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[XBOX] Approved Custom Races


LuapYllier
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Mine are in sorry for being late and holding it up :)

Haha, after experiencing my delays from time to time, I don't think Luap would ever consider calling you late :p

 

Especially considering the fact you already said that you're not necessarily gonna be reviewing every class ;)

Edited by Fachuro
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LuapYllier

Yeah the pace has been pretty quick this last week, I am not complaining. Hell I have barely been able to do much els all week.

 

What would you say is the cutoff for an endurance race? 6? 7 Miles?

 

I am going to be dividing some of the classes up...

 

My intent right now is to...

Pull out the endurance races properly since we missed some,

Split Motorcycles into Street and Dirt subsections.

Create a Utility section,

Create an Alternative section for anything with jumps that still meets guidelines,

Pull any single vehicle tracks that are not Utility into Special category with a mention of the vehicle,

Move the Super and Sport categories into the second post and split them into Laps and PTP sections...then split those sections into Speed, Technique, Drift and Terrain subsections.

 

I am going to need some help going through the playlists to reclassify the already approved tracks.

 

Your thoughts?

Edited by LuapYllier
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LambentBunny

 

Mine are in sorry for being late and holding it up :)

Haha, after experiencing my delays from time to time, I don't think Luap would ever consider calling you late :p

 

Especially considering the fact you already said that you're not necessarily gonna be reviewing every class ;)

 

Good point but they give me something to do otherwise it's free roaming which get's dull.

Luap sounds good but I think you already do a good job at keeping everything organised and clean as possible.

Edited by LambentBunny
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guitarone01

As far as endurance classification goes ... IMO average run time should factor in as well. Maybe anything over 5 or 6 minutes? One of my races is 7 miles long but only takes around 3 1/2 minutes to run. So in length one could call it an endurance race, but on time maybe not.

 

I agree that you do an awesome job keeping all these races organized as it is. However I do like the idea of dividing them up further. Actually I was looking at the OP last night and noticed that the super and sport categories are growing quite large. Sometimes I feel like racing fast with very little turns and other times I would rather do something with many tight turns or maybe I want to race dirt bikes. Your ideas would help in easily selecting races to fill each need. Revisiting every approved race would also help with previously mentioned comments about some of the earlier approvals not meeting current standards. It is possible that some have been edited since approval and no longer meet the guidelines. I am willing to start going thru the list this weekend. I can note for each race my classification suggestion, approval status, run times, etc. Whatever you need input on. Can you provide a list of points that you would like notes on?

 

On a side note; Would it help if the judges made an end note on future reviews of which category they would suggest placing each approved race in?

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LuapYllier

If you want to pick one of the approved playlists and run through them looking for obvious faults here is what I would ask you send me...

 

Leave comment here in thread for which list your going to do. I did list "Approved Races I" last night.

 

Send me a message with...

-Race number - so you dont have to write the name, just the number it falls in the playlist.

-Class- based on the new classes including Alternative, Utility and Vans. Oh and special.

-Say whether it has a problem or not-some races were approved with conditions and those conditions were never addressed.

-For Special say what vehicle it is locked to.

-For MC say dirt or street.

-For Sport or Super say speed, tech, drift or terrain. Possibly GP

-Lap time or PTP time.

 

So my race Methed Up would be...

5-Alternative-Good-1.00

 

My race The Last Super would be...

11-Super-Good-Tech-1.25

 

Guessing at the playlist numbers but you get the point.

 

I agree that we should base endurance on time. Shall we say 6 minutes and see how many that includes.

Alternative would be anything with a medium or larger ramp in it.

Terrain category means any non offroad or SUV course that spends a lot of time offroad.

Speed would me a mostly highway or straight wide road course with minimal turns.

Tech would be anything with several technical turns even if there are a lot of speed straights...the turns make the race.

Drift would take in a lot of the vinewood hills area roads with the long sweeping turns (unless you guys got a better word for it).

I also thought GP might make a good category but I don't really know what clasifies a race as a GP besides the person naming it.

Special class will be any race locked to one stock vehicle (bearing in mind the sanchez bug) and add which vehicle it is. Not going to include utility class in this category...they will stay utility.

For the Good/Bad give the benefit of the doubt but if it has something obviously not good then mark it bad and we will have another look at those as a group.

Edited by LuapYllier
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guitarone01

Sounds good. I can start with Approved Races II tonight.

 

I believe a lot of folks make their races to average out at 4 minutes to max the RP payout. So 6 gives a good buffer.

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So whats up with class B?

 

As far as I know only me and Lambent have finished our reviews yet, so it'll probably be a little while still. Guitar said he might do his tonight, but there's still 2 more judges to wait for. Keep in mind this does take some considerable time and effort on our part, and we all have daytime activities and RL responsibilities occupying most of our time. So not all classes will be done as quickly as the most recent ones have. They will all be done in good time, don't you worry.

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LambentBunny

We got a crew battle next friday so my reviews might be a little longer depending on other crew members etc.

I will probably be fine but giving advanced warning.

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LuapYllier
Macau Grand Prix - marcusdaze

L - N

Good title, Basic desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.

Visibility issues start-1, 2-3, 5-6, 9-10, 16-17, 17-18, 19-20. Needs some checkpoint work. Lots of needless prop use as well.


F - N

Good title, OK description

Alot of checkpoint issues, again I would direct you to look through our guidelines before submitting to make sure your tracks are up to par... Could also do with a few less blue construction walls and more prop variation to fit the GP theme? That's just a suggestion though... I would also suggest changing the class, super seems a little too fast for the track in my opinion. Should also be non-contact by default with such a large portion in those tight narrow streets. This wouldn't be as much of an issue with slower cars like Sedans, Compacts and Coupes for example, but Supers and Sports will be a major issue here in contact-racing.


