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[PS3-PS4] Approved Custom Races


stronktank
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RealHoosier07

A link to my race Out of the Drain.

 

I recommend the Bifta, Dune Buggy, or dirtbike. Big trucks won't work on this track. I've had great feedback on it though.

 

http://socialclub.rockstargames.com/member/realhoosier07/games/gtav/jobs

 

I don't have a GTA race setup. I know that is a big hit on my race, but I hate to reset my vote count again. My vote count is 55-7 right now, but is 70-9 overall(got reset after I removed one object that wasn't needed) I hate the fact that this game resets your vote count. Will it reset my vote count if I add GTA race elements?

Edited by RealHoosier07
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@ Cuz

We mention that it is missing...meaning that adding it would be desirable...but it does not automatically make it a no.

 

@ stronktank

We were using the terms quite the opposite actually...Nominated means that a member has posted it for review. The nominated class is the ones the judges should be currently looking at and judging. If majority rule says yes then it is approved for the list.

 

You can do it however you like but you might want to change some of the terminology in the guidelines you copied if you do it differently to avoid confusion.

Edited by LuapYllier
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Hey I created a custom race called GTA Trials 4, its basically a trials map and its quite difficult. I don't believe custom races are cross platform so this is only on PS3. You can download the race and see how fast you can complete it.



Download the map here:


http://rsg.ms/1h9vfAU




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Gotta love the ones that skip the whole reading part ^^^^, see a new place to spam their map and couldn't care less if you review it or not hehe.

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True story,...

 

I created a seperate spreadsheet for judges only.

 

So there's nominated, approved and there should be something above approved. Like a best of, or judges personal favourites from the list,...

 

Passing Through
+ Fantastic race with great flow
+ Fantastic cp placement
+ Good for all types, but perfect for motorcycles
+ + + Approved
+ + + Personal favourite
It's Around Here Somewhere
- Too much random props, as Neal Fargo said in the motorcycle topic. Couldn't you make a copied version without props (v.2.0)?
+ Fantastic race again with great cp placement and loving the circling
+ Love the title+description combination
+ + + Approving even the overpropped version, because the race is great! But would love to try a propless version,...
Super Sharp Shooter
+ Great title
+ Great race
+ Good cp placement, good flow
+ + + Approved!
The Essex Serpent
+ Again great title + consistent in the serpentlike form of the race
+ Love the consistency of the props. Good ending too. Good race alltogether and definately great with muscle!
+ + + Approved!
Mayhem At The Docks
+ Good name
+ Original race (as said, liking the jump/drift)
+ - Could be great if you make the flow better by deleting two jumps. Liking the small reversed jump, the very big reversed jump and the jump over the vans. All other jumps are disturbing the flow imo,..
+ + + Approved but could go from good to great
Into The Country
- Needs a more apealing title imo,...Maybe something with the eight form or the sand road in the middle,...
+ Great race though, great solution with the red-white tires. Could use one more cp right after the red-white tires but it isn't essential.
+ + + Approved!
The Sandlot (reviewing this because these were posted before the new rules applied)
+ Great title + description
+ Fantastic, quite mindblowing experience how you work the jumps and barriers!!! Nog I understand where Mayhem at the docks better!
- The CP right before the jump to get on the pier is too close to the jump. If you don't make the jump you respawn right in front of the jump and have to drive back to get speed. Change that and I approve!
Power To The Gymkhana!
+ Great title
+ Awesome!! Very original and adoring the exploding trailer!
- Too many cp's on the first part (also when returning). Meaning the whole part before the jump between the gates. Delete some cp's in that part and I definately approve!!
+ + + personal favorite
Paleto Bay Race Park
+ Ok race
- Not the right vehicle type, imo. Too much unstable sandy roads. Thought about muscle cars? Or motorcycles?
- Not so great cp placement,... Especially the double cp right before you hit the dirt road,... Delete the first one so you see from afar that there's a sharp turn!
Rockford Hills GP
- As you call this a gp you shouldn't use construction fences, but red-white tires or barriers. As you did in the next turns,...
- Bad trigger location. when vehicle choice is up car is located behind a wall,...
+ Good race. good cp placement, like the fast drift.
Del Porro GP
- + Props again, love the first row of stacked tires. Then the inner ring tires aren't necessary and not sure why you're blocking the corner cutting,... Disliking the construction fences again on a gp,...
- + for such a short lap it can be four to five laps.
+ Good race though, but for such a short lap you can perfect it! Especially like the way you placed the stacked tires. It adds as a real professional feel. Repeat it as much as possible, even though the prop limit ain't high,... Spare some, place some.
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I figured out a solution to the CP pointing at the concrete in Mayhem at the docks. I deleted the 1st CP, and moved the 2nd one back and a little over. That one points in the right direction, and you can see it. Makes the race better imo. Also thanks for the feed back, I'll go in and edit them.

