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[PS3-PS4] Approved Custom Races


stronktank
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I've done a few test runs of my edited Entwined race and unfortunately it seems the respawn on the dividing barrier is unavoidable in some places. Although I don't think this deters from the chaos of the race, I would understand if you chose to remove it and I wouldn't be resubmitting because I've tried and its just not happening despite where the CP's tell me the cars will spawn.

 

Having said that - there should be much less chance of having to respawn since I've fixed the traps you could fall into with the ramps/props. Only real chance at having to respawn is if you hit the ramp at a wild angle and overshot the jump and fly off the bridge.

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The Dirty Sanchez

 

+ Love trigger location
- Got stuck at cp17 as it's too high
+ Cp's are good and love the cp21-cp22 jump
+ - It has a good start/finish but it really needs some work on the track itself. It has some real good spots but some real bad ones too imo. The parts where you need that much cp's should go.
+ Loads of potential but needs maybe some rerouting
? Should also lock to sanchez as customs give you way to much speed, and fits with the title. And even with the warning, people will always use customs.

 

The Dirtier Sanchez

? Lock to sanchez, same reason as above

+ + Again great track
- + Cp 13-14 too close and wasn't sure if it needs more cp's or not but in some points because they are really placed well so you can see them when you fly high so you know where to go when you go up again (which you can't if you place more cp's in for example the valley)
+ Love the starting line and jump
+ Like the finish too

+ + + Absolutely approved

+ + + And personal favourite, very original

 

 

 

 

The Dirty Sanchez

 

This was my first attempt. At anything in the creator. I basically used the camera view from the bike and took off driving while placing and editing checkpoints as I drove.

 

I'll have to go back and check today, I haven't been playing GTA much and I can't remember which CP #17 is. Chances are though that if it was placed high then it was because I jumped there somehow so it should be reachable.... but again, I'll check as I don't remember off the top of my head which one it is.

 

EDIT: That god damn checkpoint...... When I placed this, and in all my testing I had no problems ever making the jump, landing right and continuing on.

I don't know what happened, but when I started racing with people I kept getting stuck and dying there myself. I'm not entirely sure how to fix this because I know it can be made if you take the right line, which is the line I took as I was furiously racing down this hill placing check points.

The only reason 17 is where it is, is because that's where I landed the first time, and because it points in the correct direction.

 

Do you think it would be better if I just removed 17 and let the racer decide where to land? is CP #18 in a spot enough that it could be seen (will check this myself in a bit)

 

Definitely looking for ways to fix that though..... it f*cking enrages me.

 

Where are too many CP's placed?? What makes the track bad in those areas? Again, this was my first go, but I'd like to fix up the areas so it could also be approved :D

 

The Dirtier Sanchez

 

I'll see if I can add some spacing between 13 and 14. IT was really hard to place certain CP's though. I didn't use any "tricks" to place CP's, so sometimes it was a matter of having to go back and forth over a spot, hammering X and hoping I would get it placed when it flashed yellow for the fraction of a second lol.

 

EDIT Added some space between the checkpoints.

 

Glad this was approved though, I think I definitely like this one over the first.

I'll see what I can do about locking to Sanchez's, I just wanted to give people the option to use their own custom Sanchez.

They really need to do something about this sort of thing in the creator.

 

EDITI can't lock it to a Sanchez. It's already set for motorcycles only, and has Sanchez as the default bike, but it will still allow users to choose which ever motorcycle they choose.

Edited by KillaVolt
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EDITI can't lock it to a Sanchez. It's already set for motorcycles only, and has Sanchez as the default bike, but it will still allow users to choose which ever motorcycle they choose.

 

 

If you highlight Motorcycles under Available Vehicles, you should see an Expand option if you press Square. Then you can go through and remove checkmarks for the vehicles you do not want included from that class. Remove all of the bikes apart from the Sanchez. If you leave only one vehicle selected that will lock out custom vehicles as well, so if you have the Sanchez and Sanchez(livery) that will allow custom vehicles and someone could potentially use a Ruffian, or Akuma, or whatever.