G - Y

Stretching the limits of CP visibility here. Works well with the following exceptions; At the start one can only see the road leading to the right when you will actually need to go to the left here. Pull CP1 back some to clarify path so that this is understood before you leave the starting grid. Add CP between 16-17. As for props – IMO the blue barriers are not a match to the GP theme. Striped concrete would be my choice. Also, several of the barriers are placed with the backside towards the racing path. This causes anyone unfortunate to make contact with one more likely to spin out instead of the more likely sliding bounce off from the smooth side. Overall nice race with good route choice. Borderline yes with promise to at least fix CP1.


LB - Y

Description tells you what it needs to.

I would move C.P 2 to the middle of the road it's at a strange angle.

Some of the props could do with a tidy up or removing

Maybe add another C.P between 5 & 6

Very tight track for super cars but I don't see that many issues.


Silverstone Circuit - marcusdaze

L - N

Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.

Add a CP between 6-7 at top of hill, CP 11 feels too far off the curb unless you put a prop blocking the right lane. Pull 16 back a bit and spread 15/16 evenly between 14 and 17. Add one 29-30. Pull 32 back a bit for visibility. Add one 34-35. Add one 35-37 and spread evenly.


F - N

Good title, OK description

Again with the blue walls... Anyways, whilst not as many as the previous one, this one also has a whole bunch of checkpoint issues you could easily fix by taking a look at our guidelines and checking your checkpoints. It's a good layout, and I like the race, but it needs fixing. Most of these checkpoints should be pretty simple to place out.


G - N

Would remove cycle and utility classes. Again stretching the CP visibility. A bit further this time. Add one between 6-7 and another between 34-35. Move 11 in closer to the corner. Pull 16 back some to give more visual time to 17. Same comments on barrier props from previous review. Easy yes with CP adjustments. Really like this one. Just needs a few tweaks.


LB - Y

Another good description that tells the player what it needs to.

I would add another checkpoint to the hill between 6&7

Move C.P 11 in a bit

Not sure why C.P 12 is on the other side of the road?

32 is too deep into the turn which makes it hidden from 31. Move it back a bit.

Add another between 35&36

No real issues for me just a slight tidy up


Suzuka Circuit - marcusdaze

L - N

Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.

There are some obstacles near the start grid that are very dark and blend in with the pavement that could use some warning props. Also the pole at 5. Pull 9 back a little and add one between 9-10. Pull 20 back a bit and add one between 20-22 and respread. Relocate 31 to the right side of the pole and mark the pole.


F - N

Good title, OK description

I could tell from the first checkpoint that this one would have similar comments to the two previous ones. Your main focus with props should also be on the route on the docks. Many unmarked, low visibility R* props directly in the natural racing line, these need to be marked.

First turn is gonna be a massive clusterf*ck with supercars...


G - Y

Another nice race that just needs a few small tweaks. Pull CP out of the turn some to give more clarity from starting grid. 15, 16 and 17 seem a little farther out from their turns than needed, but not a big concern. 24 can be moved down a bit toward 25. Pull back 29 a bit to offer more reaction time to 30. I like this one too. Would like to see adjustment to CP1 to confirm vote.


LB - N

Same as the other two description is good.

The proper area at C.P5 is a little confusing on where to go.

Same issue with the Chicane at the end it's messy needs cleaning up the final checkpoint needs moving it's too sudden after the turn.

I would also move the start line to the right more as that left row starts driving directly into the train sleeper things.

No(just clean up the listed areas as the checkpoints are good on the whole)


Foot Race - Guitarone01

L - Y

Good title, OK desc. GTA available. Laps. Super default. Good restrictions.

Good race. I think I would employ a few more props in the Area cutting through the rail yard though. It is so out of character for the rest of the track it will catch many off gaurd.


F - N

OK title, OK description

Mostly good, with a few issues. First off, ToD on Noon doesn't work at all, too many checkpoints became pretty much invisible to me here, change to night. Then the CP as you come through the train hall, you need one visible from the previous one, so I would suggest adding one just as you jump out. Then there's the toe I belive, where you turn back on the freeway. The road splits in two here, and it's a particularly tricky area to mark up with checkpoints. Personally I had to slam the brakes as hard as I could, and still had trouble correcting myself into the right(left) lane. I would suggest trying to do a rework here aswell. I wasn't particularly fond of the part through the train-yard, it's a cool area to use, but a bit bumpy for supercars. I understand you need it to complete the intended shape though. Maybe switch to motorcycles? Or atleast sports?

No, but all you need to fix for a yes is the Time of Day and the toe part.


G - X


LB - Y

Cool description

Nice race totally unexpected parts.

Only comment I have is maybe add another C.P in the wearhouse between 20&21


Career Change - Guitarone01

L - Y

Good title, OK desc. GTA available. PtP. Sports default. Good restrictions. Traffic on.

The hump in the road making you airborne as you pass the fruit stand sent me flying off the unforgiving grass left of the bridge. took forever to stop and then come all the way back across the bridge to get the checkpoint I missed. Might want to put up a safety wall or your it will be the end of the race for a lot of people. Visibility 39-40, 43-44 but both are just barely.


F - N

Good title, OK description

Cool race, it has some checkpoint issues that needs working out though, and they are all obvious enough that you should be able to find them yourself. Also, when coming up the hill from the wooden bridge near Zancudo, it's very easy to overshoot the road if you catch air, so if you can work out some kind of guidance to come up in the right direction that would be good for the race. Cool car crash ;-)

No, but easy fixes


G - X


LB - Y

Good race really nice route

Few things i would change. C.P 21 i would to the top of the hill a bit just back a little bit.

I would move 27 into the corner a bit more.