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@stronktank Thanks for the feedback.

 

I went with construction fences on the first bend of the Rockford Hills GP as it was a better visual marker for new racers to the track. The trigger is really annoying but I was loathe to update it as you lose all your likes.

 

On Del Porto GP I felt the circuit had a better rhythm when you couldn't cut the corners in question. It made it a truer test of driving, and like you say its a short race which you can perfect.

Edited by pkcrazie
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It's Around Here Somewhere

- Too much random props, as Neal Fargo said in the motorcycle topic. Couldn't you make a copied version without props (v.2.0)?
+ Fantastic race again with great cp placement and loving the circling
+ Love the title+description combination
+ + + Approving even the overpropped version, because the race is great! But would love to try a propless version,...

 

 

Thanks for the positives again. The funny thing about this one in particular is that the vast majority of props were requested by other people! There are some I put in the original build of course. I'll do as you ask and make a copy with all props out, see how you go on it.

 

Here you are, Round Here II. The only props left in are some striped concrete barriers which are integral to one of the turns. Personally speaking, it works fine but then I know the course very well. I do have to keep both, with the original in my PL, as it was people I race them with that asked for them in certain places. Does sort of tempt me to copy the whole list propless but maybe another time, only so many hours in the day....

Edited by Cuz05
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@stronktank Thanks for the feedback.

 

I went with construction fences on the first bend of the Rockford Hills GP as it was a better visual marker for new racers to the track. The trigger is really annoying but I was loathe to update it as you lose all your likes.

 

On Del Porto GP I felt the circuit had a better rhythm when you couldn't cut the corners in question. It made it a truer test of driving, and like you say its a short race which you can perfect.

Ran both these with a friend last night.

 

Re. Construction fences. Have to say I didn't really notice them! I'm an over propper tho ;)

I did like the visual effect of the doubled tyre lines but I agree its not overly necessary.

Trigger point, maybe I wasn't paying enough attention at that moment but I'm sure I saw my car ok...

 

Del Porro.

1. It's Del Perro, I'm a real grammar policeman so that bugged me, lol.

2. Mechanics of the course were all fine, no problem with the CPs.

3. The back straight up the hill I wasn't keen on the entry and exit lines, for this reason I'm gonna hold off on approval until I've run it again with your points in mind.

The problem I and my mate had were mostly on the corner at the bottom, it didn't feel very natural to us and we underbraked it on the 1st few laps. Could be a couple of reasons for this. I've run Graveyard Shift a ton of times, it takes the inside track and habit may have influenced me too much. Other thing is, it applies to GS too, you pick up such speed on the downhill section to it that you want to try and carry the momentum round the corner and up the hill. A lot of people spin on GS there because of that. Where you've moved the corner further over the problem is exacerbated. I think that's why it felt a bit unnatural.

You then cross to the inside for the top corner. That makes it hard to sweep thru on an outside-in line.

Personally, I'd switch it so you come inside at the bottom then cross to the outside so you can swing in at the top.

With it being such a short, simple track I can certainly see the need to add extra challenge to the corners and if it were the way I said it might become rather boring. It's kind of a quandary. I'll have another go and get back to you.

 

Rockford Hills.

I liked this a lot so I'm giving it a tentative yes vote.

There were 2 things I would change to make it a solid yes.

The lower straight, past LSC, has 2 CPs where one would be better. Just put one in the middle of that straight. The one just before the left turn uphill is too close to the corner, I'd delete it and bring the other further on.

The chicane onto the finish straight is a little unclear. It's possible to just cut across the grass which is out of sorts with the style of the race. I would extend the prop line across the grass and pull the exit CP back towards the left turn exit. That would give a better direction indicator on the entry CP and force people to race the chicane on the road as it should be. I love a good chicane, this one would be exactly that with those changes but as it is its a bit messy.