 

My San Andreas Dakar race is locked to the BF Injection.

 

Edit - If for some reason that doesn't work then change the vehicle class to Off Road and try it.

Edited by CJXJ220
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EDITI can't lock it to a Sanchez. It's already set for motorcycles only, and has Sanchez as the default bike, but it will still allow users to choose which ever motorcycle they choose.

 

 

If you highlight Motorcycles under Available Vehicles, you should see an Expand option if you press Square. Then you can go through and remove checkmarks for the vehicles you do not want included from that class. Remove all of the bikes apart from the Sanchez. If you leave only one vehicle selected that will lock out custom vehicles as well, so if you have the Sanchez and Sanchez(livery) that will allow custom vehicles and someone could potentially use a Ruffian, or Akuma, or whatever.

 

My San Andreas Dakar race is locked to the BF Injection.

 

Edit - If for some reason that doesn't work then change the vehicle class to Off Road and try it.

 

 

I'll give it a shot. This might be fun on ATVs too, but that would again allow custom :(

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Is it ok to replace my top gear test track with another race? cheers

 

Sure, just post it and I'll change it.

 

So I've re-ran most of the reposted nominations together with Flukey, who also gave some good feedback by messaging me. Not the fastest messaging system on psn, so that's why I never answered. Anyway, Flukey aren't you interested in doing some reviews? As we really need some new judges. Trumpetblast will also be coming up with some reviews soon I hope.

 

Race to the City

+ Finish is better, still not my kind of race but cp's are ok

+ + + Approved but still could be better cp placement
+ Got my vote already, but reran anyway
- + Cp5 could be a little further on the road imo and cp18 still not visible from the previous? Maybe place one more cp between them, or move it more to the left?
+ Turn at cp11 feels much better and cp's are also placed better there
+ Great track!!
+ Good description
+ Way better experience with non-contact but then it maybe misses something. And as NittyDon is fond of it set as standard, guess it's up to you to decide wether you set to standard/non-contact/gta. (though I'd advise the opposite in the description)
- + Then had a look at those cp's and was thinking you could maybe put them where all the props are? Instead of on top of the concrete? Don't know if it fits the direction of the track everytime, but maybe check it if you can?
+ Had no problems at all with getting stuck in the jums this time!
+ + + Approved as special (supers jumps)
+ Liked it a lot but some of the fences seemed blocking somehow, which I didn't experience last time. Was thinking a better option is maybe some of the small arrows to put on top of the concrete (works if you re-place)
+ Great cp placement
+ Great race, very tricky
+ + + Approved
+ + Had no clear notes (got distracted and some mic problems), but will rerun. Looked way better! Good work.
+ Great start+finish
+ + Waaaaaaaaay better than before! Good work!
+ - Nearly perfect cp placement, though had two notes: maybe pull cp23 back a little to see it better and the props at the next turn (cp25?) should also be pulled back a little or place them in a turnlike position as now you smash them or if you don't hit the concrete you hit the wall on the left (past the turn) so maybe make it one line with the concrete?
+ + + Approved though!! Great motorcycle race with good variation! (adding this to my motorcycle topic too)
+ Way better than before!
- The jump at the finish (inside the jump) obstructs the flow. Finish is better than before but still could be better imo,...
- + Still had problems with swarms of cops blocking the jumps but the one i got stuck at last time was way better. And as most of them are double jumps the issue got better.
+ Much better as a totality, but still needs minor tweaking
+ - Like the stunt jumps exept the very low stunt jump in the middle of the street is unnecessary imo (cp 44/45)
+ Good you left the part on the sand out.
- + The cp's were good but there was some hesitation when you go out of the sewer bridge and climb the mountain. Can't you place a jump there to get onto the road? Or make the cp placement there more fluent? As now you can't see the cp on the hill too well.
+ Really close to approval. Will have one more run though.
+ Waay better, no more troll race
+ Great cp's
+ Great pickup placement
+ Great lenght, though could even be turned up to 5 laps as I never made the jump,...
- + Though liked the zigzag towards it, now it's just the bus jump which is also good.
? Did you think about rockets? Doesn't have to but as it's a gta race anyway and the laps are really short it might add something to it. Not sure though,...
+ + + Approved as special (supers jumps)
+ + + Approved! It ain't the most exiting race but placement is perfect.
+ Ok cp's,
- + Flukey didn't like this too much though, not sure what his notes were.
+ Ok race
+ Better finish
+ + + Approved
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Guest Billy Russo