Vinewood Drift - SWJW64

L - N

OK title. No desc. No GTA mode. Laps. Sports default. No attempt to restrict vehicles. 8 players. Traffic on.

No time spent on the details, the race or apparently reading the guidelines. No time spent on a review either. If you want me to review this please study the guidelines and try again.


F - N

OK title, no description

Just looking at the map tells me you have not read our guidelines for checkpoint use, at all.


G - N

This map needs a total rework of CPs. Too many issues to point them all out. See CP guidelines in OP.


LB - N

Please read the checkpoint guidelines in the O.P

5 is hidden from 4. 7 is hidden from 6 9 is hidden from 8

14 is hidden from 13

I could go on and I have not got to the placment issues yet.

Please read the guidelines


Quick-Drag - greatler

L - N

Good title, Simple desc. No GTA mode. Laps. Sports only.

I would add one between 1-3 and spread them evenly. Do the same between 4-6 with 5 being at the top of the hill. This has some really nice line options in it. Make those two changes and its a yes on resub.


F - Y

OK title, description works

Decided to go buy some junk food from the catering trailer at the start, slowed me down notably before I started the race :p One of the better races I've reviewed in a long time. Good prop placement, great CP layout. A few checkpoints are a little obscured at the precise moment you go through the previous one, but considering the speed the car is travelling at this doesn't pose a problem at all as it only takes a split second before they are clearly visible. Loved it!


G - N

Not really the typical straight line race that I expected from the title. Suggest title change. Why limit to sports? Need to add a few CPs to better clarify route. Add one to break distance between 3-4. Move 5 to the intersection after then add another between 4-5. Fix this and I say yes. The remaining CPs are a bit stretched but pass. No concerns with prop placement. Also I would personally consider moving the starting grid off the corner. Looks nicer when the finish line is centered in the road.


LB - Y

Not really many issues with this not sure the proped area is needed and most of the corner checkpoints seem a bit off to me but they are still fine.


Nap of The Earth - LuapYllier

L - X

Default Mallard on Air Race. PtP.


F - Y

Good title, good description

As for the no-crash part, whilst it is a limitation from the game side, as a creator it's important that we make sure all checkpoints allow for a respawn it's possible to get out of, people never choose to crash. If that means adjusting our initial idea we're doing it to work with the racer, not agains't him/her. That being said, the path is intuitive, I didn't crash once, and this is a highly fun and entertaining air race. Because I didn't crash I didn't get to test the respawns, and I don't intend to go through it and test each and every checkpoint. So long as you promise to make changes if you get future feedback on checkpoint respawns it's a yes from me ;-)


G - Y

Enjoyed this one. CP1 seems a bit close to start. Next 4-5 CPs could see minor adjustments. Seemed really close together and it was overly difficult to make the sharp turns needed to hit without hitting one of the many obstacles surrounding you. (I would name the suspect CPs but for some reason my bookmarked air races don’t show on my list and really didn’t want to replay the entire playlist again). CP28 buried behind buildings hurting visibility and the ability to hit. Overall really nice air race.


LB - Y

Good description

Loved this air race checkpoints were clear and easy to navigate.

Clever use of the various tight buildings and even a few knife flights mixed in then onto some of the games scenic settings really nice race!


The Vegetarian - Fachuro

L - Y

Good title, great desc. NO GTA mode. Laps. Sports. No attempt to restrict vehicles.

No issues for me. Well made.


F - X


G - Y

Very unique prop work at CP6. Overall CP usage is great. Route works well. Nice flow. A keeper.


LB - Y

No issues for me checkpoints are well placed and as ever the props are fine. Clever title and good description. My only small nit pick is maybe the distance between 13& 14 is a bit big.


The Economist II - Fachuro

L - N

Good title, great desc. No GTA mode. Laps. Super only.

Hmmm. This does not have the great flow proported in the description. Some areas are bam bam bam with the checkpoints and others are half mile seperations. Here we go...CP 2 should be centered in the road and pulled back evenly spaced between 1-3 or possibly removed altogether. 3 is way too deep into the corner. Add one 3-4. Push 5 up the ramp a bit. Remove 8 and the building prop it is stacked on 9 and blinded. Instead pull 9 out just a little to the left and use a low wall at angle matching the drive path to push us left. 12-13 stacked. Pull 12 back even with Ponsonbys and center 11 between the new 10-12 space. Pull 13 out from under the awning so you get the full corrona. Shift 16 a little left in the lane, it feels like it is pulling me out into the grass. Unnecessarily blind corner at 17. Props would serve the driver better on the outside of 18-19 corner. Possibly reduce this curve to 2 checkpoints rather than 3. Remove 24. Pull 25 out of the corner some. The props here should be a straight line from light pole to median sign. Move 28 forward as much as visibility allows. Move 31 forward a little. Move 32 to the proper apex of the turn. Move 35 back to around Shatner Shoes. Pull 36 back to the Taco Libre. Pull 37 back just before the Liquor shop in the left lanes. Push 45 as far forward as visibility allows. The round planter just before 51 is a royale pain in the ass to hit (I know from a couple of my own races) Place a low wall along the white lines up to the planter and line up your trailers along the same line. 54-55 too close together. Two CP not really necessary here or spread them out more. Push 60 a little frward to center between 59-61.


F - X


G - N

CP2 oddly placed. Forces poor entry into following turn. At speed I didn’t notice the prop blocking the ramp beside CP3 and the poor visibility of 4 made me hit the brakes thinking I should have taken the ramp up. 4-5 stacked. Closeness of 8-9 makes it easy to overshoot turn at 9. I realize that you are limited due to all the CPs needed for the multiple passes thru the same areas but the forced racing lines entering some turns hurt the overall racing feel. Just doesn’t have the polished feel that most of your races have. The area between CP3-5 is my biggest concern.


