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Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 7:57 am
by gordy
Heres a track that ive been making for the past week or so, i used the new texture system on it, so its pretty damn slick looking :wink:
so yeah, try it out...
also thanks to dj for making the banner model for the finish line and monster alley, and sticking with me through the constant betas and pestering
vegasnewtextures.jpg
(471.89 KiB) Downloaded 3614 times

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 12:03 pm
by moorin
awesome track thanks

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 3:31 pm
by mace-x
sweeeeeeeet
one of the nicer best looking tracks
great work

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 4:53 pm
by HolstadMX
holy @#$%!

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 4:54 pm
by enzopersson
you just made me buy the full game :lol:

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 9:00 pm
by Netdemon01
A few jumps I keep nosediving on, but I might have to mess around with the suspension settings for that. Other than that, this track is a perfect replica and flows nicely if you can hit all the rhythm sections correctly.

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 9:01 pm
by rewrew421
Why do i always think everything is easy?

lol this track is awesome, but if im not carefull i over jump everything.

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 9:13 pm
by ddmx
yeah, its easy to overjump stuff...but i think that is because maybe the 125's and 250f's are allowed too much power in this game? imo. the first triple a always nosedive. :?

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 11:31 pm
by DJ99X
Ha, told you your jumps had a nosedive problem gordy

Re: Las Vegas 2008 Supercross

Posted: Sun May 18, 2008 11:48 pm
by ShackAttack12
Its a pretty good track and there sure is a lot of eye candy.

I think it can be better though. If you dont time the jumps PERFECTLY you are screwed, and a track shouldn't be like that.
There has to be a small room for error. For example, on that section before the stadium exit, the first double.... if you
dont time that kicker perfect, you might as well roll the triple after it because you arent going to make it. Things like that
take away from the fun factor of the track.

Another gripe i have is that you made pretty much all of the jumps too large. If you are going to make a replica, i think
it is important to replicate the size of the jumps, not just the layout.

Also, the section that leads into the stadium exit you made wrong. It wasnt like a double -> triple -> etc..... the whole thing
was more like a rythem section with jumps of all equal size (except for the middle of it). If you made the track that way,
i think it would have been a bit better.

Just trying to give you honest opinion. Dont take it wrong 8)

Re: Las Vegas 2008 Supercross

Posted: Mon May 19, 2008 12:15 am
by Wilson
I agree with you, i spent 1 lap on this track then got pissed, lol

Re: Las Vegas 2008 Supercross

Posted: Mon May 19, 2008 12:25 am
by motox161
i got a 1:37 so far ... its really hard to stay up haha.

Re: Las Vegas 2008 Supercross

Posted: Mon May 19, 2008 12:26 am
by ddmx
i didn't want to say anything but yeah. seems really tight and hard to control the bike.

Re: Las Vegas 2008 Supercross

Posted: Mon May 19, 2008 12:28 am
by HolstadMX
i like it but you guys have to stop making those crapy blake skys. that basicly kills it

Re: Las Vegas 2008 Supercross

Posted: Mon May 19, 2008 12:49 am
by jlv
One technical problem. The track folder is Vegas2008, but the track objects and textures use vegas2008 (lowercase "v"). That works in windows but not on linux. It won't work if you pack it in a .saf either.

I recommend avoiding the use of capital letters and spaces in filenames. It will save a lot of confusion on different OS's.