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November 23, 2024, 04:15:47 PM

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2018 Anaheim 1

Started by 𝖙𝖋𝖈, April 01, 2018, 10:47:18 PM

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𝖙𝖋𝖈

April 01, 2018, 10:47:18 PM Last Edit: April 01, 2018, 10:49:31 PM by тғc
I really wasn't planning on releasing anything this beta as I've not enjoyed it so much. but I fancied working on a track or two for fun so figured I'd get this one roughly out of the way first. It's not 100% finished and right now it's only a day practice version but it's rideable, raceable and so on.

Everything made by me. Not to an amazing quality but good enough in my opinion until someone comes along who has the drive to increase the detail on things. It features Angel stadium and surrounding environment, tuff blocks, new gate.edf, supercross lineup gate, finish line, timing gates and inside thingys.

Anyone who notices some stuff that's not quite finished it's because right now I'm not interested in finishing tracks for release.

Have fun!

DOWNLOAD (01/04/2018)
And remember, you can always buy me a beer for all my hard work   ;)



teeds

Nice work TFC, thanks. Can it be raced online ok?
"Damn dirt bikers!" - Bubba

𝖙𝖋𝖈

I think so the race data should be good.. I haven't touched it in a while. Let me know if the marshals are floating or anything and I will fix it :)

Asdrael

Hoh a track! Thanks a lot TFC, nice of you to put the work into it! I tried it some, using the 450 OEMs.

The stadium looks great, track decoration too.

The track is very good. The rhythm sections work and flow nicely (if you get the "intended" lines which are clearly faster than the others). The jumps are well designed with a nice kick but manageable to time the landing, and the triple are bigger than IRL I think but they give a nice feeling in game. The whoops work really well - you need a minimum speed and there is a maximum speed to skim them, but tripling them works too. Overall on the obstacles - A! ;) On the obstacles, a few comments:

- The first jump after the finish line, on the outside line (intended to be a triple) is too sharp or the last jump too high, you can't triple without being waaayy dirty. Same for the inside line, the first bonus jump is already sharp for a double, and sends you to the moon when you try to triple.
- The last jump of a section could use some rounding off / being slightly lower so keeping a single before a turn is viable.

The main "issue" I have is the berms. They are (imo) not enough of a bowl. Instead of linking the flow of the rhythm with a flow in the turn, you have to tip toe in because (I think) the berm is not high and round enough. Front washes out (not your fault), but overall you kill your speed too much, both entry and exit speed. The result is that you can't really triple out of turns, and you have to really mind the whoops to not blow the berm completely, getting you under the skim speed if you want to make it.


But great SX track overall. I'm glad to see someone else try his hand at it. I really think that having nicer bowl turns would make this track more enjoyable overall, that's about it.

Much <3
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𝖙𝖋𝖈

Thanks Asdrael..

I completely agree about the 180 berms.. but gave up on trying to get a good bowl and went with something mellow you can 180 slide pretty easily.

Some lines that were used IRL I've only managed to hit once (like quadding the on off before the triple without going over the bars). The main reason I stopped working on it was because of the physics. The games not really ready for supercross in an ease of use sense.. Yes you can make a 1:1 replica, yes you can hit most of the pro lines if it's built properly but weird and unexpected physics related things happen too regularly when you're riding on the edge so to speak.

Lost interest, but sure it will get better in the future :)

Twitch135

Oh Shit I'll have to download this when I get home. Thanks TFC for the hard work, just bought you a beer.  :)
<br />Donations are greatly appreciated http://paypal.me/TWITCH135

𝖙𝖋𝖈

Quote from: Twitch135 on April 02, 2018, 07:15:26 PM
Oh Shit I'll have to download this when I get home. Thanks TFC for the hard work, just bought you a beer.  :)

Thanks man, much appreciated! 8)

Alex

awesome cant wait to cut some laps on it thanks for release man

philiaN

thx fats, but like you said

Quote from: тғc on April 02, 2018, 12:15:55 PM
weird and unexpected physics related things happen too regularly when you're riding on the edge so to speak.

i hope sx will feel better in beta8

Oscar

Great job! I hope the beta 8 will be released soon, the community is dead now. At least there's someone making tracks. Keep  on making awesome content

Mace-x

Thank you mate, i dont even have installed the game, will wait for B8 probably to leave a review, thanks a lot!  ;D

philiaN

Ok its time for some feedback.  ::) I really didn't like this track back in b7, but this was obv. not your fault.
First the rhythm sections are really enjoyable, i'm glad you showed us how it should be done  ;D (obstacles/jumps)

But still there are some things that should be redone for b8 update:

1. the berms
2. The second tabletop - I got always a weird kick if i try to triple it resulting in a frontflip. (IRL it is possible)
3. After the finish jump the double/double section - outside line for triple like asdrael said.
4. Falling from the track :D Maybe you can do an invisble wall around these areas.
5. Some of the toughblocks are in the ground

And some thoughts for the update:
1. Night version
2. Rider standings on the big screen (or like snappe did it on nevada 18)
3. Wet textures

It would be awesome if you would do the whole sx series. Fantastic work, fats!

loinen

finally decided to write few words.

the track itself is very cool and interesting to ride through it but seems that geometry is not close to reality which is sad because it cant be used to illustrate how good the simulation in MXB is or to test from this aspect (i expected to do that).

anyway, thanks for the work!




𝖙𝖋𝖈

Thanks. It was really more that the track was made to fill the stadium.. I was only going to make the stadium but quickly made the track to fill the grounds.

Surprisingly though the track was made using the official track map, the stadium scale and my best calculations for height of jumps.

Either way, I wanted to make all the stadiums and found that Anaheim alone took a couple of months.

loinen

June 24, 2018, 06:48:50 PM #14 Last Edit: June 24, 2018, 07:00:19 PM by loinen
Quote from: тғc on June 24, 2018, 06:23:54 PM
Surprisingly though the track was made using the official track map, the stadium scale and my best calculations for height of jumps.

well.. another problem.

i just compared this video

https://www.youtube.com/watch?v=cFvyQQ99D1U

to my 3 laps on your track (250xf me and 450 in the vid but no big diff for 450 going through, just a bit easier to get speed)

https://www.youtube.com/watch?v=F7LW1i5vtPQ

some sections are really epicly accurate but...

but overall looks like it's too damn hard to do all jumps clean and identical to real life constantly even for old school mxbiker :) same i could say about Asdrael's 2016 SX tracks.
i think if all your, guys, SX tracks were done 1:1 it would not be so hard. i think this is one of the main reasons why servers with these tracks were so unpopular in the past. and i think it's pretty much may be the reason why these tracks can be off any big championships.
i'm not sure but i guess the tracks must be a bit smaller at least.