LB - Y

Good description

The main issue with this race is the proped areas pop up leading to crashing.

6 to 7 7 to 8 it's very sudden that area is the only part i have an issue with the props pop up the checkpoints are very sudden for super cars.

No other issues rest of the checkpoints are well placed maybe the distance between 62& 63 is a bit large.

Giving this a yes but not sure if you can look to clean up that area I said.

Good race


The High Life - Fachuro

L - Y

Original title :(, great desc. No GTA mode. Laps. Motorcycles or Cycles.

That is one seriously figuritive figure 8. I personally would have left off the part around the lake but everything seems to work OK. Pushing visibility limits in a few areas.


F - X


G - Y

Not sure I’d want to do race this on a bicycle due to length. Another nice one from you. No issues noted. CP and prop usage is great. Easy yes.


LB - Y

Good description

Clever use of checkpoints to allow for the race to double back on it's self

Good placement throughout

28 is hidden from 27 by the tree is the only issue I could find but for a race that doubles back on the same route very good use of checkpoints.


Scorching Down - Fachuro

L - N

Good title (Though Scorcher Down might have been good too, like Blackhawk Down?) Good desc. No GTA mode. Cycles only. Traffic on.

Visibility issues 5-6, 6-7, 8-9, 11-12, 12-13, 15-16, 19-20, 24-25. It is a decently fun descent from the mountain but there is way too much luck involved and guideline faults for this to be approved in my opinion...we will see what the others say.


F - X


G - Y

A few visibility issues with CPs at start but I am sure there are limitations due to terrain. I easily followed the line on my first run so not a big issue. Overall nice race. I like the route. Might be fun on a Sanchez too.


LB - Y

Checkpoints are easy to navigate despite getting very bumpy at times.

A cycle race i enjoyed probably the 1st ever.

No other comments



NOTE: To the judges.

In light of the process we are about to go through to give the list a second look I will ask that in the future we limit our "conditional" yes votes. Assuming that a creator will go back and edit thier race after already making the list is not the right way to go. Unless the race is passable as is we should give a no vote. This does not mean you can't suggest improvements but it must be "good enough" in it's current state. Thanks.


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@Luap#Scorching Down:
Whilst those checkpoints are limited by the terrain for placement, I've figured out a way where I might be able to fix the visibility issues by stacking ramp to place the checkpoints on. This will take me a little time to finish though. As for the decent, as with The Chauffeur and the BMX races controlling your decent shouldn't be a problem if following the instructions in the description. It's a downhill race, and the first part relies more heavily on braking then on pedalling, as the terrain smooths out it becomes more about pedalling again, imitating a real downhill bicycle race.
@Guitar#Scorching Down:
I imagine a Sanchez would be way too fast for the top part of the track.
@Guitar#High Life:
I left cycles in on The High Life, whilst I usually lock my tracks to a single class simply because it's a nice scenic route, and I wanted people to have the opportunity if they want to.
@Luap#The Economist II:
I'll be taking a look at the issues mentioned, I do kinda disagree with alot of them, but there seem to be a general consensus. CP2-3 is placed that way to allow players to cut the corner, the train cart blocking the ramp is intended to outline said cut. I don't imagine moving any of these checkpoints will make it any more obvious that you're not going up the ramp (which you're only aiming for because you know the game map, and you know it's there), as the ramp itself becomes visible even later then the train cart. This was my best compromise to try and make a right turn possible at that spot. 18-19 corner has to use 3 checkpoints, I started out using 3, went down to 2 on your suggestion and had to go back to a compromise between the two solutions. The third checkpoint isn't as much in the turn as on the straight leading out of it. Props in this area are key to preventing every lightpole and sign on these chicanes from being torn down and creating a destruction derby. The props are already stretched thin here, but I'll see what I can do. It seems that the construction walls pushing over to the red driveway aren't working properly, so I'm assuming that whole section has to go, I'll see what I can do with the props that rework will free up. It's a complicated race with alot of heavy elements, and I was expecting some comments, just as I need the assistance in looking for flaws there now. There's only so much you can see yourself as the creator ;-)
Edited by Fachuro
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LuapYllier

5/23/14 Nominated Class:

Gangsters Paradise - Saint0Zac - L(Y) - G(Y) - F(N) - S(Y) - LB(X)

Southeast Circuit - marcusdaze - L(N) - G(N) - F(Y) - S(N) - LB(Y)

Heart Stopper - LambentBunny - L(Y) - G(Y) - F(Y) - S(Y) - LB(X)

Making it Right - Guitarone01 - L(Y) - G(X) - F(Y) - S(Y) - LB(Y)

The Travelers Hub - Fachuro - L(Y) - G(Y) - F(X) - S(Y) - LB(Y)

Endorail Circuit - Fachuro - L(Y) - G(Y) - F(X) - S(N) - LB(Y)

The Sopranos: Episode IV - Fachuro - L(Y) - G(Y) - F(X) - S(Y) - LB(Y)

Close Calls - Fachuro - L(Y) - G(Y) - F(X) - S(Y) - LB(Y)

LSSBC: Paleto - Fachuro - L(Y) - G(Y) - F(X) - S(Y) - LB(Y)

The News Port - Fachuro - L(Y) - G(Y) - F(X) - S(Y) - LB(Y)

Edited by LuapYllier
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guitarone01

Thanks for the reviews and comments guys.

 

@Career Change - I have made adjusted the CPs that were commented on as well as a few more. Played around with different props and adjustment of CP21 to help with the airborne transition from dirt back to the highway. It seems to be less of a crash point and more of an easier recovery from an overshoot now. Also added one line to the description to tie in the random wreckage at CP36. (Added this line in the past but didn't notice that it wasn't saved). Route remains unchanged.

