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[PS3] The 0.62 Mile Club


stronktank
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deejayb1874

Another 3 to add to the ever expanding list.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/Ljhgr3Wkp0CN3yVkAhy1KQ?platformId=2

Elysian Spectacles 0.62

Short and technical lap race on Elysian Island with a jump crossover section. Don't fall into the ocean guys.

 

Check the shape of this out!

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/6xKyWZjS6kmy95Wrm7mtYg?platformId=2

Canals Ring 0.62

Super fast and bumpy short track around the Vespucci Canals suitable for all vehicles although more suited to the faster classes. Look out for the carelessly located trees.

 

And a controversial one. CP locations are not optimised, but you can't go wrong really as there is only one route to take. So no whining about CP placement please :lol:

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/I1bhpY4AmEGCmM8vqYPA7w?platformId=2

Zero Refuse 0.62

Short and fast track using the small loop from Refuso's Tongva 8 Track. Minimal use of CP's as the props will guide you around the only path available.

 

Zero Refuse works two ways as a name for this track. It's half of an existing eight track, meaning the zero part. Also, name checking Refuso a little (as I did in the aforementioned track) - The pun part is the meaning - it also means 'No sh*t' - as in I expect none because of the non-optimised CP locations. STOP WHINING! :panic:

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deejayb1874

C'mon man, let me away with one, the name ties in so well in my head. Don't knock it till you've tried it either man ;o)

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coach_wargo

Squeezing those CP's ever so closer, watching the distance shrink from 0.64 to 0.63 to 0.62. Ah, ha! It's not that far off, they'll figure it out.

Yeah, I know the feeling :)

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C'mon man, let me away with one, the name ties in so well in my head. Don't knock it till you've tried it either man ;o)

Mwahaha.... Its a good track man, I really liked it. Was nice to run one of these with room for some cat n mouse, contact racing. I was actually really surprised how quickly I forgot about the CPs being a little weird. They're not far off, about half a lap and I didn't even think about them.

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The bug bit me too...

 

All defaulted to certain classes but open to others.

 

1st one I made because I spotted a potential route around a corner I've used in some of my other races... Fairly fast and simple track with some corner variation. Sports.

Majestic Weazel .62

A1_zpsd234eb7b.jpg

Uptown, short distance, twisty lap race. Zip zippety zip.

 

Then I looked around the map for interesting junctions and made this. I'm not actually convinced by it so it might be up for deletion... I'm certainly using the pic again tho (probably better for a sports race...) Coupe.

The Trident- 0.62

A1_zps232e47de.jpg

You like hairpins? Good things come in three's. You don't? Well so do bad things tbh...

 

This one I think I'm very happy with but after I did about 30 laps in test mode I kinda lost all perspective. Compact.

Tennis Elbow- Sickstoo

A1_zpsc5245d9f.jpg

Ah, the aches and pains of old age... Experience them 1st hand in this neck-cricking, wrist-twisting short track!

 

Finally one that's possibly unfinished, ran out of time earlier and my son took over testing. Kind of experimental, based around a stunt jump and a loop where you'll meet other racers. Could probably use more prop guidance around the loop.

It's all off-road but I still set it to muscle :devil:

Gee Whizz! Zero.Sixtwo

A1_zps1bd522fe.jpg

Look out beloooowwww!!

Edited by Cuz05
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Drive Your Bati
Not in the club mate! It's 0.63 miles!
- ? Wtf is with that rock?? I've seen it everywhere in LS, some hackers?
Like the idea but cp's weren't good, the track was ok though. Propping also could be better imo.

 

F&ck me lol, well it was 0.62 when I posted the link.... :facedesk:

 

I figured cps would be a sticking point, I tried to just do a single lap through the square, but that clocked in at only 0.51. I added that extra loop around after crossing up through the square, and it ballooned to 0.64. I then squashed some of the CPs in to get it down to 0.62, but when I went back to it, I made some tweaks and it must have crept up without me noticing since it's right on the edge of 0.62/0.63...

 

I'll probably keep this race, I like it, personally, but I'll try to make it work/flow better rather than try to make it 0.62 miles.

 

Edit - I have no idea about the rock, I never ran into in testing

Edited by CJXJ220
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deejayb1874

Another busy week creating, not much actual gaming went on though. Still not been through all Stronk's tracks.

