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Quote from: TonySpinelli on February 06, 2020, 12:10:36 pmYou can definitely tell that you are starting to get the hang of this. I haven't tried to make a supercross track yet (layer masks are about to make me quit trying) but when i did in mx sim...the biggest key i found was to make your own type of scale that you like and stick to it. i also researched spacing on supercross tracks and sections too. i think by the end of this you will have it all down to a science! nice work.
Quote from: Asdrael on December 14, 2019, 09:51:24 amThe 3 4 5 refers to the height of the jump, in feet. A table is usually 4" high, a regular rythm jump 3". So when describing a section it's fast and easy to say like 3 3 table or 353.
For the 90turns, I think my tutorial on how I made A2 sometime ago has a section on berms (on my phone atm, hard to check). Basically, of you use Photoshop, you can build a 180 berm normally then cut it by multiplying the berm layer by a gradient. Had the best results this way.
Quote from: Asdrael on December 13, 2019, 03:54:41 pmA few points that, imo, you need to address to lower some frustration:
- tame down the last of the whoops in each of the 2 lanes so it makes for a more predictable exit
- the over under landing should be much more straight, it's currently too curved so you either overjump or rebound on the top
- the 90° berms are kinda underwhelming, I think you need to redo them so they grab you instead of bumping you 90°
the section after the 90° after the first set of whoops: you made it feel like a 3 5 table, I think it is supposed to be a 3 4 table (if not 33 table as it's rare to have a 3 4 table). Anyhow, in game, the second jump clips your wheel often and prevents you from doubling in.