 

@Foot Race - This one is going to take some time to figure out. My fixes will probably include small route changes to the "toe" area and the train yard area. I will keep toying with this and resubmit at a later date.

 

@Fachuro - Just commenting that it might be fun with a Sanchez. No need to make available. Doing so would turn winning the race into almost a pure luck situation. Later I actually tried the route in free mode on the Sanchez. Was a wild ride to say the least.

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LambentBunny

Nice changes to the O.P looking nice. The different votes for this class are interesting :)

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Nice changes to the O.P looking nice. The different votes for this class are interesting :)

^^Agreed!

 

@guitar#career change:

That would probably change my vote to a yes ;-) Seeing as it was just reviewed and my vote was the only no vote, I'll run through it tonight to see if the changes did the job ;-) It was one of those borderline decisions for me, where I might've been extra strict because it was a judges map, and I wanted to make sure I wasn't playing favorites. Maybe I subconsciously just wanted an excuse to replay the map, Idk :p

 

@guitar#foot race:

Don't think you really need to make any route changes tbh, just need to find a way to place checkpoints/props to funnel players onto the right(left) side of the road BEFORE coming up the hill. I had the opposite problem in this area on my newly submitted The Supranos: Episode IV. Not saying I solved it perfectly or anything, but maybe it'll help spur some inspiration/ideas on how to solve it efficiently? It could be as easy as slightly reducing the amount of checkpoints in the turn and moving the one going up the hill a little further over to the left, making sure it exaggerates the arrow direction a little bit. Idk, but I'm sure you will find a good solution to this. ;-) Train yard area is mainly just about adding a checkpoint for my part, and maybe some props as Luap suggested?

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LuapYllier

Playlist 1 and 2 are done. I am about to do 6 and 7.

 

EDIT: 6 & 7 done going to 5.

 

EDIT2: 5 is done will do the RRR one when I get back from grocery shopping.

Edited by LuapYllier
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MarcusDaze

Thanks a lot guys for the reviews. I'm gonna check the CP guide and fix what you guys said.

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LuapYllier

Doing list 4 now.

 

EDIT: moving on to list 3.

Edited by LuapYllier
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NikosUncle

Fine then bitches (jk) heres mine again with added CPs http://socialclub.rockstargames.com/member/SWJW64/games/gtav/jobs/job/KD_cuSfzkUKr6OuzkPN-ww?platformId=1

 

I didn't make the race with reviews in mind, I found this thread after making it and pretty just wanted feedback on the actual route itself. Anyway I'll submit it again now that it's updated.

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MarcusDaze

 

Macau Grand Prix - marcusdaze
L - N
Good title, Basic desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
Visibility issues start-1, 2-3, 5-6, 9-10, 16-17, 17-18, 19-20. Needs some checkpoint work. Lots of needless prop use as well.
F - N
Good title, OK description
Alot of checkpoint issues, again I would direct you to look through our guidelines before submitting to make sure your tracks are up to par... Could also do with a few less blue construction walls and more prop variation to fit the GP theme? That's just a suggestion though... I would also suggest changing the class, super seems a little too fast for the track in my opinion. Should also be non-contact by default with such a large portion in those tight narrow streets. This wouldn't be as much of an issue with slower cars like Sedans, Compacts and Coupes for example, but Supers and Sports will be a major issue here in contact-racing.
G - Y
Stretching the limits of CP visibility here. Works well with the following exceptions; At the start one can only see the road leading to the right when you will actually need to go to the left here. Pull CP1 back some to clarify path so that this is understood before you leave the starting grid. Add CP between 16-17. As for props – IMO the blue barriers are not a match to the GP theme. Striped concrete would be my choice. Also, several of the barriers are placed with the backside towards the racing path. This causes anyone unfortunate to make contact with one more likely to spin out instead of the more likely sliding bounce off from the smooth side. Overall nice race with good route choice. Borderline yes with promise to at least fix CP1.
LB - Y
Description tells you what it needs to.
I would move C.P 2 to the middle of the road it's at a strange angle.
Some of the props could do with a tidy up or removing
Maybe add another C.P between 5 & 6
Very tight track for super cars but I don't see that many issues.
Silverstone Circuit - marcusdaze
L - N
Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
Add a CP between 6-7 at top of hill, CP 11 feels too far off the curb unless you put a prop blocking the right lane. Pull 16 back a bit and spread 15/16 evenly between 14 and 17. Add one 29-30. Pull 32 back a bit for visibility. Add one 34-35. Add one 35-37 and spread evenly.
F - N
Good title, OK description
Again with the blue walls... Anyways, whilst not as many as the previous one, this one also has a whole bunch of checkpoint issues you could easily fix by taking a look at our guidelines and checking your checkpoints. It's a good layout, and I like the race, but it needs fixing. Most of these checkpoints should be pretty simple to place out.
G - N
Would remove cycle and utility classes. Again stretching the CP visibility. A bit further this time. Add one between 6-7 and another between 34-35. Move 11 in closer to the corner. Pull 16 back some to give more visual time to 17. Same comments on barrier props from previous review. Easy yes with CP adjustments. Really like this one. Just needs a few tweaks.
LB - Y
Another good description that tells the player what it needs to.
I would add another checkpoint to the hill between 6&7
Move C.P 11 in a bit
Not sure why C.P 12 is on the other side of the road? - When I've raced on the track the racing flow is better if the CP is placed on the left. To narrow for 16 players and super if placed on the single lane to the right imo.
32 is too deep into the turn which makes it hidden from 31. Move it back a bit.
Add another between 35&36
No real issues for me just a slight tidy up
Suzuka Circuit - marcusdaze
L - N
Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
There are some obstacles near the start grid that are very dark and blend in with the pavement that could use some warning props. Also the pole at 5. Pull 9 back a little and add one between 9-10. Pull 20 back a bit and add one between 20-22 and respread. Relocate 31 to the right side of the pole and mark the pole.
F - N
Good title, OK description
I could tell from the first checkpoint that this one would have similar comments to the two previous ones. Your main focus with props should also be on the route on the docks. Many unmarked, low visibility R* props directly in the natural racing line, these need to be marked.
First turn is gonna be a massive clusterf*ck with supercars... - That curve will be tight for compacts too, but if everyone race fair and clean they know that they have to brake and take it easy in that curve to prevent chaos.
G - Y
Another nice race that just needs a few small tweaks. Pull CP out of the turn some to give more clarity from starting grid. 15, 16 and 17 seem a little farther out from their turns than needed, but not a big concern. 24 can be moved down a bit toward 25. Pull back 29 a bit to offer more reaction time to 30. I like this one too. Would like to see adjustment to CP1 to confirm vote.
LB - N
Same as the other two description is good.
The proper area at C.P5 is a little confusing on where to go.
Same issue with the Chicane at the end it's messy needs cleaning up the final checkpoint needs moving it's too sudden after the turn.
I would also move the start line to the right more as that left row starts driving directly into the train sleeper things.
No(just clean up the listed areas as the checkpoints are good on the whole)