Anyway, more short tracks for your perusal.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/1-qrLsxd8km5iGMHFgX_tA?platformId=2

Little Big Ring 0.62

Short and fast loop around Little Bighorn Avenue with an early testing hairpin/chicane and a fast closing sector.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/R7aVNCfXqEyMznMFXXuH_g?platformId=2

Murrieta Alley 0.62

Fast yet tight short track race in Murrieta Heights. Take care at the chicane leading into the downhill alley.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/Jt6l17v1MkaYCNLk_E8gnw?platformId=2

Otto's Autoring 0.62

Surprisingly tricky fast circular short track brought to you by Otto's Auto Parts. Sub 30 second laps for the fast guys.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/usREmP3makWBMONhp8kvLw?platformId=2

Helmut's Ring 0.62

Fast and technical short circuit in Paleto Bay brought to you by Helmut's Euro Autos.

 

This one has a slightly contentious CP, a triple arrow left turn that is slightly before the apex. Not ideal, but I can't squeeze it any further up the road.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/TiN3v3AEo0qu_wRj8kBMQA?platformId=2

Logger Ring 0.62

Deceptively tricky multi-surface short track on the outskirts of Paleto.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/Hff9sZ5Lf06BLQV3Zlh40Q?platformId=2

Organ Farm 0.62

On and offroad sections in this tricky short circuit in Grapeseed.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/Ob8tBxN6eEqT4FNrCYtcSg?platformId=2

CC4: Wax Haven 0.62

Spacious short track in Vinewood suitable for full contact fast racing. Best run at night, or full dark if that's the current time. 0.62 miles/1 kilometre distance. Look out for backmarkers, there's no blue flags in GTA.

As featured on Twitch.TV/GamingOwl event 'Custom Carnage 4'.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/jxs-WJFfLUWJtdx94XjrIA?platformId=2

Tahitian 8 DD 0.62

Short and fast eight track in Strawberry.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/dLWFeYIqHkilpnVY-GQPag?platformId=2

The Donkey 0.62

Tight, twisting short track in El Burro Heights probably suited to non contact.

 

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

The Dragon 0.62

Fast short track in Vinewood. Take care at the Dragon's Tooth fast chicane then ride the Dragon's Tail to the finish. Watch out it doesn't bite you in the ass with it's fiery breath.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/aBH50068gk-yx940ZUmnfQ?platformId=2

Ring Of Fire 0.62

Super fast short track in Davis with a high speed narrow chicane.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/iSM-CdFxE0Suyu0L2-mmhw?platformId=2

Grain Of Truth 0.62

Technical short track around Morningwood. You won't have time to pick up your healthy snacks. I bet you have the munchies too, amirite?

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/Ckod1yHPEkOnR3xsFKzwDg?platformId=2

The Monkey 0.62

Cheeky little circuit in West Vinewood and Rockford Hills with a high degree of technicality. Can you attain the fastest lap you cheeky little monkey?

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/qoz9FHYC-EmNVSClxWH8jA?platformId=2

The Meerkat Ring 0.62

Fast asphalt and dirtroad ring through Grapevine. Best suited to non-contact as overtaking on the narrow dirtroads is tricky.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/PyRU0HrZF0268alrPG4VCA?platformId=2

The Shark 0.62

Fast short circuit around Vespucci featuring The Dorsal Fin Turn. Lap times below 30 seconds for the fast guys.

 

That's your lot for now ;o)

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Haha awesomeness! Could you be so kind to make a temporary playlist or 2?

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deejayb1874

Sure thing mate:

 

http://socialclub.rockstargames.com/games/gtav/playlists/playlist/d43h-Lii1k-2QwctNGl8dw

6 Fast New 0.62

 

http://socialclub.rockstargames.com/games/gtav/playlists/playlist/5PPgkNxwikO7q1EO5pN1QA

Technical 10 0.62

 

One more to make it 16 split over the 2 playlists:

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/BXs0l2XlLk-Dhi-uFmRJqw?platformId=2

The Epsilon 0.62

Short and technical circuit on the roads around the 'The Epsilon Program' building in Rockford Hills. Easy to learn, tough to master, it has a couple of mind boggling braking points both downhill and up. Kifflom!

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Nodding Donkeys

 

I swear this was 0.62 in the creator, but it's 0.63 now. Haven't gone back to fiddle with cps yet. I didn't set out to make a 0.62 at the time, just a legal race out of this lap. One cp placement I'm particularly unhappy with, but there's not a lot of wiggle room while interleaving cps to make the double lap.