 

+ + Had no clear notes (got distracted and some mic problems), but will rerun. Looked way better! Good work.
+ Great start+finish
+ + Waaaaaaaaay better than before! Good work!
+ - Nearly perfect cp placement, though had two notes: maybe pull cp23 back a little to see it better and the props at the next turn (cp25?) should also be pulled back a little or place them in a turnlike position as now you smash them or if you don't hit the concrete you hit the wall on the left (past the turn) so maybe make it one line with the concrete?
+ + + Approved though!! Great motorcycle race with good variation! (adding this to my motorcycle topic too)

 

Yay! So glad to hear that they are a lot better now. I was getting really anxious, haha, the CP Guide helped so much. I was so embarrassed when I looked over Furious Fusion again, so pleased to see it Approved now and that the CP's are better! :)

 

I'll try and have another look at those Checkpoints you mentioned when I'm not busy. Thanks for the feedback, and taking time out of your day to judge them. :^:

Edited by Billy Russo
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I played Moving On Up again and enjoyed it more this time. I think last time I missed the cp as you come out from under the overpass because I thought it wasn't visible on the approach. Played it twice since then and had no problems.

 

I had fun playing these races with you Stronk and I'd like to be a judge but I only get a couple of hours a day on the game due to work. That time is mostly spent on creator. I also don't have access to a PC so any communications would have to be done through my tablet which isn't ideal.

 

I'll have a look at the points you mentioned for my race.

 

Entwined might work better with the spawns if I place the CP's between props instead of on top of the dividing barrier. It works OK now but I do prefer it as a contact race but there will be a lot of respawning as a contact race so I'll have to get that sorted.

 

Loopy Fiasco I actually moved the leaning construction fences on the approach to the finish after you suggested I move the red/white barrier. I think they may be jutting into the turn slightly so I'll move them flush again.

 

Thanks again for the feedback.

Edited by Flukey
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Whiite Devil

I'm not sure how I can improve the checkpoints, but thanks for approving my race! I made another one I'll submit later :)

Edited by RogerFH
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I'll be posting some judgements later today or tomorrow. Been super busy lately.

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deejayb1874

Nvm, issue resolved.

Edited by deejayb1874
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Is it ok to replace my top gear test track with another race? cheers

 

Sure, just post it and I'll change it.

 

 

Cheers mate. This is one of my most recent race's. I generally set my race's to non-contact as this is how we like to race in my crew. However I think this race should be raced in standard mode, I also have a CP to edit so will change both of those shortly. All CP's are placed on the correct side of the roads to utilise the use of traffic and set to night time. No props, well there are 2 but not sure you will even notice them!

 

Picture Me Rollin

 

You are just cruising around town in your new car when some dumb, punk homies start dissing your ride. Only one thing to do.... race through the streets of Los Santos and show those whiny b*tch's that you are the mother f***ing boss round here....

 

Set to Supercar (but most land vehicles available)

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/SybfKv4ZlEuv8uLK3XfM2g?platformId=2

 

Cheers

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Hello, Ladies and Gentlemen. TheCon here, doing a little guest judging to help clear up the nominees.

 

Sewer Rats

+Good Title and Description

+Cool Ending

+Great Propping

+Replay = Yes

- CP#8 - Pull Back, too far forward

= Approved, if CP is moved.

 

Twisty Stuff

+Excellent Propping

+Good Title and descriptive description "grueling 8 mile", hope this was submitted for Endurance

- CP#33 - pull back into corner

--- CP#35 turn can't be seen until too late to crash into barriers.

- CP#64 - turn can't be seen until late.

= Unapproved. If there is any way to fix the CP#35 turn, I would look at it again. It is a great track and I enjoyed it, otherwise.

