Hi everyone!
Over on the main hub (the discord), we're hosting a seasonal tournament, where the best of the best will compete for bragging rights, discord roles, etc. If you feel like competing, jump into the discord!
https://www.kodub.com/discord/polytrack
You can compete solo, or in a team of up to 4 (Note, you can play in both!)
BonnieBeans
Recent community posts
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 (:
Hi guys!
In the PolyTrack building community, we have a couple of 'mascots' that we sometimes like to hide in our maps.
In 5.2, my 5 new Community Tracks are in, and all of them have these two easter eggs!:
1. Geoff, the humble fisherman (by Ziggy)
2. Kyle, the sneaky green dragon (by me)
Post your car next to Geoff or Kyle below! Try not to use editor/freecam to find them, more fun that way ;).
You can find Geoff & Kyle in:
Launch Control
Zealot
Frozen In Time
Shrouded Oasis
Midas Metropolis
(Also, Geoff is hiding in a couple more of the new maps, post if you find them!)
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!!
Yeah absolutely. I don't know how experienced you are with building, so I'll give you some general advice that is always applicable:
- An easy way to build for flow is in segments. Make the first few seconds of the map, then test, and see where your car is naturally leading at the end of it. Build in that direction for the next few seconds of the map, test, repeat. This way, you can always rely on your map being at least somewhat flowy.
- Scenery in PolyTrack is fun, because we only have some basic blocks with which to make everything with. The big differentiator for me is creating depth. A good thing to try out is to try and build a map with great scenery detail with only one colour. You'll quickly teach yourself how to use shadows, depth & shapes this way to create awesome landscaping, architecture, etc. Here is a preview of a map I'm releasing in December for the seasonal tournament, that does a similar thing (:
Hope this helps!
EDIT - This map is now on the Community Tracks tab! Don't worry about the old code below :).
Hi everyone, I'm an elite builder from the PT discord community. Wanted to share my most recent big project with you guys who aren't already over there :)
You can get the code here!: https://pastes.dev/Hs6YHnZdSF
Let me know what you think, and what you would like to see next!!
Cheers from Sydney