 

Answered questions in bold.

 

I've updated every track now. Shall i send them in again or do you test them anyway?

Edited by MarcusDaze
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Macau Grand Prix - marcusdaze
L - N
Good title, Basic desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
Visibility issues start-1, 2-3, 5-6, 9-10, 16-17, 17-18, 19-20. Needs some checkpoint work. Lots of needless prop use as well.
F - N
Good title, OK description
Alot of checkpoint issues, again I would direct you to look through our guidelines before submitting to make sure your tracks are up to par... Could also do with a few less blue construction walls and more prop variation to fit the GP theme? That's just a suggestion though... I would also suggest changing the class, super seems a little too fast for the track in my opinion. Should also be non-contact by default with such a large portion in those tight narrow streets. This wouldn't be as much of an issue with slower cars like Sedans, Compacts and Coupes for example, but Supers and Sports will be a major issue here in contact-racing.
G - Y
Stretching the limits of CP visibility here. Works well with the following exceptions; At the start one can only see the road leading to the right when you will actually need to go to the left here. Pull CP1 back some to clarify path so that this is understood before you leave the starting grid. Add CP between 16-17. As for props – IMO the blue barriers are not a match to the GP theme. Striped concrete would be my choice. Also, several of the barriers are placed with the backside towards the racing path. This causes anyone unfortunate to make contact with one more likely to spin out instead of the more likely sliding bounce off from the smooth side. Overall nice race with good route choice. Borderline yes with promise to at least fix CP1.
LB - Y
Description tells you what it needs to.
I would move C.P 2 to the middle of the road it's at a strange angle.
Some of the props could do with a tidy up or removing
Maybe add another C.P between 5 & 6
Very tight track for super cars but I don't see that many issues.
Silverstone Circuit - marcusdaze
L - N
Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
Add a CP between 6-7 at top of hill, CP 11 feels too far off the curb unless you put a prop blocking the right lane. Pull 16 back a bit and spread 15/16 evenly between 14 and 17. Add one 29-30. Pull 32 back a bit for visibility. Add one 34-35. Add one 35-37 and spread evenly.
F - N
Good title, OK description
Again with the blue walls... Anyways, whilst not as many as the previous one, this one also has a whole bunch of checkpoint issues you could easily fix by taking a look at our guidelines and checking your checkpoints. It's a good layout, and I like the race, but it needs fixing. Most of these checkpoints should be pretty simple to place out.
G - N
Would remove cycle and utility classes. Again stretching the CP visibility. A bit further this time. Add one between 6-7 and another between 34-35. Move 11 in closer to the corner. Pull 16 back some to give more visual time to 17. Same comments on barrier props from previous review. Easy yes with CP adjustments. Really like this one. Just needs a few tweaks.
LB - Y
Another good description that tells the player what it needs to.
I would add another checkpoint to the hill between 6&7
Move C.P 11 in a bit
Not sure why C.P 12 is on the other side of the road? - When I've raced on the track the racing flow is better if the CP is placed on the left. To narrow for 16 players and super if placed on the single lane to the right imo.
32 is too deep into the turn which makes it hidden from 31. Move it back a bit.
Add another between 35&36
No real issues for me just a slight tidy up
Suzuka Circuit - marcusdaze
L - N
Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
There are some obstacles near the start grid that are very dark and blend in with the pavement that could use some warning props. Also the pole at 5. Pull 9 back a little and add one between 9-10. Pull 20 back a bit and add one between 20-22 and respread. Relocate 31 to the right side of the pole and mark the pole.
F - N
Good title, OK description
I could tell from the first checkpoint that this one would have similar comments to the two previous ones. Your main focus with props should also be on the route on the docks. Many unmarked, low visibility R* props directly in the natural racing line, these need to be marked.
First turn is gonna be a massive clusterf*ck with supercars... - That curve will be tight for compacts too, but if everyone race fair and clean they know that they have to brake and take it easy in that curve to prevent chaos.
G - Y
Another nice race that just needs a few small tweaks. Pull CP out of the turn some to give more clarity from starting grid. 15, 16 and 17 seem a little farther out from their turns than needed, but not a big concern. 24 can be moved down a bit toward 25. Pull back 29 a bit to offer more reaction time to 30. I like this one too. Would like to see adjustment to CP1 to confirm vote.
LB - N
Same as the other two description is good.
The proper area at C.P5 is a little confusing on where to go.
Same issue with the Chicane at the end it's messy needs cleaning up the final checkpoint needs moving it's too sudden after the turn.
I would also move the start line to the right more as that left row starts driving directly into the train sleeper things.
No(just clean up the listed areas as the checkpoints are good on the whole)

 

Answered questions in bold.

