on 10-08-2010 01:24 AM
Hi guys,
I'm really pround to present my third track, Coastal Climb, set in an industrious coastal community in the midst of rapid urban development.
First off there's a choice of cutting right through the docks or braving the construction zone straight ahead.
Keep your eyes peeled for a hidden target to open up a cheeky shortcut through the hotel boulevard.
After jumping the unfinished highway there's an opportunity to take a perilous shortcut through a dormant volcano...
...Or play it safe and speed downhill through a quaint back village.
From here it's a speedy drift fest as you wind your way back down through the mountainous region towards the coast.
Once your back along the coast either speed along or divert to the alleyways leading to the marina for a nice bit of BIG air to finish...
This one plays well with the AI who can give you some close races and have some upredictable races techniques. All feedback extremely welcome ![]()
on 10-08-2010 07:09 AM
on 10-08-2010 08:46 AM
on 11-08-2010 06:08 AM
on 11-08-2010 01:53 PM
on 11-08-2010 02:59 PM
Really nice track, but I have a few complaints.
-Decorative props need to be cleaned up. For example, you have alot of the guiding arrow signs that are on the track, mostly along the edges. As it stands, it's easy to get caught up on them if you're too close to the walls on the turns. Try moving those OFF the track, behind the track's walls. Some of those are OK, like the street lamps, port-o-potty's, constructions signs, and cones, etc....because you drive right though them.
-Again with the decorative props, you have a lot of props that are floating or off the ground in some corners. You could really clean up the track by lowering, pinning, or moving some props. These really don't affect gameplay much, but the track would really look alot more polished if you fixed these.
-Every time I took the shortcut with the poles I got caught up on the base of the props that lower when you activate the trigger. I would go back into the editor and make sure they are pinned to the ground or even lower them a bit below the ground to prevent this. I also agree somewhat with the other criticisms of the severity of the poles in that shortcut. It feels a little too busy, maybe decreasing the amount of poles, change the timing, or alter the layout.
on 12-08-2010 02:46 AM
Thanks for all the replies and plays so far guys, in response to the issue with the poles in the tunnel, I deliberately put loads in there because it's quite a sizeable shortcut, if you get it right it provides a straight path through rather than dealing with all the twisty turny nonsense, so apart from the issue with them not being pinned to the ground fully (which i'll definitely check out) I don't see an issue. It should be a gamble to take the shortcut, if the blockers get you... the gamble failed ![]()
on 16-08-2010 11:38 PM
As an addendum I just found out via the UFG blog that this track is gonna be Saturday's Hot Lap entry
Maybe best to get some practice in hey guys? ![]()
Website ©2013 Sony Computer Entertainment Europe
All content, game titles, trade names and/or trade dress, trademarks, artwork and associated imagery are trademarks and/or copyright material of their respective owners. All rights reserved. [more info]