 

Now that I look at it, I see I also typoed the lap length in the description. I was tired. Will fix soon.

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http://socialclub.rockstargames.com/games/gtav/jobs/job/19utf_YdBUWr3thyIKEACw?platformId=2

Bay City Buggies

 

Set to dunebuggies(offroad), but can also be played with quadbike(Motorcycles) and golfkarts(Utility), plus all the other vehicle catagories too, which are not locked to one vehicle.

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Here are two that I did.

 

House on the hill.

http://socialclub.rockstargames.com/games/gtav/jobs?ownertype=member&nickname=reaperinblack&missionId=SYrEhJcGikOWqbp00V9MAg

 

.62 mile offroad lap race in the desert. It takes you up a short private road near a house and off a decent downhill jump.

 

Mount Chiliad T-bone

http://socialclub.rockstargames.com/member/reaperinblack/games/gtav/jobs/job/QrhIzM3ZjU68H0jNhDCJ8A?platformId=null

 

T-bone shaped .62 mile offroad race through The Mount Chiliad Tourist Trail.

 

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h00k3d0nchr0n1cz

This 0.62 mile thing seems kinda fun. I just got done with a 0.63 mile race. I'm going to look into doing this.

 

EDIT: Here's one I came up with. It's pretty simple but fun.

 

Tight .62

http://socialclub.rockstargames.com/member/dope_encounter/games/gtav/jobs/job/U3q0o558nECBQ4ftvXe4QA

Edited by h00k3d0nchr0n1cz
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So, I've grown quite fond of races turning out to be exactly 0.62 miles long. And for some reason I do have quite a few, without them having loss of good checkpoint placement. So made a playlist called 0.62 Mile Club.

And I'm still looking for some good additions!

 

These are the ones added to the playlist:

Bermuda's Triangle - stronkwave

Little Seoul '62 - NittyDon

Hardstone Curvings - stronkwave

Bighorn Short Track - deejayb1874

O'Neil(l) Farm - Coach_Wargo

Palmer 0.62 - deejayb1874

O'Neil's Bone Track - stronkwave

Paleto .62 - Coach_Wargo

Pillbox Hill MotoGP - stronkwave

Rockford Short 0.62 - deejayb1874

Imagination Moentum 0.62 - deejayb1874

 

Feel free to post your own and feedback is always welcome.

 

Deejayb's 0.62 mile playlist!

 

I've played through the list. Really good races.

Lots of hairpin turns.

It was the perfect thing for when I visited LSC and it says "Win 11 more races in this class." The playlist with 14 races setting laps=1 is the quickest, and funnest way if you are with a skill matched set of friends.

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Hopefully Stronk likes your race on that road. He hated mine lol!

 

Anyhoo...

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/1RJzuk_kx0CgKWoxc5wvJA?platformId=2

Strawberry Fields 0.62

Short fast eight track in Strawberry with minimal propping.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/vY9D5x_mGU6i_5ZTcIgVEQ?platformId=2

Ace Hole 0.62

Short and technical lap race on and around San Andreas Avenue, very reminiscent of Bighorn Short Track.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/dE7MF8fx9ky_xdCq9d-Fhg?platformId=2

Vanilla Unicorn 0.62

Fast yet twisty lap race on the roads around Vanilla Unicorn. Lap times below 30 seconds for the fast guys, if you lap anyone you could make them dance for you ;o)

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0.62

Majestic Weazel .62
Nice title and description again. Had been thinking of a fusion race between you and deejayb. Would be really nice to have the ability to let someone else finish a race. Would love a deejayb-cuz combo!
? No moto ?
!!! Look at cp 8! You DID get the two arrows!
Adore this track, definately a personal fave. The propping is amazing.Yes! Though one note at cp5: the first barrier is like half in the air. Finish line is also way better than the original track.
Adding!

The Trident- 0.62
Cp 11 can go, or 11/12 as one in the middle? And can cp 9 go? Not sure though? Ok props, good track but the finish felt,... Strange. But as the track is so short can't suggest a better position,...

Tennis Elbow- Sickstoo
Nice trigger! Haha loved this! Quite high paced for compacts!! Cp 3 should be earlier and not so much to the left imo.

