way to make it work better (using your examples/tips) and test if the changes will work. All after the Crew Challenge is finished, obviously.

Sorry Proto but obstacle courses have worn thin with me. I like racing yes, but you really don't get to race on a track like this. Scouring and Disaster piece are great creations and achieve what they set out to achieve. That doesn't mean i want to do 7 of them! They're like a virus that has spread through this crew. There seem to be more obstacle courses made these days than race tracks where you can push your car to it's limits.

 

My 1st lap on this track and i nearly gave up. It took me so long to work out where to go. I persisted and finished the 4 laps i set myself to do. My time was a minute slower than the best so i just gave up there and then. Too much torture for me.

 

Not sure if these are good for crew challenges either as the creator has too much of an advantage.

 

I will say this, when i knew where to go i could appreciate the course for what it is. I think it's pretty good, but i really don't like those sorts of tracks anymore. 

I made considerable changes to the original track and published the new version as a separate race. Added the link and info to the OP. The older version is still available for the time being, but I believe the new one is a proper improvement over the original and the older one may or may not get deleted in the future.

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