So, approved by me but with an important advisory note.

 

On losing likes, understand that completely, I've written off loads, one of my tracks is on 8 but should be nearer 40. I think its much more important to get the track spot on.

Edited by Cuz05
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@Cuz05 Again, thanks for the feedback. I've made a few tweaks based on stronktank's thoughts (losing the construction fences) and will tweak accordingly.

 

Del Perro

Grammar issue is a massive no-no for me too. Needs fixing!

The corner at the bottom, with the forced no corner cutting - the way I run it is to move left as you hit the bottom of the hill after the checkpoint and scrub off some speed and you can turn back in and get a much better angle for the apex and exit.

 

Rockford Hills

The chicane at the end I've gone back and forth over - if you cut it it gives you a horrible exit, which is a punishment enough. Point taken though.

I'll take a look at the checkpoints you mentioned as well.

 

Let me make some tweaks before you re-run them both...

Edited by pkcrazie
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Another race I made, totally unlike the short lap GP style ones, is The Scenic Route - http://socialclub.rockstargames.com/games/gtav/jobs/job/ljAZ0JI7BkWL_1w4lc2n5Q?platformId=2

 

As a fan of longer "touring" races such as Grand Tour I thought I'd try and make a few of those too, and this is my first attempt. It's a 9 miles race and after playing your currently Approved Races Galileo's Inner Ring and Nurburgring I can see I've used a section of both of those in my own race. It's got an off-road section in the middle, and a forced chicane towards the end as well, and finishes with a lap of Vinewood Racetrack.

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Ok cool PK. Like I said about that corner on DP, there was definitely habit on my part so I'll bear your line in mind next time and try and treat it fresh.

With RH, entirely up to you imo as I'm happy to approve as it stands. Little bit of polish would give it a professional sheen tho :D

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Super Sharp Shooter

+ Great title

+ Great race

+ Good cp placement, good flow

+ + + Approved!


The Essex Serpent

+ Again great title + consistent in the serpentlike form of the race

+ Love the consistency of the props. Good ending too. Good race alltogether and definately great with muscle!

+ + + Approved!


Many thanks for the feedback, glad you enjoyed :)

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I just edited those 2 tracks.

 

Trying the Sandlot tonight. Power to the Gymkhana has become really good. Much better than before. Although I do think you should put the night setting locked because the explosion works better.

 

 

 

Here you are, Round Here II.

 

 

Much better! Went from good to great! The cp right before the cp on the grass can go imo.

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Funny note: One of the freshly approved races has been rockstar verified (nurburgring)

Actually this surprises me and my crew member very much... :lol:

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Here you are, Round Here II.

 

 

Much better! Went from good to great! The cp right before the cp on the grass can go imo.

 

 

Was weird actually, I thought the CP placing was about right before but with the props out it definitely seemed like there were too many, lol.

 

Funny note: One of the freshly approved races has been rockstar verified (nurburgring)

Actually this surprises me and my crew member very much... :lol:

 

 

Congrats.

They actually verified some decent races for once...

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"Jumps 'R' Us"

http://rsg.ms/1fZl4eX

Challenging yet exciting 3.43 mile long race featuring 10 butt-clenching jumps hopping from one road to another, across great distances.

 

"Jump The Mountain"

http://rsg.ms/NmCCuZ

A very technical off-road course featuring multiple big-air jumps over, and using, the mountain.

 

 

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I'm scouting locations for a PTP street gymkhana race, any suggestions? I saw a pretty cool video of Ken Block on Youtube, hitting the streets of San Francisco gymkhana style. I might try and replicate it. But the 50 prop limit is going to be a barrier.

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Okey dokey, ran some tests last night. Raced all these with 5 other guys, crew & friends.

 

Del Perro GP

Got on much better with that uphill section 2nd time round. One of the guys felt that the CPs up there were slightly out of line but I thought you'd put them that way so drivers have a 2nd chance to cross to the inside on tarmac if they miss the 1st. I purposefully stayed wide to see how that went, on one of my laps I stayed out there too long and missed a CP but that was my bad, I think it works well.

Good track, worth approval.

 

Rockford Hills GP

Really good, the changes to the chicane worked perfectly and the CPs were common sense all the way round. I like it a lot.

Already approved by me.

