Sorry in advance for the huge post, but I've been out for awhile recovering from neck surgery and I'm heavily medicated and have a lot to say,
I had to chuckle after reading the reviews for Going All in, seeing as I got a few paragraphs from G37 and ajm, and then high praise from stronk because he hadn't made any notes at all! Just highlights the difference in opinions that makes this thread as great as it is.
@G: Damn, man, thanks for the detailed and glowing review. I'm glad you (mostly) liked the track and think so highly of it. I'll look at the CPs you mentioned, but I think most of them are stuck as they are for various reasons, whether it's the respawns, or visibility, whatever. I will remove the prop at CP37 for sure, though.
@ajm: Same to you, I really appreciate the detailed review and that you love the track and at least the concept of the shortcut. I want to respond to a couple of your points: First, the race is set for 1-8 players because the other four tracks in my playlist all have those same settings. I really don't feel that these tracks can accommodate 16 players on full contact, and I certainly don't think that a track should be set for 16 players just because the non-contact option is there. I set non-contact as the default option because it makes the races easier to run, but there are plenty of legit racers out there who simply don't like the feature, and I'd like them to have at least some chance at a clean race should they elect to run in standard. Secondly, I don't agree with your comments on my description. I like to be colorful with them so they do tend to be longer, setting the tone for the race in addition to sharing any pertinent info. If someone can't take ~30 seconds to read it, and dislikes the race as a result, I'm not bothered by that. I don't want to boil it down to a to-do list, and I'll get into a bit more detail on this in a bit
@stronk: Thanks for the kind words, man! I think a lot of it is down to all of the feedback I've gotten from you and the other judges on the various tracks I've submitted. Thanks again for all of the hard work you lot put into this! Back on point, you are correct it is the Marshall that is breaking the Injection-only lock when running on PS4. All of these tracks have the same issue, and it probably won't be fixed until I update them all specifically for PS4.
Now, on to the business of the shortcut:
As G mentioned in his review, this track is the culmination of my little series of Injection races, and I wanted something a bit over-the-top towards the end of the race since it's the finale. When I found that dirt ramp that let's you jump and smash through the "D" in the Vinewood sign, I knew I'd found it. It's a tricky jump to land consistently, though, so I extended the ramp with a prop to give a bit more time to line it up and make sure you get sufficient air to hit the intended LZ I really wanted to have the stunt jump camera facing back towards the sign so you'd see the car busting through like some Hollywood action scene, but they won't let you put the camera far enough away from the launch point and I had to settle for where it is now. I also decided that forcing players through this jump would not work very well, so that's how the whole "shortcut" idea came about. I spent weeks pulling my hair out getting it to where it is now.
The risk/reward of going for that big jump works in the race, hitting the jump I was gaining 3-4 seconds over the path to the right, and it also ties in with the "gambling" theme of the track. Getting back to ajm's comments about this in my description, I don't really know what more needs to be said about it: look for the cones, which are propped up on concrete blocks so they are clearly visible and can't be knocked over, and then go left if you're feeling lucky or just stay right. Even if someone hadn't read the description, the props for both routes are visible as you approach so it should be clear there is more than one way to go and they should be able to get through it.
Having said all this, I'm certainly wiling to look at fine-tuning it, but this section is the centerpiece of the track IMO and I don't feel that it should be removed. With the increased props and prop limit on PS4 I should be able to take things a step further here, but for PS3 it will take some thinking, shuffling of props, and maybe tweaking CP43 a bit as G had suggested. I'll post back if I come up with anything.
Thanks again for the feedback, I'm happy that the track was approved in spite of the mixed feelings over it.