2014 MotoOption Supercross Rd 2 - Phoenix

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Phathry25
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by Phathry25 »

Can we get the middle of the bottom of the berms pulled out more? That's fine if you want to leave them steep on the edges, but as is it's impossible to stay low in the berm and still turn out low. The sharp transition just grabs your front wheel and you're done.
JesseWildman
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by JesseWildman »

Awesome cant wait to play!
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AWood
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by AWood »

Phathry25 wrote:Can we get the middle of the bottom of the berms pulled out more? That's fine if you want to leave them steep on the edges, but as is it's impossible to stay low in the berm and still turn out low. The sharp transition just grabs your front wheel and you're done.
my biggest problem with the high berms. i LOVE big berms but its the trannies.
barrington314 wrote:awood is right
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2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th Overall
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TheOneAndOnlyJoey
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by TheOneAndOnlyJoey »

Not really a fan of this one
-Berms are a lot better
-Most jump faces suck
-Whoops are shitty
Im so mean
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TheOneAndOnlyJoey
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by TheOneAndOnlyJoey »

DP
Dont get me wrong i love having new tracks every week but just some of my personal opinions
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DM 119
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by DM 119 »

TheOneAndOnlyJoey wrote:Not really a fan of this one, it is super realistic and I just suck.
-Berms are a lot better, because Im an outstanding rider
-Most jump faces are great, I just suck
-Whoops are shitty, and realistic, I just suck
Im so mean and i suck
Yeah I agree with you there bro.
DM 119
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by DM 119 »

TheOneAndOnlyJoey wrote:DP
Dont get me wrong i love having new tracks every week but just some of my personal opinions suck
Yeah mine do too sometimes bro.
DM 119
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by DM 119 »

m121c wrote:Really good job to all the creators involved in the making of this. It's awesome how you listened to all of us complainers and tried to change it up to fit everyone's opinions! I think you found that fine line between fun and realism already, I'm only more excited to see the tracks now further on down the line. Great job, track is sick, stadium is sick, it's awesome.

I can't find anything bad to say about it but I will just give some very nit picky things that I could think off (mind you it took me a few laps to think of this) that may want to be tried? I don't know it's sick already but it could possibly put a twist or a little different feeling for different tracks, no two tracks are the same in supercross irl, they don't have to be in game either.

My thoughts:

The whoops - Glad to see you got rid of the dips in between them, I can actually go through them now with out a weird swap out of no where. I think it would be cool to try bigger whoops that are more rounder. The whoops now are kinda cupped out, although looking at pictures of the supercross tracks from previous years I do see a lot of sharp cupped out whoops like that so they are pretty real. One thing I notice though is if the whoops are further apart is sx the rounder they are, and the closer they are the sharper they are, this holds somewhat true most of the time imo. I can't remember what round it was last year but I remember it had massive whoops they were really tall and spaced apart but they were really round.

Kind a like this:

Image

Again though, these whoops you have now are really nice, they ride well, are pretty realistic, and are not sketchy. Just trying to through out possible idea incase you want to try it out.

Berms - Thank you. That's all I have to say. No suggestions here they are exactly what I envision a sx berm to be.

Jumps and Triples - Spot on, I felt the rhythms this week are a huge improvement to what they were last week (last weeks were good just took time to get used to). I thought they had a bit more pop, and the triples well no suggestions there either they were perfect just like last weeks.

Traction - I like how you are changing the traction through out the series depending on how it was in the past. Phoenix is usually known for being really slippery so I get why the traction is the way it is (if it was even changed). I am still a believer in making the traction how you find it to be in the first heat or second heat race (really tacky from all the track work), to me it would be a little more enjoyable than then main event feeling (slippery dry beat up track) but that is just my opinion. Not everything can be easy so making it slippery makes it a challenge which is good.

Awesome track. Sick job everyone involved. Overall I think we will see some really awesome racing again like last week and I know it will be more enjoyable to play. Thanks for the hardwork!
I usually don't agree with you Mason, but everything here was right on the money imo, You did a very good job of explaining yourself without totally ripping apart there feelings, Because it's douchebags that say bring jlv back quick, that makes these people lose hope in pleasing everybody, at least these people are listening to us and really showing us they are trying, This was my ideal Supercross track in mind, rhythm sections were dope, whoops were gnarly (Changed like people asked) they could be a little better but what couldn't improve in this game? The triples were sick, the Berms were steepened and raised just like everyone asked... again.) Great great great job guys on making one of the most realistic supercross replicas (imo) The jumps were also rounded at the tip but still have pop to them (like everyone requested) I couldn't be more proud of you guys. Very rare someone listens to the people and applies it. I hope they continue to tweak the tracks to peoples liking til' they find out what works. Again great great job guys, Im so appreciative of this track. Thank you
Lynch
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by Lynch »

I really like this track overall, my only ''complaint'' is the steepness of the rythm sections my whole bike goes to the right whenever I try to do a triple. Love the berms and Iove the traction.
Tom cortvriendt
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by Tom cortvriendt »

Track is awesome. But it would be cool to have some ruts in the corners
motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
supercross711
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by supercross711 »

Tom cortvriendt wrote:Track is awesome. But it would be cool to have some ruts in the corners
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P2sta wrote:Read it again, you are going full are going full 'meurican here.
DM 119
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by DM 119 »

Lynch wrote:I really like this track overall, my only ''complaint'' is the steepness of the rythm sections my whole bike goes to the right whenever I try to do a triple. Love the berms and Iove the traction.
Stiffen up your suspension a little bit
karpuha
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Re: 2014 MotoOption Supercross Rd 2 - Phoenix

Post by karpuha »

Yeah! Phoenix looked today ... (Yesterday waited 3am))) Race feels different when you're this track has already passed!!! In reality it turned out even closer to MXsim than a preview ..... Class .. Today I come say thank you guys for the track to the simulator))) :D :D :D
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