on 03-08-2010 09:32 PM
Track Name: Rio De Jango
PSN Name of the Track creator: SaladSnackSTD
A short description of the Track: Zip through a dense jungle and along river banks in this fast paced track. Follow queue's to help you line yourself up for jumps and hazards. Master the hidden shortcuts to blast beyond the competition!
3 to 5 in game photos of the track:
on 04-08-2010 02:14 AM
on 05-08-2010 01:56 AM
on 06-08-2010 03:22 PM
on 11-08-2010 12:34 PM
11-08-2010 01:09 PM - edited 11-08-2010 01:09 PM
I enjoyed it Salad, looks good and had some nice driving in parts. It can be pretty unforgiving though: the turn onto the moving walkways can be tough, and the turn into the stone head with the devastator in it, now that's harsh! I figured out how to take it after a few laps, but it's pretty punishing. Also I'm never a fan of flame jets, but that's your design choice.
on 11-08-2010 01:53 PM
I do welcome any criticisms, but I don't believe your criticisms are fair. You make it seem as though it's extremely difficult, but I would compare the challenges of this track to standard UFG tracks and is nothing even remotely close to "unforgiving" or frustrating.
To clarify a few things for those that may be unwilling to try this track based on Wilson's review:
1. There are warning signs and visual guides to help navigate the moving platforms section. Additionally, you can see it coming ahead of time from the section of track before it. Granted, there is a banked turn right into the section, but that punishes anyone who blindly drifts through turns without heeding any of the provided visual queue's and warnings. Also, the track is very wide right before the section allowing drivers plenty of room to set up for the moving platforms.
2. There are ONLY 3 flame jets in the entire track that are timed so that only 1 is active at a time AND you can see them coming at the end of the first very wide turn. They are separated by a generous amount of space allowing drivers to weave between them if needed. It's not like alot of other tracks that I've played where traps are hidden around blind turns or in patterns that force you to drive through them.
3. The devastator turn can be difficult and even I still have trouble with it, but i've designed it at least so you do not get caught up on the sides of the prop (like every other track with devastators) and once you're through it the boost pad quickly jets you out of harms way. And there's only ONE devastator. There are MANY warning signs leading up to the prop and you can see it coming as it is at the end of a semi-straightaway. If you do have trouble with this turn, some advice to you would be to drift early and stay in the middle of the track. If you drift too wide or narrow you will probably hit the walls (but you will not get caught up).
11-08-2010 02:03 PM - edited 11-08-2010 02:17 PM
Yeah sorry mate, didn't want to come across as negative there, I really did enjoy the track! The track is definitely not extremely difficult at all, I guess I just struggled with the two bits that I mentioned, but practice makes perfect I guess.
As for this "To clarify a few things for those that may be unwilling to try this track based on Wilson's review:" I wouldn't worry about that, I doubt anybody puts much stock in my reviews
.
on 18-08-2010 09:27 PM
FYI I have released an improved version of this track based on feedback and have also polished it up as well.
List of fixes:
-The first 2 jumps have been improved to reduce track cutting. If you reset during the first jump you respawn near the second jump instead of at the end of the second jump.
-More visual queue's have been added to indicate upcoming dangers and shortcuts.
-Pop-up blockers can now be triggered on the first shortcut by players that choose to take the main path instead. Skilled players can dodge or jump over these to counter and still take advantage of the shortcut.
-Tightened up the moving platforms so they are easier to navigate.
-The devastator turn has been improved for easier navigation. It is easier to see coming up on the track ahead.
-An array of flame traps has been placed on the last turn similar to the traps present on the first turn.
-To balance the aforementioned flame traps, the final shortcut has been tweaked. Additionally, a barrel launcher is now present to add more danger to this route. The barrel launcher is triggered by drivers on the main route.
-Various other small visual improvements.
Thanks for playing. Feedback is always welcome.
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