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This is slightly different to what I'd usually make, a lot of the track is very narrow, therefore it would never support a standard race.

 

5 hairpins in total.

 

If you don't like to brake and you don't like to turn, then this is not the track for you  :).

 

'Take your overpriced sports car and blast through the wide boulevards and narrow drives of the wealthy Vinewood area of Los Santos'.

f3ylwx.jpg

Job Link: http://socialclub.rockstargames.com/member/DavidCore89/games/gtav/jobs/job/woSlvpqzL0aIoL2_T6JqNQ?platformId=11

 

Difficulty: Medium.

 

Time and Weather: Current.

 

Non-contact is strongly advised due to the narrow drives through Vinewood.

 

Sports cars only.

 

As always, feedback or constructive criticism is encouraged and welcomed!

Edited by DavidCore89
  • Like 2
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Awesome track, DC.  :)

 

Checkpoints & props are pretty much perfect.

Layout is challenging enough for the hardcore racer, but not too difficult for the casual racer.

 

Have never driven the Furore GT before.  I quite like it.

Can't wait to try it out in a custom sports car too.  I think Super Cars might be ok too.

 

EDIT.

Forgot to mention the traffic light on the right hand side after CP #53.

I knocked it down on 2 out of 4 laps.  I'm sure Scotty will do better than that.  :lol:

The light post next to it is protected, but not the traffic light pole.  They can cause a lot of grief for the following drivers.

Maybe 1 x concrete barrier there would protect both poles, or an extra tyre stack if you've got any spare.

Edited by no_snacks
  • Like 1

No spare props.

 

A concrete barrier there would be the only one on the track, therefore it'd be out of place.

 

I know exactly what pole you're talking about though, I might be able to take a prop from somewhere else, but after that traffic light I'm sure there would be others.

 

Those thin poles never really do much, hitting it a good speed won't really slow you down and it'll be smashed into bits long before another racer passes it.

 

I'll see what happens tonight, but I won't be placing a concrete barrier, maybe another tyre stack, but any pole that I remove one from would be of greater need than the traffic light.

Edited by DavidCore89

Very demanding race, but a good one.

CP 16 or 17 seems a hair far from the optimal spot for making a tight turn around the tire (might just be me though), other than that everything seems spot on.

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:

Very demanding race, but a good one.

CP 16 or 17 seems a hair far from the optimal spot for making a tight turn around the tire (might just be me though), other than that everything seems spot on.

At the hairpin?

 

I had to move it to it's current position otherwise it could be cut on the inside of the tyre stack.

 

You can get as close to the stack as possible without missing the CP, but if you cut the stack then the CP will be missed.

 

I'll take another look at it, I think moving the CP closer to the corner will allow cutting, I also wanted the CP to be visible on the approach without checking the mini-map.

Edited by DavidCore89
  • Like 1

Very demanding race, but a good one.CP 16 or 17 seems a hair far from the optimal spot for making a tight turn around the tire (might just be me though), other than that everything seems spot on.

Not sure what checkpoint it is but the one when you come out of the tight twisty section and then do a u turn on to the main road is a little far out. It might be cause you line yourself up to go around the prop which isn't at the apex, it's wrapped around another pole so it throws you off a bit.

scottyb1988.jpg

Yeah, DC.  A concrete barrier would look out of place.

Probably best to wait until you unlock the custom cars before making any changes.

There could be different poles that weren't issues with stock cars that will become problems with Supers & vice versa.

 

Still wanna know how many times Scotty hit that traffic light.  :lol:

This is a long race, but it's not a grueling one.

 

Has a bit of everything for everyone. You really seem to be a fan of grand tour type races and it shows here. So while it probably took us about 8-9 minutes to finish, it didn't take a toll on me and felt very evenly paced and that's important.

 

Furore is an awesome choice here and it's such a neat car, so while I know it won't remain as such which will shorten lap times, it was great while it lasted. Perhaps you'll make another track in the future that goes with that stock vehicle vibe that you'll be content with keeping as such. A very solid effort here and I'm sure will be used a lot in the future.

: FIRE :

 

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

 

Not sure what checkpoint it is but the one when you come out of the tight twisty section and then do a u turn on to the main road is a little far out. It might be cause you line yourself up to go around the prop which isn't at the apex, it's wrapped around another pole so it throws you off a bit.

I explained above.

 

If I move the CP then everyone can cut the corner. I don't want that, but it looks as though everyone else does...

 

The CP is placed so you cannot cut the corner or you'll miss the CP, I also placed the CP so it's visible on the approach (something others don't do).

 

Or I could place it half way around the corner? That way nobody will see the CP until it's too late and you'll need the mini-map.

 

The CP is impossible to miss, but the tyre stack is not supposed to represent the apex, it's simply to protect the pole.

 

I'm probably gonna remove that section (even though I don't think there's anything wrong with it), maybe that'll make it easier for people.

 

I noticed a lot of CP issues with other tracks last night. Many of which are in need of a fix much more than this.

Edited by DavidCore89
  • Like 1

I explained above.

 

If I move the CP then everyone can cut the corner. I don't want that, but it looks as though everyone else does...

 

The CP is placed so you cannot cut the corner or you'll miss the CP, I also placed the CP so it's visible on the approach (something others don't do).

 

Or I could place it half way around the corner? That way nobody will see the CP until it's too late and you'll need the mini-map.

 

The CP is impossible to miss, but the tyre stack is not supposed to represent the apex, it's simply to protect the pole.

 

I'm probably gonna remove that section (even though I don't think there's anything wrong with it), maybe that'll make it easier for people.

 

I noticed a lot of CP issues with other tracks last night. Many of which are in need of a fix much more than this.

That's what I thought you did and it does work fine as it is, it's just that the tyre stack for the pole grabs your attention so you're not as focused on where the curb ends and where you need to be to hit the CP. It's only a very minor issue (and probably serves people right for cutting the corner in the first place :P).

The track was really fun and well suited to the furore and will be great with custom supers and sports so I'm looking forward to that too.

Everything you make is done really well and you clearly put a lot of thought into how everything is placed. This is one tiny issue that caught me off gaurd and I'm guessing others too. Yes, A lot of other tracks needed more work then this one, but what does that have to do with providing feedback for yours?

scottyb1988.jpg

Updated.

 

Removed a few props that were off the racing line.

 

Made changes to the hairpin CP so it now has 3 chevrons, added another tyre stack to signify that the corner shouldn't be cut.

 

Wrapped the traffic light that was near the racing line (between CP's 52 and 53).

 

Deleted a CP that wasn't needed, tweaked a few other CP's to give more time to react.

 

New pic (old one was Furore's).

 

New screenshot in the OP.

 

Locked sports cars.

  • Like 2

That's what I thought you did and it does work fine as it is, it's just that the tyre stack for the pole grabs your attention so you're not as focused on where the curb ends and where you need to be to hit the CP. It's only a very minor issue (and probably serves people right for cutting the corner in the first place :P).

^^This, when we ran it a bit ago I was looking and I see what you mean DC. I didn't notice the curb edge the first time around

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:

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