 

Dam Busters

The guys liked this one. I did feel like there were a few too many CPs or just some in slightly counter-intuitive places but there's no need to edit them, they worked for everyone. The carriage in the road is a bit of a strange one, nobody went through it and I can't see why you'd want to risk it in a race context. It's not in the way but it did give everyone a wtf moment, lol. Personally, it's not really my sort of race but it's a decent track, a nice tour and there's nothing broken so I'm happy to approve.

 

The Great Chaparral Race

This went down really well. Seriously sinuous!

I felt there were props that were more of a distraction to the eye than an aid to navigation, the CPs are well enough placed that they weren't needed at all so it made you wonder why they were there. Specifically the ones that block the road at CP9. No need to edit tho, the guys loved it. Approved.

 

Now then Stronk...

Down Blaine County Drain

This caused some pretty major problems. Firstly, the start was kind of unfair. Some were on the dirt and could just fizz past the 1st jump for an instant lead. I started lined up with the car on top and just smashed straight into it. Second, the turn thru the hedge, between those large cylindrical silos, completely blind and I had a really hard time with it, couldn't even find it on the 1st lap. There's a left turn through a fence after you've ridden the roofs, that was sort of tricky and the fence killed me on my 2nd lap, that could've been my fault.

Constructively, there's some great ideas here, that was appreciated. I just feel that it needs tidying up at the start and the blind turn has to be removed. The CPs were nicely placed. The jumps were well implemented and made for interesting diversions.

I can't approve tho, based on my own difficulties and the comments from my guinea pigs. Sorry.

 

Swamp Dipping

This was better but there were still a couple of issues, the main one by far was that when you're offered your custom street bike you automatically take it. This course just has to be restricted to the Sanchez or at least off-road vehicles.

The water was a little frustrating at times, a few of us didn't really like the degree to which it slows you down in places. In a couple of places it was really hard to adjust your direction to face the following CP as you were airborne from the uneven ground. Both of these points might be alleviated greatly by treating it as an off-road course rather than a bike one.

I have to say that off-roading is not my forte and I'm not the biggest fan of it but I will have another go on a Sanchez and see how I feel about it then.

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Hey I created a custom race called GTA Trials 5, its basically a trials map and its quite difficult. I don't believe custom races are cross platform so this is only on PS3. You can download the race and see how fast you can complete it.



Download the map here:


http://rsg.ms/OQxoIH




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Gotta love the ones that skip the whole reading part ^^^^, see a new place to spam their map and couldn't care less if you review it or not hehe.

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Hey I created a custom race called GTA Trials 5, its basically a trials map and its quite difficult. I don't believe custom races are cross platform so this is only on PS3. You can download the race and see how fast you can complete it.

Download the map here:

http://rsg.ms/OQxoIH

 

 

That looks really really really really good :whistle:

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Now then Stronk...

Down Blaine County Drain

This caused some pretty major problems. Firstly, the start was kind of unfair. Some were on the dirt and could just fizz past the 1st jump for an instant lead. I started lined up with the car on top and just smashed straight into it. Second, the turn thru the hedge, between those large cylindrical silos, completely blind and I had a really hard time with it, couldn't even find it on the 1st lap. There's a left turn through a fence after you've ridden the roofs, that was sort of tricky and the fence killed me on my 2nd lap, that could've been my fault.

Constructively, there's some great ideas here, that was appreciated. I just feel that it needs tidying up at the start and the blind turn has to be removed. The CPs were nicely placed. The jumps were well implemented and made for interesting diversions.

I can't approve tho, based on my own difficulties and the comments from my guinea pigs. Sorry.

 

Swamp Dipping

This was better but there were still a couple of issues, the main one by far was that when you're offered your custom street bike you automatically take it. This course just has to be restricted to the Sanchez or at least off-road vehicles.

The water was a little frustrating at times, a few of us didn't really like the degree to which it slows you down in places. In a couple of places it was really hard to adjust your direction to face the following CP as you were airborne from the uneven ground. Both of these points might be alleviated greatly by treating it as an off-road course rather than a bike one.

I have to say that off-roading is not my forte and I'm not the biggest fan of it but I will have another go on a Sanchez and see how I feel about it then.

First off thanks for the great feedback!

 

Down Blaine County

- The blind corner wasn't there when I posted this but the previous option wasn't better. I'll try a better solution. Although I do think after the first lap it's clear that you have to go straight through (guided by the props) and hit the jump.