 

Celebrity Tour

+Good class choice

+Good title and description

- Propping

--- CP#21 needs to be moved onto the apex of the turn

--- CP#20 move forward up the hill to avoid the triple arrow turn that isn't a turn.

+ Replay = Yes

= Approved, if CPs 20 and 21 are fixed.

 

Triple Simmet

++Great title and description.

++Brilliant Ending

++Great Track

++Replay = Yes

++CPs

- Props = @CP#15 you could place a barrier in the street to show the turn is before the T-junction.

=Approved.

 

Shake N Bake

- Title is ok

-- Description is nondescriptive

+ Props are good

+ Class is good

- CP#13 move forward onto apex.

- CP#22 move back onto apex.

--- I can see why you have a problem at that intersection of CP 13 & 22, and I don't have a good solution for how to fix it, sorry.

+ Good track, otherwise.

= Unapproved.

 

 

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Vinewood Hills GP

+ Title and Description

+ Great Propping

- CP#6 move up hill or remove

+ Replay = yes

= Approved, if fix CP#6

 

La Mesa GP

++ Excellent track

++ Excellent class choice

++ CPs

++ Replay = yes

= Approved, as is.

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Ridge Run [Novice]

++Excellent Title

+Good Description

++Excellent Class

++Excellent novice track

++Replay = yes.

- no propping

* could use a better ending? (subjective preference)

-- Delete CP#6

- Delete CP#18

- Delete CP#25

- If you delete those checkpoints, you will have to reevaluate whether the racer will (a) hit all the features you want and (b) can see the next checkpoint from the previous.

=Unapproved, but I would run it again with the new CPs.

 

No Time To Breathe

* This is a tough critique because the race could be awesome.

-- 2 Laps. Plenty of time to breathe with that second lap.

++ Great Title, if only 1 Lap. Enthusiasts can add more laps.

+++Excellent Class Choice.

--- No propping, especially at CPs 9, 46 & 53.

-- CPs off the apex, specifically #32 move forward, #38 move forward, delete #40?, #43 forward, #46 forward, #53 forward, #56 forward?

= Unapproved, LOTS of potential. Would run again.

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Great work TheCon!

 

Considering these as neglected as the maker did not make any changes and for example Twisty stuff & Shake 'N Bake got four votes (one yes each and three 'needs work' votes)

Celebrity tour

Twisty Stuff

Shake N' Bake

 

From this moment on, if a race has two 'needs work' votes, the nominations get removed until changes are made. So with that in mind removing these:

Sewer Rats (CP#8 - Pull Back, too far forward)

Vinewood Hills GP (CP#6 move up hill or remove)

Downtown Shuffle

BMX Melee

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How do I delete my post in this thread. I have mistakenly placed it in the wrong thread. Sorry for any confusion.

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deejayb1874

Again, nvm, issue resolved.

Edited by deejayb1874
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So I've re-ran most of the reposted nominations together with Flukey, who also gave some good feedback by messaging me. Not the fastest messaging system on psn, so that's why I never answered. Anyway, Flukey aren't you interested in doing some reviews? As we really need some new judges. Trumpetblast will also be coming up with some reviews soon I hope.

 

 

+ Way better than before!
- The jump at the finish (inside the jump) obstructs the flow. Finish is better than before but still could be better imo,...
- + Still had problems with swarms of cops blocking the jumps but the one i got stuck at last time was way better. And as most of them are double jumps the issue got better.
+ Much better as a totality, but still needs minor tweaking
+ - Like the stunt jumps exept the very low stunt jump in the middle of the street is unnecessary imo (cp 44/45)
+ Good you left the part on the sand out.
- + The cp's were good but there was some hesitation when you go out of the sewer bridge and climb the mountain. Can't you place a jump there to get onto the road? Or make the cp placement there more fluent? As now you can't see the cp on the hill too well.
+ Really close to approval. Will have one more run though.
+ Waay better, no more troll race
+ Great cp's
+ Great pickup placement
+ Great lenght, though could even be turned up to 5 laps as I never made the jump,...
- + Though liked the zigzag towards it, now it's just the bus jump which is also good.
? Did you think about rockets? Doesn't have to but as it's a gta race anyway and the laps are really short it might add something to it. Not sure though,...
+ + + Approved as special (supers jumps)

 

 

Military Heist v1.

