Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

this is a really good track however here are two main things this track could improve on:

There is a LOT of deco which isn’t seen to the player

The deco around the edges of the map is really bad compared to the rest

However:

It flows really well

The gameplay is amazing

The deco In most places is incredible 

Another few small tweaks you could make:

Some checkpoints are quite oddly placed

I’d like to see some more indoor parts because usually they look really cool and satisfying 

(+1)

Thanks for your feedback mate!

To share my thinking, here's my priorities when it comes to deco, so maybe it makes sense why things are the way they are
1. Deco seen directly on the route
2. Deco/landscaping needed to make the world 'whole' i.e. no matter where you drive (or crash), you still feel like you're in a complete scene, and there's no break in the immersion
3. Edges/outsides that are rarely seen unless crashing in a weird spot - lowest priority, but sometimes you can spot these places on the main route, even if just for a moment - it's important to patch these, even if it feels like wasted effort, because when it is empty/unhandled it sticks out like a sore thumb
4. Efficiency: Anything completely unseen *must* be cut, as it's just contributing to lag. You might spot a couple of weird un-filled holes, because there's almost no way you ever see that spot on the route.

On the checkpoints - their placement is important for a couple of things:
1. every checkpoint is completely respawnable
2. not too many places to even put them, as much of the track is higher-speed transitions, or ramped.
3. shortcut prevention - we found quite a few in playtesting. One even got through in the Track Of The Week edition (This code), but as this map comes around to CT they should all be patched.

cheers for playing!!

Thanks for replying but I think you may have misunderstood some things


I  want to especially cover the edges of the map,

Here are a few screenshots of places you want to fill out






Use the map flying dreams for inspiration


Secondly by checkpoints, I meant that very often there was an ugly and annoying pillar in the way where two checkpoints met. Try to use single ones instead.

(+1)

anyways really well done for getting a lot of your maps on the community page

My favourite is frozen in time

it’s absolutely AMAZING 

Thank you for the kind words!
(P.S. at the start of Frozen In Time, are you left side, or right side?)

(+1)

right side, it’s easier (I’m bad at poly track)

I found the route myself without watching a replay :)

oh right sorry I totally misunderstood your comment! Nah this is good feedback, and it's not the first time I've heard this particular comment. The main thing for me here is, I wanted it to feel floaty & have that 'along the mountain ridgeline' type vibe, and having the map open up along the sides of the road is part of that (But I've still done a bit of deco over the unseen edges just incase you crash in a weird place). I totally get it if it breaks the immersion, though.

On the extended checkpoints - they are already 2 double-sized checkpoints. The issue is, is that your racing line will change depending on your speed, or if you're respawning. By only placing one checkpoint instead of two, I had to choose whether I wanted to force a specific line on the track to hit the checkpoints, or have an awkward pole at two points on the map, and I went with the latter. In this, I've tried to make it so you have as much visual notice as possible on the approach, but I do get it if it just happens to be right in the middle of your line & you hit it, that's frustrating.

Hope this helps explain my thoughts (: