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Good Created Content vs Bad Created Content


HammerLarry
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What seperates a good CC from a bad one?

 

im sure many of you have joined some good and bad races, but what makes a race good or bad?

 

at times, i get the feeling that, if you lose, you'll dislike the content, so i usually let people win. i make quality content, 100% like for races/ deathmatches, unfortunately, i don't get enough players to play because Bad Creators have robbed the people's will to join created content.

 

If you don't join created content, tell us why.

 

for those who do,

explain what seperates a good job from a bad one.

 

i don't do rockstar's jobs anymore because they're old. created comtent is always something new. i understand not everyone agrees, i mean ppl still do npc missions for christ's sake, lol. those are old news.

 

but seriously, lets discuss this.

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Good job from a bad one? Saliva.

is saliva your answer? i question what's your intention behind that post.

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Varios Los Aztecas

 

Good job from a bad one? Saliva.

is saliva your answer? i question what's your intention behind that post.

 

 

Saliva is the difference between a good job and a bad job, yes.

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The bad races are the ones that are a mess. I did one that lapped around the airport and it was just a mess. I know a Youtuber, I believe his name was Swiftor(?) did the race. It's too busy and the turns and jumps are horrible.

 

The good races I've had usually are set up with a class that fits them. Motorbikes on a twisty race, fast cars on the straights. I've had ones that involved starting at the top of a mountain and just racing down it as fast as possible.

 

 

I have noticed a lot of created content is either described badly or they can't spell. I've had ones that are "Dis race is fun, lol" and "pure skil race" or a deathmatch that said "good". Those are the ones I avoid. I'll always go for the highest rating or the ones that look like time was spent on them.

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Jolly Swagman

Ramps. If there are ramps in the race there is a more than 90% chance the creator is 14 or under

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Varios Los Aztecas

 

Good job from a bad one? Saliva.

 

Enthusiasm too

 

 

Not wanting to kiss straight after, also important.

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Good job from a bad one? Saliva.

 

Enthusiasm too

 

 

Not wanting to kiss straight after, also important.

 

 

Hand movement also.

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Wish this thread had started before I regurgitate my gripe with this again...

I hate not being able to filter non Rockstar created ones. Learning the maps is key to winning and how am I supposed to so that if every DM lobby takes me to created content I don't want to play in....waste of time having to bounce in an out of created content.

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Homemade Dynamite

Ramps. If there are ramps in the race there is a more than 90% chance the creator is 14 or under

But ramps can enhance a race.

 

I made an off-road race on the golf course, and I put ramps to jump over the lakes. It kept things moving and exciting.

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As much as I enjoyed the innuendos that appear to have sailed clear over your head, I'm going to answer this seriously. There's really nothing to tell you that will make you feel better about players disliking your content, nor is there anything you can do to change it. The fact of the matter is, R*'s job system was bad enough at delivering their own content, and much to no one's surprise, integrating player content into the mix wasn't what I would call a seamless transition. Human nature dictates that people are going to create races/DMs that give them the upper hand, and people are going to be wary of CC as a result. R* implemented a rating system to hopefully dissuade people from doing this and offer some degree of credibility to legitimate content, but until we see this implemented properly, your efforts are going to remain largely unrecognized. Take some joy in the process of creating the race, rather than obsessing over what people are going to think of it. Only you know what makes a good race, because the races I like are likely not the same type of race that you like. That's the point.

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Good job from a bad one? Saliva.

 

Enthusiasm too

 

 

Not wanting to kiss straight after, also important.

 

 

Hand movement also.

 

 

This is crass, but I love it xD

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SecludedMemory

Like a lot of people have said in all these threads, you can almost always tell by the descriptions. If they're short, look like a 10-year-old wrote them or say how awesome they are you know you're in for a real treat.

 

Haven't finished any of the 3 off-roads I have going yet, but have two DMs up so far. I'm pluggin' it

 

http://rsg.ms/1c5EmT2

http://rsg.ms/1bIsMqR

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FasterThanYou

Bad races:

 

- Endless straights.

- Ramps.

- Messy indications from checkpoints/obstacles.

 

Good races:

 

- Good corners in the layout.

- Some obstacles here and there to prevent shortcuts and make the route clear.

- Good checkpoint placement, so even first time you always know where to go.

 

Good deathmatches:

 

- Little to no heavy weapons.

- Good spawn points likely to be far from action.

- Easy places to move on, like flat fields (as long as there´s still cover).

 

Bad deathmatches:

 

- Heavy weapons everywhere.

- Spawn places in the middle of the heat.

- maze like places.

Edited by FasterThanYou
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Man, you should try my race "Hangtime." I hate to plug my own content but I think you are wrong about ramps. They can be really fun. In this race you use the container ramp to jump across the docks and then use the mini-cooper ramp to land on the parking garage. It might seem hard at first but it's really easy and fun once you get it down.