 

Cool, thanks a lot for the feedback, i will spend more time working on what you have mentioned.

 

40 bus jump drag.

 

Again, much appreciated and yeah, will up the laps and also see if i can tweak a little more.

 

Thanks for your comments regarding these 2 jobs so far.

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What's the list down to at the moment? I've got a hand full of races ready to go for Sedans, SUVs, coupes, and muscle :). I'm kind of disappointed in the lack of Dubsta 6x6 in the racing options considering how fast it is in it's class.

Edited by A_smitty56
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Playlist #5 was great. Might use it as a regular.

 

Broke Bridge Mountain -- Perfect except for that d*mned rock after the bridge. Approved.

* - Personal Favorite (please talk to R* about the f$%ing rock.)

 

South East LS Grand Prix (SELSGP) -- Absolutely perfect. I forgot I was judging. Approved.

* - Personal Favorite

 

Snake in the Bay -- Good across the board. Approved.

 

Moving on Up

++ Title and Description

++ CPs

+ Replay = yes

- Propping. I understand keeping the streets clear, but there are plenty of places to prop like at the street construction site.

= Approved.

 

Metal Mickey

+ Good title and description

+++ Excellent Propping

++ Replay = yes

-- CPs 17/18 for the 1st hairpin. I see the problem, but CP#17 must be a 3>>> turn. I would push 17 forward and pull 18 back to get this effect. Actually, I would swap 32 for 17/18 (so it isn't a surprise when you see 32/33), then do what I suggested for 17/18 on 32/33.

= Unapproved.

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Vinewood Hills GP

+ Good title description and settings

+ It's a good race that has some potential, but not without it's flaws.

- CP placement is what's holding this back. There should always be a CP on a turn apex, and you should always be able to see the next CP from the previous one.

+- Propping is ok, but could do a better job at making it look a bit more professional.

- No vote. Fix the CP's and I'll approve.

 

La Mesa GP

+ Good title description, and settings.

+ It's a good race

+- CP's 5-8 could be in the turn a bit more, other than that they're fine.

+Propping is good.

- No vote. The only thing I could find wrong was CP's 5-8, if it were just one CP, I'd approve, but it's 4 straight CP's.

 

Tongva Hills GP

+ Good title description, and settings.

+ Good propping

+ Good fun race.

+ CP placement is ok, just a couple could use some fine tuning, in that they are a bit too far in front of the apex.

+++ Approved!!! Just consider fine tuning those CP's.

 

Ridge Run (Novice)

+- Good title and description. But, it says it's good for Sultans, yet doesn't allow for their use?

+- Propping is good. However, I would prop the entrance the the offroad section from the pavement. The transition isn't that smooth, and the 1st instinct is to turn instead of going straight.

+ CP placement is good.

- No vote. Make the transition a bit smoother, and I'll approve. I raced with 3 other people and we all made that same mistake.

 

No Time to Breathe

+ Good title, settings, and description.

--- Cp's need a ton or work. Almost all of them are too far ahead of the turn apex, and there are too man in certain areas.

+- It seems like a generic windy road race, which I have stated before, if I never play another one I'd die happy.

- No vote. Fix the CP's and I'd probably approve. Windy road and all.

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The Real SpitKing

Playlist #5 was great. Might use it as a regular.

 

Broke Bridge Mountain -- Perfect except for that d*mned rock after the bridge. Approved.

* - Personal Favorite (please talk to R* about the f$%ing rock.)

 

South East LS Grand Prix (SELSGP) -- Absolutely perfect. I forgot I was judging. Approved.

* - Personal Favorite

 

Snake in the Bay -- Good across the board. Approved.

 

Moving on Up

++ Title and Description

++ CPs

+ Replay = yes

- Propping. I understand keeping the streets clear, but there are plenty of places to prop like at the street construction site.

= Approved.

