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Post by juicy_fun on Aug 7, 2014 1:15:09 GMT
Type: land race / supercars
Name: Urban Stunt Rider
Link: socialclub.rockstargames.com/games/gtav/jobs/job/ohnnt1pgIEOFT8FoBBZJmA?platformId=2
Description: Fast track with high jumps in the city. Best for supercars. Traffic should be off. GTA is enabled. Enjoy!
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Post by nittydon on Aug 7, 2014 10:59:14 GMT
OK I pulled a sickie Today and have just played twice once solo once with 4 others, good news is its quite a cool route bad news quite a bit of work to be done to smooth it out, i'm making this post from ps3 browser so apologies if it gets messy.
Picture, trigger, name & desc all ok Not a fan of start points on a bend but it worked ok
In the following if I dont mention a cp it means I thought it was correct
CP3 delete Jumps slightly messy,try build all 3 like left1 if possible ? appreciate its on uneven ground, jump fully functional made it both times, stunt camera well placed cp6 delete jump as last description try to line up grey middle strips for a neater look cp 8 delete cp 9 move to apex traffic is off so ignore trying to get driver in correct lane, use the kerb as apex cp10 delete cp18, 19, 20 delete cp22 late move to apex as above cp23 delete cp24 late move to apex cp25 delete cp26 late move to apex cp 27 delete Jumps on freeway need blockers easy to avoid cp33 late move to apex cp 35 delete cp36 late move to apex Jumps are the neatest of the lot, unfortunately easy to avoid again cp38 delete cp39 late move to apex cp40 early move to crest of hill cp41 delete cp42 delete I would consider putting the gap as Finish line so you get an in air cinematic as you end
Like i said too many cps, but this has great potential it was a unique route for me, you may find after changing you need a little more cps than i said to delete for your own personal preferance but just remember too many is sometimes restrictive you want a race to be as easy to follow as possible but still open enough to have an actual race on it.
All my own opinion obviously feel free to ignore.
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Post by juicy_fun on Aug 7, 2014 12:11:10 GMT
Many thanks Nittydon for taking the time and giving such useful feedback!
I will consider your suggestions and recheck the route today.
Greetings from Hamburg
Juicy
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Post by Juicy_fun on Aug 7, 2014 13:14:47 GMT
Track got a rebrush, should run more smooth now. Try it in GTA for some sweet speed bursts!
No more props available to block jump-alternatives, sadly.
Will work on ramps to smooth them. Unfortunately I don't have the skills to make those slick superglider ramps. Did not manage to learn the required technique yet.
Thanks again for taking care of my lil' job!
Juicy
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Post by nittydon on Aug 7, 2014 17:58:09 GMT
Replayed - it's a 100 times better now, still some cps not on natural race line but getting better
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Post by juicy_fun on Aug 8, 2014 1:08:43 GMT
Thanks again Nittydon!
Some of the less ideal Cps need to stay in reference to the according ramp (for a useful respawn in case of fail). I'm ok with them for now. But the ramps need a rebuild. I envy those guys who understood and master the switch and drag technique for props. I can't get it.
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Post by nittydon on Aug 8, 2014 11:30:34 GMT
This may help, pretty easy after a while although feels infuriatingly hard the first few attempts .... I don't make many ramp races, more of a serious racer however the job I have in the race section here "HoRRRse Power" does feature a curved ramp as above, feel free to check out as it may help with CP placement and prop placement and you can always leave a review of how you personally found it too if you liked
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Post by juicy_fun on Aug 8, 2014 14:52:52 GMT
Nitty, I watched numerous useful ramp building tutorials, spent hours fiddling with the controller - and haven't even ONCE yet managed to stitch 2 together that way. I played your Horrrrrsepower, will play it again and leave my noob racer impression for you. Cheers, Juicy
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