Jump to content

Recommended Posts

A serious race! Yes that's right I made another one. Well it's serious if you turn wanted levels off anyway. 

 

Created for Screwball Military Mayhem this is a Super class race around Zancudo, long straights and sweeping curves, designed to be run on contact for vetting purposes. A couple of tricky turns will catch out the unwary!

 

http://socialclub.rockstargames.com/member/squirrelarmy/games/gtav/jobs/job/5-14rOL_5U6evtCMYlSR-g?platformId=11

 

 

Edited by SINISTER120
Add tags
  • Like 2
Link to comment
https://www.rockstarsocialclub.net/forums/topic/6317-tested-runway-or-another/
Share on other sites

I gave this a run the other day and felt it was a clean race. I didnt find much really to comment on specifically. I didnt have wanted levels on, but will give it another run when possible both with and without wanted levels, then Ill see if I can give any real feedback.

Would be good to have some other people for a wanted level test though :)

  • Like 1
  • 2 weeks later...

Really good track, Squirrel.   :)

 

Works perfect with wanted on and customs off.  We all got our tyres shot out at some point.  It was chaotic without being too frustrating.  

That's not always an easy thing to balance, but it worked well because the openness of the track still gave you a fighting chance to evade the Military on most occasions.

 

Only tried one lap with a custom Muscle car for practice (wanted off).  I think it'll work really well as a standard race too.

Props & CP's are well placed and fit in with the environment too.  

Even a GTA race with wanted levels on or off would probably provide some good races too.  Nice one.  :)

  • Like 1

Nice track, we played it as a non-contact race so that's all I can comment on, although I wanted to get chased by the police.

 

Personally I'm not a fan of runway races due to the lights, they can cause a few issues with traction and turning, but that's not gonna be a part of the feedback.

 

CP's 9 and 10 dictate a very unusual line along the short straight and into the left hand which is followed followed by the immediate right.

 

I'd move CP's 9 and 10 a bit further out to the centre of that piece of track. CP 9 tries to dictate an incredibly tight inside line along the straight, it's not natural to take such a line. Then CP 10 is so close to the apex that it's covering it (again dictating a strange line).

 

CP 8 might have the same issue, too tight on the corner.

Edited by DavidCore89

Tweaked it as you've suggested. I see what you mean after re-testing. I've noticed that you can carry more speed now into the turn at checkpoint 11. More of a danger of hitting the boxes if you take too wide a line, cut it to fine and the sloping jet shields can put you onto two wheels. Makes it tricky as a standard race but still fun as a wanted level race.

 

Also added a few groups of rockets but kept them off the racing line, if you want to go for the weaponry then you will lose some of your speed. 

Edited by Squirrel_Army
  • Like 1

I've played it twice as intended and it is really fun that way. Ran it as a non-contact race (no wanted levels, no traffic, no catch-up, no slipstream) in the NA vetting PL which is where DC tried it. I did it that way because there were no unvetted in the playlist and I wanted to give everyone a straight forward race because the others we did were non-standard.

 

I agree with DC's checkpoints feedback. There are some that take you off the racing line.

  • 2 months later...
  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...