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Jolly Swagman

To all those saying "No you're wrong about ramps - try my awesome race where you have to jump over lakes/ shipping containers/ flaming pits with sharks with lazars" this is exactly what I am talking about. If you need to have ramps in your races so badly (and trust me you don't) at least make them optional. When you have sixteen players trying to get across a ramp that only fits one car at a time it never ends well, especially where if you fail to hit the ramp correctly you land in a pool of water and have to respawn four miles back from the ramp.

 

And no I won't be trying any of your ramp races to find out if they are the 1 in 1000 exception to the rule.

Edited by Jolly SWAGman
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I mostly stick to crew created stuff. The closest I've come to a dislike was a 'no vote' for a race. It was pretty good fun overall but the checkpoint placement was odd. A lot seemed to have been placed so you couldn't tell where to go...like on a straight section the next one would be in the opposite lane halfway to the next turn and the one after it was well down the next straight...

 

Another friend has one with just a starting grid, one checkpoint at the top of chiliad then a finish line at the bottom on the other side. Its an interesting concept, I don't know if it works as I haven't tried it yet - but he's described it very clearly so no one can claim not to have known what they were getting into.

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My experience is that players will only dislike your content if they lose, or crash a lot. I made a stuntman race with bikes, of course there will be ramps, sometimes players will not brake enough and kill themselves over and over only frustrating themselves.

 

* Ramps are okay, as long as you really need them and not randomly placed

* Good description is key

* What I hate about checkpoints is if they are placed in such a way that you cannot cut the corner nicely.

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To all those saying "No you're wrong about ramps - try my awesome race where you have to jump over lakes/ shipping containers/ flaming pits with sharks with lazars" this is exactly what I am talking about. If you need to have ramps in your races so badly (and trust me you don't) at least make them optional. When you have sixteen players trying to get across a ramp that only fits one car at a time it never ends well, especially where if you fail to hit the ramp correctly you land in a pool of water and have to respawn four miles back from the ramp.

 

And no I won't be trying any of your ramp races to find out if they are the 1 in 1000 exception to the rule.

Well, to each their own. You would hate my race on Kortz Center where you drive on the rails, up and down flights of stairs, and leap from rooftop to rooftop.

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The only ramp I've used is a dumpster one which fits the scenery and concept and can be skipped a couple of ways. In fact hitting it can easily mess you up, which also fits the concept...

I've raced one in sandy shores which has a couple of ramps - the creator has made them double width which helps. And they're optional I think, the second one which jumps a freeway overpass is. Which is a good thing since traffic can spawn on the ramp.

The message here is that ramps can have a place if used sparingly and with careful testing, not willy nilly for sh*ts and giggles.

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I like the simple races. I created a Nascar type race at the Vinewood track. It's simple, and all about driving skill. You don't need a bunch of crazy stuff thrown in to enjoy a good race. My race is called The Sprunk 300.

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FR_Player-One

Well, to each their own. You would hate my race on Kortz Center where you drive on the rails, up and down flights of stairs, and leap from rooftop to rooftop.

 

Xbox or PS3 ? Can you give me the link..?

 

Because ...I made this one (PS3), hears some guy complaining that this wasn't a real race.. well OF COURSE NOT, it's typed in caplocks in the title and the description... people sometimes...

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What makes a good race:

When the host picks the sport class. A few turns and a few straights, with good scenery.

 

What makes a good deathmatch:

 

Balance: I've made two serious Team Deathmatches. I would not recommend playing them in free for all style because the pickup weapons are layed out in a balance for two sides of the map. I believe neither team should be given an advantage if they want to claim victory.

 

Variety: Using a diverse selection of weapons so players don't get bored. Try using all available options while keeping the game reasonably fair. A couple golf carts or ATV's, maybe a few parachute locations, things that you might not see playing a TDM in another game.

 

Spawns: Spawn points should circle the map in the areas that see less traffic and have less lines of sight to avoid spawn deaths. The weapons should be placed so that the better weapons require more risk, out in open visable areas or in the center of the action to reward the players who move.

 

Location: Making a game that will be played once seems like a waste of time. Pick a location that people like to visit or can relate to such as a landmark or well known object with good traffic areas. Avoid maps that have nothing but camp spots. Some people might enjoy camping, but most people want action.

Edited by SFBryan18
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By my reckoning,

A good race shows well thought out placement of checkpoints and obstacles as well as a vision that can be determined.

An example is a random race I don't remember the name of but it was something like 'The Wheelmen' where real men drive real cars. It was limited to muscle cars and featured long straightaways followed by 90 degree turns and in tight narrow spots. I came in DNF I was horrible at it. My phoenix felt like a boat in those turns it was murder on her paint job. But I understood what he intended. It was well marked, I was never lost or confused about where to go. I want another crack at it.

Now, by contrast, I have seen races going up 80 degree inclines that my dirt bike barely could climb. I quit that one.

I raced one that had checkpoints so far apart that everyone was going every which way. It was a confusing and unfinishable.

Yet another had checkpoint pointers pointing in random directions so you never knew where the next one would be. Totally confusioning.

So there is the difference between good and bad creations

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