 

Metal Mickey

+ Good title and description

+++ Excellent Propping

++ Replay = yes

-- CPs 17/18 for the 1st hairpin. I see the problem, but CP#17 must be a 3>>> turn. I would push 17 forward and pull 18 back to get this effect. Actually, I would swap 32 for 17/18 (so it isn't a surprise when you see 32/33), then do what I suggested for 17/18 on 32/33.

= Unapproved.

 

Thanks so much for the approval of Snake in the Bay! I really appreciate you taking the time to help judge the nominations.

 

Thanks again!

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Playlist #5 was great. Might use it as a regular.

 

Broke Bridge Mountain -- Perfect except for that d*mned rock after the bridge. Approved.

* - Personal Favorite (please talk to R* about the f$%ing rock.)

 

 

 

I could always put a tyre in front of for visability ? although this won't stop your Car hitting the rock lol once you have done 1 lap you should remember this natural obstacle or if your lucky enough the driver in front has hit it and put it off course !

 

Thanks for running and reviewing :)

Edited by Nitty Don
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La Mesa GP

+ Good title description, and settings.

+ It's a good race

+- CP's 5-8 could be in the turn a bit more, other than that they're fine.

+Propping is good.

- No vote. The only thing I could find wrong was CP's 5-8, if it were just one CP, I'd approve, but it's 4 straight CP's.

 

 

It's already approved, but I'll take a look on this CPs. Normally my CPs are set at apex or slightly before.

Thanks for feedback I hope you'll enjoy the race after changes ;)

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How do I delete my post in this thread. I have mistakenly placed it in the wrong thread. Sorry for any confusion.

Just edit it Martin, and replace with 'Sorry, wrong thread.'

 

I'll edit my post out when you have done so. Sorry for my slightly arsey (yet comical to me) reply, you gave me the opportunity and I couldn't turn it down.

 

(This post will probably be edited as well).

 

 

Its only the internet, no sweat :) Thanks for the reply. I orig. posted before going to work and I was still half asleep.

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Hello all,

I made an account because Stronktank asked me to share 2 of my races on this forum because he enjoyed some of my races.

So I had to pick 2 races from the 40 I made until now which was not really easy =p

 

Colin McRae Rally

http://socialclub.rockstargames.com/member/e-clipze/games/gtav/jobs/job/zbnLZxKW002CKM_ihX0NXA?platformId=null

 

Description:

It's like racing in Scotland in this skill required race, going uphill on asphalt and downhill on a dangerous dirt road. Laps are almost two and a half miles long.

This race is for Sultans only and is part of my PS1 Classics Tournament playlist, you can check it out on my Social Club =)

Rating on moment of writing:

85%

Vehicle Class: Sports (Sultan Only)

 

 

Sultan Dirt Rally Race

http://socialclub.rockstargames.com/member/e-clipze/games/gtav/jobs/job/9t3KvdEsvEWAgE_OIf2Mcg?platformId=null

 

Description:

Everyone in the same car. This fair rally race starts on the Freeway, but when the asphalt stops it's 3 miles of dirt road per lap, with plenty of dangerous corners, so be wise and use your brakes. Do you have the skill to get at the finishline first?

This race is also for Sultans only and is part of my Sultan Rally Tournament Playlist, check it out on my Social Club =)

Rating on moment of writing:

86%

Vehicle Class: Sports (Sultan Only)

Edited by E-clipZe
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Hello all,

I made an account because Stronktank asked me to share 2 of my races on this forum because he enjoyed some of my races.

So I had to pick 2 races from the 40 I made until now which was not really easy =p

 

Colin McRae Rally

http://socialclub.rockstargames.com/member/e-clipze/games/gtav/jobs/job/zbnLZxKW002CKM_ihX0NXA?platformId=null

Sultan Max RP Rally Race

http://socialclub.rockstargames.com/member/e-clipze/games/gtav/jobs/job/9t3KvdEsvEWAgE_OIf2Mcg?platformId=null

 

 

 

Good choice.

By the way, before any reactions are coming about the nominations being closed: I messaged him before I closed the nominations.

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