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my newest

Started by XFR_MJS, February 28, 2005, 09:52:21 PM

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XFR_MJS

all i have to do is tweak a few bales and spline, then name the thing


VMX_SKYmx99


VMX_GravityX2

#2
Boy gots skills.

Jonneh | VMX_GravityX2 | X2 Designs*
R.I.P - Jamie Murphy - Canadian Armed Forces
R.I.P - 'Dimebag' Darrell Abbott - Damage Plan
R.I.P - Dave Williams - Drowning Pool

cR


XFR_MJS

started on my 4th.. just a few pics here


BombX3

 :o u sure do bust em out quick!....looks kl tho, more quality tracks the bettter :P

XFR_MJS

im really happy with how this trk is coming.. lines for 125 - 600cc.. has a nice sand section with traction control too

MX45

Quote from: BombX3 on March 07, 2005, 11:01:10 PM
:o u sure do bust em out quick!....looks kl tho, more quality tracks the bettter :P
\
yes you do, but I'm quicklly becoming a fan of your work. Your style of tracks (sx tracks) are so old school feeling. I just really like the change of style in sx tracks compared to mostly tight sx tracks that are more recent.

Mike | If you never fail....you will never succeed.[/color]

XFR_MJS

thxs guys.. im glad people like um.. I think I just about got this done, just need to tweak a few bales.. this was my 1st time using Dillo2 to set objects and spline too.. I made a few new bales for this too.... Mcm2 bales  ;D




Garasaki

I've been giving these tracks a whirl given all the positive comments on them.  I didn't originally intend this post to be so long, but instead of reviewing on mcmfactory I figured I'd review here.

The sand section in Racer's Delite is cool.  But I think it'd be a lot better if you put an obsticle before the section which forced the rider to enter the section at very low speed.  The reason I say that, is that if you crash right before that section, its very hard to get going because of the way the bike wants to swap.  Very unique effect to this game.  However, if you go in fast, having cleared the section beforehand, you just ride right thru the sand and wouldn't even know there was a traction map.  Which does force a person to ride that section before a certain way, but does not IMO use the sand/traction map to it's fullest.  I also think the whoops on Racer's Delite should be a lot more gnarly. 

I really liked Cake Eater.  The jumps were great...the triples were very hard on a 250, but also had very rounded landings so you could come up short without landing.  You did have one gnarly whoop section, and the setup section before that section made it very challenging. 

So overall, I thought the tracks were lots of fun.  A old school feel to them, kinda like DaveU reborn or something.  Yet at a nice realistic scale.  A good compliment to the "new school" trend which resulted in VMX_Sky99's recent tracks (tight, rutty, etc).  Yours are smooth and very fun. 

I love the way you feature A LOT of set-up jumps.  For instance, the finish line on Cake Eater.  You've got a very fun, well shaped, big finish line jump.  Many creator's would just leave that jump by itself.  Only the best creators realize it needs a set-up jump before it.  VET DC was the master at that.  SKY99 gets it too.  So do you.  It makes a fun track that's still technical.

I also love how your layouts force the rider to ride the track.  You have to use the brakes, you have to control your speed, you have to jump some sections low and short.  Yet theres also sections where you have to try to hit a jump as WFO as possible.  Results in a very technical feeling to the tracks, even though they tend to be wider and smoother then what I prefer.

I also love your use of tabletops with very carefully sculpted downsides.  It allows riders to still ride rhythm sections on small bikes or when they make a mistake, but landing those jumps perfectly results in much faster lines.  I don't think I"ve ever ridden tracks with better downsides then what you've got.  Also some pretty creative jumps too.

You've got a lot going for you as a creator.  A nice addition to this generation of guys.  I would like to see some tougher whoops and longer, lower speed rthym sections (jumps with more up and less out, so to speak) and maybe some elevation changes in your tracks, but other then that, keep it up man!  Awesome first couple of tracks.

XFR_MJS

thxs for the kind words, im glad you like them... Im workin on my 1st replica track now, Daytona SX 2005.. it will have to be rough and technical for sure. I only started making tracks like a month ago so I hope to get better and better.

i agree with your thougths on the sand sections for racers deltight, I messe with that section more then any other, trying to get a good traction setting.

have you tried my newest trk? rainy day.. its rough and tough and very slippery.. people will either love it or hate it.. once you get it down its pretty fun, i think anyway :) and there is plenty of traction to get good laps on it, just dont hit any bales and watch the corners and you should be ok :)

Garasaki

I would urge you to stay far far away from replica's.

You'll make much more enjoyable original tracks then you ever will make replica's, but you'll find replica's are at least 3 times as stressful.  The bike in mcm2 simply dosent work with the same physics as a real bike does.  You'll spend hours agonizing over a single section, trying to get it to ride like it did in real life...and it never will.  Plus you are totally stifling your creativity with replicas. 

A nice compromise is to make a track incorperating some of the sections we saw at daytona, but put them in a track that is your own layout.  Replica's will put on on a path down a road that you probably don't want to be on!

XFR_MJS

well.. ill give it a shot and see how it goes.. ill get the layout down but maybe it wont ride the same.. im not gonna spend hrs and hrs and hrs on this, if it doesnt go as i hoped ill just drop the project or turn it into something else