 

I've updated every track now. Shall i send them in again or do you test them anyway?

 

You can probably just mention that you want to resubmit them since they're so recent ;-) Plus we got the links in your quote :p Normally you would have to resubmit the same way you submitted them though.

 

#suzuka circuit

The turn itself is not the biggest problem. The biggest problem is that it's the first turn, pretty much instantly after you start. I'm not commenting on it to be a dick, but because I have alot of experience with making and playing races. Now, whilst unclean racers are a problem regardless, it does become less of a problem when a turn like this is spaced out to be encountered later in the track. I think you would find great improvement in how your race plays out if you could move grid to early on one of the long straights, as it gives people time to spread out before the more narrow and technical bits. When moving the starting grid, the best solution is to go through each checkpoint between the starting grid and where you want it moved to. Delete the checkpoint marked with 1, and place a new one where it was so it becomes the last checkpoint instead of the first. Now CP2 should have turned into CP1, and you can just repeat the process until you reach the place where you want your starting grid. To move it easily without going to pick it up, just place down your trigger nearby first, and the next time you enter the checkpoint menu it will make you place down the starting grid because the trigger was moved.

 

#silverstone circuit

If you want to push people over you need some kind of prop blocking the natural line into the right lane. The best solution however is just placing the checkpoint slightly before the apex of the turn, that way every line going into either lane will have to go through the checkpoint regardless of which lane they choose, and players will get to choose whichever lane they feel is right for them at that precise moment.

 

#suzuka circuit

My main issue with the first turn here is the fact there's 2 rail stoppers straight ahead of the 1st car starting position, and they're not all that easy to see, especially if there's alot going on around you. If there's one place you SHOULD be using props, this is on of them, leaving hazards like that unmarked is a big no-no as it will cause issues for pretty much every single fresh racer on the track.

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MarcusDaze

 

 

 

Macau Grand Prix - marcusdaze
L - N
Good title, Basic desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
Visibility issues start-1, 2-3, 5-6, 9-10, 16-17, 17-18, 19-20. Needs some checkpoint work. Lots of needless prop use as well.
F - N
Good title, OK description
Alot of checkpoint issues, again I would direct you to look through our guidelines before submitting to make sure your tracks are up to par... Could also do with a few less blue construction walls and more prop variation to fit the GP theme? That's just a suggestion though... I would also suggest changing the class, super seems a little too fast for the track in my opinion. Should also be non-contact by default with such a large portion in those tight narrow streets. This wouldn't be as much of an issue with slower cars like Sedans, Compacts and Coupes for example, but Supers and Sports will be a major issue here in contact-racing.
G - Y
Stretching the limits of CP visibility here. Works well with the following exceptions; At the start one can only see the road leading to the right when you will actually need to go to the left here. Pull CP1 back some to clarify path so that this is understood before you leave the starting grid. Add CP between 16-17. As for props – IMO the blue barriers are not a match to the GP theme. Striped concrete would be my choice. Also, several of the barriers are placed with the backside towards the racing path. This causes anyone unfortunate to make contact with one more likely to spin out instead of the more likely sliding bounce off from the smooth side. Overall nice race with good route choice. Borderline yes with promise to at least fix CP1.
LB - Y
Description tells you what it needs to.
I would move C.P 2 to the middle of the road it's at a strange angle.
Some of the props could do with a tidy up or removing
Maybe add another C.P between 5 & 6
Very tight track for super cars but I don't see that many issues.
Silverstone Circuit - marcusdaze
L - N
Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
Add a CP between 6-7 at top of hill, CP 11 feels too far off the curb unless you put a prop blocking the right lane. Pull 16 back a bit and spread 15/16 evenly between 14 and 17. Add one 29-30. Pull 32 back a bit for visibility. Add one 34-35. Add one 35-37 and spread evenly.
F - N
Good title, OK description
Again with the blue walls... Anyways, whilst not as many as the previous one, this one also has a whole bunch of checkpoint issues you could easily fix by taking a look at our guidelines and checking your checkpoints. It's a good layout, and I like the race, but it needs fixing. Most of these checkpoints should be pretty simple to place out.
G - N
Would remove cycle and utility classes. Again stretching the CP visibility. A bit further this time. Add one between 6-7 and another between 34-35. Move 11 in closer to the corner. Pull 16 back some to give more visual time to 17. Same comments on barrier props from previous review. Easy yes with CP adjustments. Really like this one. Just needs a few tweaks.
LB - Y
Another good description that tells the player what it needs to.
I would add another checkpoint to the hill between 6&7
Move C.P 11 in a bit
Not sure why C.P 12 is on the other side of the road? - When I've raced on the track the racing flow is better if the CP is placed on the left. To narrow for 16 players and super if placed on the single lane to the right imo.
32 is too deep into the turn which makes it hidden from 31. Move it back a bit.
Add another between 35&36
No real issues for me just a slight tidy up
Suzuka Circuit - marcusdaze
L - N
Good title, OK desc. No GTA mode. Laps. Super default. No attempt to restrict vehicles.
There are some obstacles near the start grid that are very dark and blend in with the pavement that could use some warning props. Also the pole at 5. Pull 9 back a little and add one between 9-10. Pull 20 back a bit and add one between 20-22 and respread. Relocate 31 to the right side of the pole and mark the pole.
F - N
Good title, OK description
I could tell from the first checkpoint that this one would have similar comments to the two previous ones. Your main focus with props should also be on the route on the docks. Many unmarked, low visibility R* props directly in the natural racing line, these need to be marked.
First turn is gonna be a massive clusterf*ck with supercars... - That curve will be tight for compacts too, but if everyone race fair and clean they know that they have to brake and take it easy in that curve to prevent chaos.
G - Y
Another nice race that just needs a few small tweaks. Pull CP out of the turn some to give more clarity from starting grid. 15, 16 and 17 seem a little farther out from their turns than needed, but not a big concern. 24 can be moved down a bit toward 25. Pull back 29 a bit to offer more reaction time to 30. I like this one too. Would like to see adjustment to CP1 to confirm vote.
LB - N
Same as the other two description is good.
The proper area at C.P5 is a little confusing on where to go.
Same issue with the Chicane at the end it's messy needs cleaning up the final checkpoint needs moving it's too sudden after the turn.
I would also move the start line to the right more as that left row starts driving directly into the train sleeper things.
No(just clean up the listed areas as the checkpoints are good on the whole)

