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I had a go of this and think it needs some work. I think it would help if you have a read over this thread with some guidelines and tips on checkpoint placement http://www.domesticbatterygta.com/topic/1127-guide-to-checkpoint-placement/

The route itself is pretty cool, although I don't think it suits supers, or probably even sports cars. They're simply too fast for such a small track. Muscles, coupes, sedans and compacts would work really well on this.

The checkpoints are too close together. You barely have time to react to one before you've gone through the next one. They need to be placed in a way that they're visible from the previous one, but also have time to read them.

For such a small track like this, you only really need one CP at each corner.

Inside the CPs are arrows which automatically point to the next CP (pretty much along the blue line in the creator). These arrows are called chevrons. These are very important to be accurate so that racers know where they need to go and how fast they can take a corner.

A very simplified example would be an arrow pointing straight means you go flat out and straight ahead. An arrow pointing 90 degrees to the left means you need to slow down to half speed or so to take the corner. An arrow pointing back towards you will indicate a u turn in which you need to virtually stop.

The other thing to keep in mind which so many creators seem to forget, is that even though you know the exact track layout and route, others don't. They're relying on accurate prop and CP placement to guide them and allow them to be quick on their first lap. You shouldn't have to look at your minimap to know where to go either.

There's a lot of information there so I hope I haven't overwhelmed you with it all. I can see that you enjoy the creator by how much you have created in a short time and by taking a bit of extra time to learn the ropes now will go a long way in creating fair, fun and easy to follow jobs in the future.

Edited by ScottyB88

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Hi Nicola I'm on ps4 and just tryed out ur track.

It's a great layout actually. some of the cps(checkpoints) On the straights could be deleted and 1 cp at top of hill going right towards golf course could be moved more closer to the top of the hill as u have to run wide to hit it.

Also think about moving some cps close too the junctions as some racers don't use the mini map Making then unable to see there next turn.

But nice track Nicola will be adding it to a playlist after u done a bit more work on it. It another way track for one of my Sunday racing playlist night. Hopefully see u there soon

Edited by Gunmanmark
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thank you mark ive just updated it, deleted some checkpoints , moved some so there closer, changed the vehicles so supers and sports arent in it,  i hope its better now

I played it again and it's much better. There are still a few unnecessary CPs but nothing too bad. Some of the CPs are off the racing line or a bit far around the corner but I think that's due to the track overlapping and you can't place them close to each other. Try to remember that people need to clearly see the cp and the arrows pointing in the direction they need to go, and while going at full speed. The camera also follows the car unless you move it so when you have exited a corner and need to keep turning, sometimes you might not see the cp.

I ran it in coupes though and it feels much better :) all the other classes that are around that speed or slower will work great with it.

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i tried to move a couple of the checkpoints but there too close to other checkpoints, and for some reason some checkpoints wont let me turn the angle on them, but i think its better now and hopefully everyone will like it

 

One of my complaints regarding the racing creator is just that.

 

Chevron amount (indicating turn severity) as mentioned by Scotty above is dictated by its' relation to the CP in front of it. You'll notice a line connecting Cps in lap or P2P races. The more acute the angle, the sharper the turn, the more chevrons (visual cues) there are. That's not something we can adjust manually. The only thing we can adjust manually are the actual CP positions on a map and the direction you face upon respawn (3 vehicles shows you the direction a car would face).

: FIRE :

 

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

 

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One of my complaints regarding the racing creator is just that.

 

Chevron amount (indicating turn severity) as mentioned by Scotty above is dictated by its' relation to the CP in front of it. You'll notice a line connecting Cps in lap or P2P races. The more acute the angle, the sharper the turn, the more chevrons (visual cues) there are. That's not something we can adjust manually. The only thing we can adjust manually are the actual CP positions on a map and the direction you face upon respawn (3 vehicles shows you the direction a car would face).

 

i will have a look at it later and see if i can improve it anymore

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