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2013 AMA supercross tracks

Started by mototank, November 26, 2012, 12:49:24 AM

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mototank

i'm planning on making all of the 2013 SX tracks and am loking for a group of at most maybe five or so people to help. i've made about seven or eight unfinished tracks just sort of practicing making tracks but i havent released them because i want them to be finished with objects, zones, and correct textures. for the 2013 SX tracks i dont want them to scale per say i want them to feel like reflex tracks fast and fun, and minus the real life small bursts, stop and go of a supercross track if that makes any sense. hopefully finish the displacement maps before the season and have the ability to add times and laps to the tracks by then too. then the week leading up to the race release the track. after the race we could edit the track like if rained make it wet or if they changed a section then change our track to match. add me *T-USA*Tank on steam if you wanna help out. and if someone has already sparked this idea and its on a different thread post and tell me because i'd like to help them out.


al167

im keen to help out, ive started anaheim 1 and pheonex (not alot of time spent yet). 17 tracks is a lot of work.. what scale are you thinking of? the stock scales are a little too big in my opinion. my mec 2012 track and vegas 2012 tracks are scaled at 1.333: 1. my 2011 mec track is at 1.5 :1. id prefer between 1.5:1 and 1.33:1 (35-45px wide track in photoshop).

maybe we should have a poll on track scale:
please indicate your desired scale.

my prefered scale is 1.33:1

cheers al

JamieT

My preferred scale is 1:1 :P

But everyone has their own preferences on what is fun for them.  My advice would be to just make the tracks to whatever scale is fun for you.  If you're happy with your work, that's all that matters.  If others find them fun too, then that's a bonus.  The best thing would be to stick to your vision, and not worry about whether it's popular or not, as that's when you get the most enjoyment out of your work, because it will turn out exactly how you want it to.  If you do things to please the masses, your vision becomes compromised and it becomes less enjoyable for yourself.

Just my 2 cents ;)

I admire you trying to make the whole supercross series, Al is right, it's alot of work... So good luck man.  I hope you find a team of people to help you out.


mototank

#4
http://www.supercrossonline.com/Tracks.aspx is the link that AL167 gave me
the track width for tracks such as kingston on reflex is about 70 - 80px at any given section then the tough blocks on the edges make it the width a little bit smaller but i mean once we have a team together we can decide what works the best and i've started on a1 but one of the jumps is giving me a hard time and i just got back from camping at Dumont Dunes =))) so i havent been working on it recently

al167

heres what i have for A1 at the moment.  ;D
beta testing will be soon for anyone thats interested



karpuha


al167

#7
ok here is the first beta of a1 2013.
dont judge the visuals like textures yet as they are not done, let me know what you guys think of the heightmap.
once the heightmap is done then its time to work on the visuals.

im pretty happy with most of the track, the scale is 1.33:1 but there is a few sections that coulld be tidied up. Im not real happy with the section with the wedge jump in it (after the double berm), you sortof bounce through that section, any ideas there?, remember to compare it to the track layout pic as it cant vary too much from that;)

http://www.mediafire.com/?768vg6hq6203cea


flarer#245

Nice track, you have done a good job!
I like the track =)
I only don't like one jump ( the jump befor the sand section) I'm not able to find the right speed for a clean landing, probably you can change something with the landing but the rest is quite good.
And maybe you can try to make the sand section and the whoops harder so that we must look every round to stay on the bike ;D


sorry for my englisch i hope you can understand it  :)

al167

ok yeah im not too keen on that jump either. ill remake it maybe alittle more vert, and ill increase the height of the stepped down section. so you want the whoops taller? and maybe some ruts and bumps in the sand? please be specific. thanks al

flarer#245

Yes when you make the whoops taller and some ruts and bumps in the sand I think it is more realistic.

JamieT

Track looks good so far Al, a few things that I would change though.

After the first turn, you seemed to have missed out a roller there. At the moment you have a single 3 footer before that larger 5ft jump. From the track map, it looks like two small rollers which go into the 5 footer. The roller you have used after the double bermed corner would fit perfectly here. I'd say that they will be wheely tapping those rollers, and then launching off that 5 footer when it comes to the race. Then with the 3 footers in the this rythm section... looking at your disp map, the last four seem to be grouped together closer than the rest, instead of an equal distribution.

Also after the first triple, that table top bugs me a little, because you have a lip on the 'landing' of the flat part, if that makes sense. So I think that lip should be removed.  Then just after this part there are two rollers leading into corner. At the moment, those rollers are bigger than the 3 footer before it. The rollers I mentioned before would go better here i think.

Then after this corner the next 3 footer seems pretty small compared to the other 3 footers. It makes that double alot more difficult than it should be. If it was easy to over shoot, it would make it a nicer challenge imo opinion because you'd have to time the jump right so that you land on the down side of the 4 footer in order to get a good run through the whoops.

Everything else seems great. The vert wall seems prety high, but we've got no idea how big this is gonna be, but I wouldnt anticipate anything higher than 5 foot, but it still rides fine. The whoops seem to be good imo, they look like the right proportions in size.  That lane you mentioned with the wedge jump seems fine to me, I dunno what more you can do here.