Gee Whizz! Zero.Sixtwo
Haha loved that! Funny propping. A jump and two road choices. Great! Though would place the start/finish at two cp's before where it is now (cp 9?) Definately adding this one! Great title and description too!

8balls 8track
Got it bookmarked but can't find it in-game??

Nodding Donkeys
This still is 0.63 so not adding it. Bad trigger location imo.
Really good cp placement for a double lap!!! Cp 5 can go though.
Would make a nice concrete barrier bend around the pile (cp 9 and,...?). Same at cp 13 14 (nice propped bend around it would be really nice). So those turns are both like this: O track )
Conclusion: Great track, great cp's, needs to be 0.62 miles and needs better propping!

Bay city buggies
The description could be better imo. Cp's: Cp 6, 7, 8, 10, 11, 13, 14 and 16 can go!! Middle prop at cp 3 is in the air,...
Finish line is too much at the corner but not seeing a better position anyway. Absolutely love that track/+concept!! Just delete some of those cp's? Adding if cp's are deleted!!

House on the Hill
Cp 5, 6 should be spaced better between 4 and 7 maybe even could be just one (right before where 6 is now). Not too technical or special. Maybe go wild on bale propping? Or maybe not. Great start/finish though.

Mt Chilliad T-bone
Great start line. Absolutely adore this track!!! Get rid of the 'gta' though. Better as standard. Bad pickup placement too imo. Cp 1, 3, 8, 11, 15 can go!! And cp 4 maybe earlier.

Tight 62
How the *** did you get that title in red letters??! And colored description?!
0.62 miles doesn't really work as a ptp imo,...The track is ok though,... But yeah, well too short haha. Good cp's and props though,... But,...
TELL ME ABOUT THE COLORS!!

Rockford Hills 62
Why lock to asea?
Cp's are too much past the turn. They should be at the apex or before.
Cp 4 can go imo (if the cp arrows of the other cp's don't change), 6 can go too, cp 9 should be at the apex or before.
Good propping and good start + finish. Turn at cp 3 should be guided better imo. Maybe use your10 dynamic props there? Cones or destructible barriers or some poles?

DEEJAYB Technical PL
Little Big Ring
Great props, great cp's. Played this before, right? Or is it a new one? Looks like another you made I think. Nice one.

Murrieta alley
Haha great track again. Finish line is hilarious. Perfect cp's. Nice! Good vehicle choice.

Helmuts Ring
Got to love that title. Love that track!!! Awesome. Perfect cp's.
Again hilarious finish. Nice nice nice!

Logger Ring
Loved this too! Too bad I didn't take my feltzer. Great track again!! Perfect cp's!

Organ Farm
Loved that again. Again! Those buoys are the sh*t for chicanes! Haha. Great man. Fantastic work so far!!

Tahitian 8 DD
Hahaaha best finish I've seen till now!
Fantastic track again. Why is this a DD? What is a DD in your book anyway? Fantastic cp's.

Grain of Truth
Forgot to mention I love all your pics too. Quite the creator you have become. Again great finish. Great track, great cp's.

The Monkey
Love that pic!! Great track again but had some issues though. Not a fave. Need to rerun to be specific.

The Donkey
Cp 3 and 7 can go imo. Not great but ok.

The Epsilon.
Great concept. Hahaha how the f** did you get that trigger there? Fountain love. Great track again. Loved it. Great cp's.

6 Fast New

Otto's Autoring
Nice. Already feel the difference between the technical pl.
CC4 Wax Haven
Absolutely loved that. That finish lmao. The cp's are a little 'cheated' but I don't mind them being earlier, it might even improve my racing.
The Shark (are you making a zoo 62 playlist too?)
Cp 1 can go imo. Nice one but again not too fond of the grass crossing,... Maybe cp 9 can also go.

Got busted in the ring of fire,... Not going to look for them in your eternal jobs list,... So which ones did I miss? Sc is missing out on the pl info?
Are you keeping these playlists? I'm adding them to the OP. And making a selection of all the very best in my own playlist. (from all the other posters as well)
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I've totally got you to thank for the majority of my latest tracks Stronk, you've really sparked my creator bug again. And yes, I'm making an animal/mythical creature playlist.

 

The tracks you missed.

http://socialclub.rockstargames.com/games/gtav/jobs/job/aBH50068gk-yx940ZUmnfQ?platformId=2

The Ring of Fire

 

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

The Dragon

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/qoz9FHYC-EmNVSClxWH8jA?platformId=2

The Meerkat Ring

 

With regards to Little Big Ring, it shares a section with Bighorn Short Track, I have about 5 in that small area in Davis ;o) - it's a great part of the city for racing and creating imo.