 

Answered questions in bold.

 

I've updated every track now. Shall i send them in again or do you test them anyway?

 

You can probably just mention that you want to resubmit them since they're so recent ;-) Plus we got the links in your quote :p Normally you would have to resubmit the same way you submitted them though.

 

#suzuka circuit

The turn itself is not the biggest problem. The biggest problem is that it's the first turn, pretty much instantly after you start. I'm not commenting on it to be a dick, but because I have alot of experience with making and playing races. Now, whilst unclean racers are a problem regardless, it does become less of a problem when a turn like this is spaced out to be encountered later in the track. I think you would find great improvement in how your race plays out if you could move grid to early on one of the long straights, as it gives people time to spread out before the more narrow and technical bits. When moving the starting grid, the best solution is to go through each checkpoint between the starting grid and where you want it moved to. Delete the checkpoint marked with 1, and place a new one where it was so it becomes the last checkpoint instead of the first. Now CP2 should have turned into CP1, and you can just repeat the process until you reach the place where you want your starting grid. To move it easily without going to pick it up, just place down your trigger nearby first, and the next time you enter the checkpoint menu it will make you place down the starting grid because the trigger was moved.

 

#silverstone circuit

If you want to push people over you need some kind of prop blocking the natural line into the right lane. The best solution however is just placing the checkpoint slightly before the apex of the turn, that way every line going into either lane will have to go through the checkpoint regardless of which lane they choose, and players will get to choose whichever lane they feel is right for them at that precise moment.

 

#suzuka circuit

My main issue with the first turn here is the fact there's 2 rail stoppers straight ahead of the 1st car starting position, and they're not all that easy to see, especially if there's alot going on around you. If there's one place you SHOULD be using props, this is on of them, leaving hazards like that unmarked is a big no-no as it will cause issues for pretty much every single fresh racer on the track.

 

 

1. I know you aint being a dick :)

I haven't thought of moving the start grid. Will move the start grid NOW.

 

2. I'll look at the turn on silverstone again.

 

3. They are already fixed.

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MarcusDaze

Fachuro. Could you take a look at the Silverstone curve again. I've updated it and i think the placement is better now.

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I already did take a look at the SC maps to see if there was any major updates to the CP placements, and decided I was gonna be doing a run or two on them to have a look, as I think you chose some interesting layouts on Silverstone and Suzuka.

 

I'll most likely be taking a look at it when I next get online ;-)

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MarcusDaze

Okay that sounds good.

 

Check out the Suzuka on SC again. Now with the new starting grid it's a lot better :)

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Okay that sounds good.

 

Check out the Suzuka on SC again. Now with the new starting grid it's a lot better :)

Started off by checking out Macau, it looks alot better, good rework man ;-) Props work alot better. There's still a few CP issues that needs to be taken care of, but I could probably go more in detail on the new review :p Also, as you turn back down towards the lap there is a wall I ended up crashing in every time. Might just be me, but I'm guessing with the right prop placement you could aid the direction in which people come off the previous hilltop to make it less of an issue, I don't have a specific quickfix in mind though. I wanted to offer you something else though, if you want it. I could create a simple loop just for the CP placements following the same route, and adding a suggested solution at the point I was talking about. I would leave out all other props and make it purely as a guidance you could use for the CP placements. Then once you have the information you need from it I could delete it again. Let me know if that's something you're interested in ;-)

 

Gonna go on to Suzuka and SC now.

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MarcusDaze

 

Okay that sounds good.

 

Check out the Suzuka on SC again. Now with the new starting grid it's a lot better :)

Started off by checking out Macau, it looks alot better, good rework man ;-) Props work alot better. There's still a few CP issues that needs to be taken care of, but I could probably go more in detail on the new review :p Also, as you turn back down towards the lap there is a wall I ended up crashing in every time. Might just be me, but I'm guessing with the right prop placement you could aid the direction in which people come off the previous hilltop to make it less of an issue, I don't have a specific quickfix in mind though. I wanted to offer you something else though, if you want it. I could create a simple loop just for the CP placements following the same route, and adding a suggested solution at the point I was talking about. I would leave out all other props and make it purely as a guidance you could use for the CP placements. Then once you have the information you need from it I could delete it again. Let me know if that's something you're interested in ;-)

 

Gonna go on to Suzuka and SC now.

 

 

Yeah, that f*cking wall is my enemy...

 

Sure, a simple guideline for the dumb swede would be very appreciated ;)

Edited by MarcusDaze
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LuapYllier

Inorder to facilitate the process I use for creating each class I need any renomination to be specifically declared by posting a new link. As I browse through from the previous class I tend to ignore quoted posts and only look for fresh links to add. So when you have completed your changes please post new links. Thanks.

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