Look forward to more updates :)

al167

thanks Jamie! i cant believe i missed that roller... lol!, ill fix up that roller, ill take the lip off the tabletop, and increase the jump into the whoops. ive already done a heap more small changes, including fixing the wedge section so the inside and outside lanes are similar in speeds. ive also modified the sand section,whoops, vert jump ect. the next beta will be out soon.
thanks guys for the input.

mototank

sorry i havent had time yet to really work on the tracks, my college semester is nearing the end and ive had 4 tests this week and next week is finals... its like 2 weeks of finals :/ but i hav 4 weeks off before the next semester i should be able to get able half of the displacement maps finished still looking for people experienced in track making to help AL and i.

al167

Heres Anehiem 1 2013 beta test 2
http://www.mediafire.com/?0iht4cn7639593f

im pretty happy with this version now 8)
cheers al

geecomonster

Ive just tested the 2nd beta version and it looks good but there are some points to work on i think, The jumps i find personaly they are to big and the layout to small ive tested the track with all kind of bikes 125/250/250 2s/450(i think to resolve this you have two options you can lower the jumps or make the layout bigger so the biggnes of the jumps fits the layout), the whoops for me they are to big ! i should put some more whoops in the straight line now you have some of like 10 whoops i should put 20 whoops and lower them a little bit so that you come with some speed in it and just hit the tops of them and if you dont have enough speed that you struggle and you whole whoops section is messed up like in real life now you can double or triple them out . . . . ., i know texture and objects are not done even from far but i should put some other dirt in it and another color of sand for the final release. for this beta its really great keep going it will be great at the end !
Now i have a question is there gona be a championschip or something with those tracks like the real life sx championschip a lites and 450 class in reflex ?

JamieT

Hey Al,

I gave it a few laps and the table top looks and rides alot better now that you've removed those lips.  I thought you would have just removed the first 'landing' lip, but it actually rides great with both of them taken out :) You have to spot your landing perfectly to get a good 'bounce' off it, to clear the 3 footer.

After this table top though, you have two big jumps before the corner. From the track map it looks as though they are two small rollers like the other ones on the track map.  These are usually really 'shallow' and rounded, and aren't very big at all. I'd say at a guess, they are probably around 1.5 - 2 feet tall in real life.

I see you have added in the extra one after the first turn, but it also looks like you've split them, so that the outside still gives you that 'pop' to triple over the 5 footer. The inside though, works great and gives you the correct rythm that I expect the pros will be doing in the race. From looking at the track map it looks like you will hit those rollers and maybe double off the larger jump, then triple, triple into the corner.  Better riders may even be able to triple off the larger jump, and triple, double into the corner.  I think this section could still do with a litte more work imo, as it looks like the second roller is a bit squashed up against the larger jump.

Then the jumps in this rythm section after the first turn, it's quite noticable to me that the peaks of jumps aren't evenly spaced out. As I say, the last four seem to be grouped quite closely together.  Then the berm after these jumps feels very rough now. I didn't notice it being this rough before, but I think that a tiny bit of blur in photoshop would make the feel a litte more natural.

Finally... The finish line landing jump also feels like it should be changed. There doesn't seem to be much of a gap between the two jumps like there is on the track map.  I think if you shortened the length of the table top landing it would look a bit better, and also make the down ramp of it, a little more shallow and rounded.

I hope I don't sound like I'm being too picky, or negative about things, so I apologise if it comes across that way. :P  But hopefully you will take my comments on board.

al167

#17
thanks guys for the quick beta testing!
i realise i wont be able to make everyone happy, so ill take those sugestions in and see what i can do. i will try my best to change a couple of things, but i dont really want to spend alot more time on the height map. sorry geecomonster im not going to change the whoops. there is only seven in each section on the track map, so i will leave it like they are (i kinda like really big hard whoops anyway lol) , but i will lower some of the jump heights i think(what ones?). ill fix the finish landing(smaller and shorter), and i'll even up the last four jumps in that rhythm lane.  sorry jamie, for some reason i like that kicker entering on the right hand side, so i dont really want to remove that!! (you can quad into that section from it too jamie but its really risky!) ill try and fix the left side up a bit though.
ill lower those two rollers as well, i was meaning to do that after the last beta test, but i didnt get round to it.
about the berm, i made that the berm rough to prevent you quading out of that tripple. im hoping with highlights that those bumps look really cool, but if they look *#*#* ill remove them.



geecomonster - about the racing series, it would be fantastic, but that all shifts around when splines are possable. laurie is working hard on getting this to happen, but he is one man and its a massive job. also this is the only track for the series being built so far....so it wont be much of a series, are you keen to join in and knock up a track or two maybe?
cheers al

al167

on second thought, I just knocked down the whoops a bit for a try, they do seem better now! :o

JamieT

Quote from: al167 on December 10, 2012, 05:28:49 AM
sorry jamie, for some reason i like that kicker entering on the right hand side, so i dont really want to remove that!! (you can quad into that section from it too jamie but its really risky!) ill try and fix the left side up a bit though.

Hehe, ok. :) Who knows... maybe when the race comes, that section may change, and it will have a proper jump in there rather than rollers.  I appreciate that it can be a fun rythm with that kicker, but for me, it doesn't reflect the track map, so it just doesn't feel right to me.


Quote from: al167 on December 10, 2012, 05:28:49 AM
about the berm, i made that the berm rough to prevent you quading out of that tripple. im hoping with highlights that those bumps look really cool, but if they look *#*#* ill remove them.

Ahh ok, I understand. But it does feel slightly too rough, and the bike can react very strangely sometimes, if you enter the corner with a certain line. Have you added any drag or friction to this track yet? That may help you keep to realistic lines. Or possibly add some bumps and holes to the exit of the corner instead.  At the moment it seems to disrupt the flow a little bit, because all your other berms are smooth in comparison, and it just seems like the odd one out.