 

I'll retain and probably keep adding to the playlists. They'll probably end up a full 16 races.

Edited by deejayb1874
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Nodding Donkeys

This still is 0.63 so not adding it.

Thanks for the feedback. I had gone back and fixed the description, but hadn't bothered with the length since I wasn't really aiming for that in the first place, and didn't know if it had enough potential to be worth the effort. Since you seem to like it overall, I'm trying to incorporate your feedback.

 

Bad trigger location imo.

Please elaborate! I generally place my trigger locations near the start of the job, and try to put them somewhere that I'm not likely to want to be on foot, so they don't get in the way with unintended triggering. Beyond that, I don't have any guidelines for good trigger placement. I'm interested in what's wrong with this one, because I have no idea.

 

Really good cp placement for a double lap!!! Cp 5 can go though.

Well, that'll be two birds with one stone. CP 5 was the one I was really unhappy with. You couldn't really see it after clearing the previous checkpoint and I couldn't find a better spot for it. By the time you do see it, you can also just see the next one after, so deleting it is the perfect solution, as it also trims the race length to 0.62 mile.

 

Would make a nice concrete barrier bend around the pile (cp 9 and,...?). Same at cp 13 14 (nice propped bend around it would be really nice). So those turns are both like this: O track )

This one is a little more of a bitter pill for me. I really don't like how most user created races are propped. I like to use no props most of the time. On this race I already put some props between the starting grid and CP 15 to deter poor sports from taking the opportunity to ram. When I do use props, I prefer to use ones that blend in to the scenery more instead of sticking out. I first propped that area with concrete barriers, but didn't like how it looked and changed it to the container, dumpster, cabin, and food stands that are there now. Just some stuff that seemed to fit the setting of a work site, and matching the container and cabin style to what was already present in the area.

 

I don't think I see the need for props at the bend around the pile. Back at CPs 13 & 14 (now 12 & 13), some use of props for a visual cue could address my concern about seeing the next CP after you pass CP 4. But I'm not sure yet what I'd like to put there. For now I'll republish it just with CP 5 removed, and the length sorted. I'll experiment with some propping, but it might remain less propped than you'd like.

 

Conclusion: Great track, great cp's, needs to be 0.62 miles and needs better propping!

Thanks again for the feedback, and I'll fiddle with propping here for a while, after I test and republish.
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Had another crack at this (It's 0.62 miles this time, I swear! :lol:):

 

Took some inspiration from the next race I am going to submit in the Approved Races thread.

 

 

The Green 0.62 Mile

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/hcBoo-VdMkudY3v2YAy_Pg?platformId=2

 

Have it set to the Bifta, Injection, and Blazer, as well as non-contact. Anything under 40 seconds is a pretty good lap.

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I had slightly sketchy internet last night so spent most of my time in creator.

The latest 3 0.62 tracks:

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/NmqiU55SlU2MaDCQq60XTQ?platformId=2

Chamberlain 0.62

Fast short track in Chamberlain Hills with minimal trackside propping. Sub thirty second laps for the fast guys.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/nr8eyQX7pUWg2VctzQcz0g?platformId=2

The Bishop's Ring 0.62

Short and fast lap race on and around Innocence Boulevard. If you don't want to get bashed in the Bishop's Ring, run as non-contact.

Just realised I didn't put 0.62 in the title of this race. I was too excited to get to the description I guess.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/_BvYXNf6GEaHoGXrpZ9h1A?platformId=2

Wook Noodle 0.62

Rapid short track in Little Seoul sponsored by Wook Noodle House.

 

All three tracks will be added to the Fast playlist when I remember.

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Chamberlain was a fun one Deej, nice amd quick. Poles may have been a pest for some, lol. I felt the track was actually clear of them, even if it isn't on 1st impressions. Which was cool. More and more round that part of town I've found that, on well made tracks, the poles help me judge my racing lines better.

 

Thanks for the reviews Stronk, I'm grateful as always.

Majestic Weazel-

Nice one! Took some time getting those barriers level on those little gradients, must've missed one.

The double arrow. Strange one that, I swear I got it to 2 on the original when testing, next test it was only 1 again. Must be a real sweet spot in that relationship with the one before. Will revisit the MotoGP and try to find it again.