- For the starting part: Normally you shouldn't hit the car as the drain jump makes you go over it? I'll try to reposition the car and starting cp though.

- The fence is a tricky part but shouldn't be a major issue. As a wheelie does the trick.

- Will reset the standard vehicle to sanchez

 

Swamp Dipping

- Thinking about it, the standard vehicle choice should be off-road. It's set to motorcycles because its a personal favourite, while the race asks for off-road,... Although playing custom motorcycles makes the race more tricky as with multiple laps you start knowing where the undeep parts are (without slowing you down).

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Made some changes to both races:

Down Blaine County Drain:

- changed the path so there is no more blind spot

- changed the starting grid to 2x instead of 3x. Now it's only 11 players, but all start with equal advantages.

- Put some bales so you don't hit the gate in the fence.

- Set standard vehicle to Sanchez

 

Swamp Dipping

- Added some CP's

- Set standard vehicle to Sanchez

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The Sandlot

Cp before the jump is better now although didn't test respawning,...

Both your Power to the Gymkana and this one are way better at night as the cp's are more clear.

+ + + Approved!

 

Out of The Drain

+ Good race with good cp placement

- The big self made containerroad is unnecessary

+ Original track with good vehicle choice

+ + + Approved

 

Jump 'R' us

- + Jumps,... Well yeah; you suprised me with the first two jumps. Well placed and you land on a road with continuity

+ Good title and description as you know what you can expect,.... Not for everyone though,...

- Not liking the starting point (started on the sand next to the road)

- Some jumps can go imo,.. Had my fun but this is overkill. Maybe if you'd delete the ones randomly on the road this can be approved.

+ Like the stunt jump on the last one right before the finish.

 

Jump the Mountain

- Disliking this. It's a go nowhere up and downhill randomness clusterf*ck.

+ Like the last two jumps

- Most of it is playtime on the mountain with too many props, not a race. All props are unnecessary

- The finish/starting point is bad too as you finish hitting the containers,...

 

Del Perro GP

+ Fantastic! great consistency! Now this looks like a gp!

+ Much better with 4 laps! Could even be more!

+ + + Personal favourite!

+ + + Approved!

 

Rockford Hills GP

+ Much better! Again great consistency for a gp

+ And again four laps is way better!

+ + + Approved!

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Jump 'R' us

- + Jumps,... Well yeah; you suprised me with the first two jumps. Well placed and you land on a road with continuity

+ Good title and description as you know what you can expect,.... Not for everyone though,...

- Not liking the starting point (started on the sand next to the road)

- Some jumps can go imo,.. Had my fun but this is overkill. Maybe if you'd delete the ones randomly on the road this can be approved.

+ Like the stunt jump on the last one right before the finish.

 

Thank you for taking the time to review this race. In regards to the starting location, this is the only area in that vicinity that would accommodate a full 16 cars. To me, this race is at its funnest when it is played with a full 16 people, so having a couple of cars start off the road is worth being able to have 16 racers, as opposed to only having 12-14 cars, but a prettier starting location. If it were possible to have all 16 start on the road, I would definitely do so, but to me the compromise of having a couple cars start slightly off the road is worth the extra player capacity.

 

In regards to the 10 different jumps, which is/are the one(s) you are referring to as being random? I spent many many hours scouting and fine-tuning each jump location, and purpose, and the general response I have been getting from players is that they wish there were even more jumps (I think the current amount is adequate). Currently this race doesn't have a rating (as I have made revisions lately, and no rating has registered yet, due to Rockstar being Rockstar). But the last time a rating existed (weeks ago), it was at 91% approval, with over 300 plays. I really stand behind each of the 10 jumps, and the purpose of having them. Each jump either launches you from one road to another, allows you to clear hurdles, or provides you with some serious hang-time. Or some combination of the three. I tried to find the balance between having as many thrilling & unique jumps as possible, but still having the flow of the race work smoothly, and not having it be confusing, chaotic, or overkill. I really appreciate you taking the time to play and review this. But if you could possibly run through this one more time I think you would appreciate the value of each jump, as I truly believe each jump is unique, exciting, and worthy of its existence. I feel if I removed any of the jumps this would create uneventful dead-zones, where people are just driving in a boring straightaway (like any other race), which goes against the spirit and uniqueness of this course. Thanks again for your time and comments!

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