The different start. Contact, pure and simple. I run this without and the bikes with, don't fancy sending people straight into that tight 1st turn with it on. The 1st 2 corners on the MotoGP are quite nice and open.

Bikes. Just fancied sending sports cars round that road, can obviously still do bikes but didn't want to lock it.

 

The Trident-

I'm not really feeling that one myself. Route and CPs are pretty much stuck with the distance cap. I'm more likely to turn it into a longer and completely different race than bang my head against it.

 

Tennis Elbow-

Glad you enjoyed, not tested it much. Can maybe find a bit of wiggle room with the CP. Need to change the pic, saw Don has a race with the exact same one.

 

Gee Whizz-

I really don't know why I didnt move the start. I re-routed the post jump section after my 1st online test, which opened that possibility, just never occurred to me. Will certainly implement that.

 

Thanks again and I'm happy you liked the same 3 I did ;)

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Updated the OP and added a playlist with my own .62 races. Looking forward to race the next bunch.

 

 

 

Bad trigger location imo.

Please elaborate! I generally place my trigger locations near the start of the job, and try to put them somewhere that I'm not likely to want to be on foot, so they don't get in the way with unintended triggering. Beyond that, I don't have any guidelines for good trigger placement. I'm interested in what's wrong with this one, because I have no idea. Tbh I don't remember why I didn't like it, will tell you when I rerun after you updated!

Really good cp placement for a double lap!!! Cp 5 can go though.

Well, that'll be two birds with one stone. CP 5 was the one I was really unhappy with. You couldn't really see it after clearing the previous checkpoint and I couldn't find a better spot for it. By the time you do see it, you can also just see the next one after, so deleting it is the perfect solution, as it also trims the race length to 0.62 mile. Haha perfect!

Would make a nice concrete barrier bend around the pile (cp 9 and,...?). Same at cp 13 14 (nice propped bend around it would be really nice). So those turns are both like this: O track )

This one is a little more of a bitter pill for me. I really don't like how most user created races are propped. I like to use no props most of the time. On this race I already put some props between the starting grid and CP 15 to deter poor sports from taking the opportunity to ram. When I do use props, I prefer to use ones that blend in to the scenery more instead of sticking out. I first propped that area with concrete barriers, but didn't like how it looked and changed it to the container, dumpster, cabin, and food stands that are there now. Just some stuff that seemed to fit the setting of a work site, and matching the container and cabin style to what was already present in the area. Never make a race for poor sports. F/ them. Tbh I didn't really like the hotdog stand there, as it did stick out as I've never seen a hotdog stand in a position like that. So I'd truly give it a try as I have to say I disliked most props when I started creating but they can be of better use than a CP sometimes. So don't go witch 'no propping' but only with 'useful or guiding props'. And for this some guiding might be needed. However this was just a suggestion, as the track does work as it stands.

I don't think I see the need for props at the bend around the pile. Back at CPs 13 & 14 (now 12 & 13), some use of props for a visual cue could address my concern about seeing the next CP after you pass CP 4. But I'm not sure yet what I'd like to put there. For now I'll republish it just with CP 5 removed, and the length sorted. I'll experiment with some propping, but it might remain less propped than you'd like.

Conclusion: Great track, great cp's, needs to be 0.62 miles and needs better propping!

Thanks again for the feedback, and I'll fiddle with propping here for a while, after I test and republish.

 

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Tbh I don't remember why I didn't like it, will tell you when I rerun after you updated!

You've got me in suspense. :-)

 

Never make a race for poor sports. F/ them. Tbh I didn't really like the hotdog stand there, as it did stick out as I've never seen a hotdog stand in a position like that. So I'd truly give it a try as I have to say I disliked most props when I started creating but they can be of better use than a CP sometimes. So don't go witch 'no propping' but only with 'useful or guiding props'. And for this some guiding might be needed. However this was just a suggestion, as the track does work as it stands.

I wouldn't say I was making the race for poor sports. I was considering whether that area needed propping just for guidance, and then the fact that the propping would deter cheap shots tipped the scales. :-)

 

For the moment I am going with no propping. I've republished after deleting what props were present, and won't have opportunity to work on it again before next week at the earliest. When I get back to it I'll look into propping it, as I agree this is a course that could benefit from extra visual guidance beyond the checkpoints.

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