[RELEASE] AtlasZoor's MX Facility

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AtlasZoor
Posts: 369
Joined: Wed Aug 02, 2017 12:51 am
Team: Atlas Trackworks
Location: Corn

[RELEASE] AtlasZoor's MX Facility

Post by AtlasZoor »

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My Journey,
After a quick 48 month break since my last track release im finally back. So much work has gone into this track and I'm super proud with how it turned out. There is definitely still some more things I wish I could have added to this track but I needed to distance myself from this project in order to save myself mentally. It was starting to become redundant and working on this track over and over was not exciting and burning me out. I want to turn to new projects and go back to my roots creating fun and challenging tracks for the community on a more regular basis.

I have created countless completely custom objects and textures for this track ranging from a ton of different trees, foliage, buildings, fences, dirt and grass textures, etc. Along with a custom windmill that actually moves! So exciting I know. All of it is for you guys to use. I have left the track folder unsaffed and most of the statues and textures are organized into their respective folders to make it easier for people to use in their own tracks. Sim needs some new life in the track scene and i'm hoping some of my objects and textures can help that cause.

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- PLEASE READ BELOW BEFORE DOWNLOADING -

Below I have provided a ReShade preset and NVIDIA settings to be used on this track. It is optional; However, I HIGHLY advise to download as it has some mild color correction and sharpening that I used it to help fine tune the visuals on this track. (Theres no stupid bloom or anything) Plus it makes the game look better without any performance cost, and literally takes 1 minute to set up even if you don't have ReShade downloaded.

Link to the ReShade Presets - https://www.mediafire.com/folder/i5ivf3 ... hade+Files
PLEASE watch this tutorial (3 mins) - https://youtu.be/mNd50vuQypM


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- Link-

Atlas MX Facility

This track consists of three different tracks. A pro MX loop, A practice MX loop (Cuts out the sand), and a small SX track. Erode Barks, In Single player I suggest running erode at around 1-2. Adjust accordingly in multiplayer.
If you like my tracks and wanna support, paypal or venmo @evanwebb110
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Freddy694
Posts: 421
Joined: Tue May 16, 2017 3:57 pm
Location: Sweden

Re: [RELEASE] AtlasZoor's MX Facility

Post by Freddy694 »

Lets go Atlas, So sick!!
SethShirley44
Posts: 309
Joined: Tue May 21, 2019 9:24 pm
Team: Chick fil a

Re: [RELEASE] AtlasZoor's MX Facility

Post by SethShirley44 »

Awesome release! Glad to see you back
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reddead422
Posts: 356
Joined: Sun Mar 02, 2014 12:54 am
Team: Wildside Designs

Re: [RELEASE] AtlasZoor's MX Facility

Post by reddead422 »

He has come to revive sim, lfg Mr Zoor :!: :!:
Blake_901
Posts: 1969
Joined: Tue Feb 25, 2014 1:41 am
Location: Flawda

Re: [RELEASE] AtlasZoor's MX Facility

Post by Blake_901 »

So sick thanks Atlas huge contribution to the community!
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RFX_corentin_12
Posts: 1239
Joined: Tue Oct 11, 2011 1:26 pm
Team: Impact
Location: France

Re: [RELEASE] AtlasZoor's MX Facility

Post by RFX_corentin_12 »

Lookin really good!
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supercrosspig
Posts: 116
Joined: Tue Oct 29, 2019 11:13 pm

Re: [RELEASE] AtlasZoor's MX Facility

Post by supercrosspig »

I've waited for this for so long and it's beautiful.
stef:)
Posts: 22
Joined: Sat Jan 28, 2023 6:06 pm
Team: Privateer

Re: [RELEASE] AtlasZoor's MX Facility

Post by stef:) »

sick cant open my game anymore
AtlasZoor
Posts: 369
Joined: Wed Aug 02, 2017 12:51 am
Team: Atlas Trackworks
Location: Corn

Re: [RELEASE] AtlasZoor's MX Facility

Post by AtlasZoor »

Freddy694 wrote: Wed Jan 15, 2025 10:35 pm Lets go Atlas, So sick!!
SethShirley44 wrote: Wed Jan 15, 2025 10:42 pm Awesome release! Glad to see you back
reddead422 wrote: Wed Jan 15, 2025 10:44 pm He has come to revive sim, lfg Mr Zoor :!: :!:
Blake_901 wrote: Wed Jan 15, 2025 10:44 pm So sick thanks Atlas huge contribution to the community!
RFX_corentin_12 wrote: Wed Jan 15, 2025 10:46 pm Lookin really good!
supercrosspig wrote: Wed Jan 15, 2025 10:56 pm I've waited for this for so long and it's beautiful.
Yall are goats I appreciate the support so much
If you like my tracks and wanna support, paypal or venmo @evanwebb110
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stef:)
Posts: 22
Joined: Sat Jan 28, 2023 6:06 pm
Team: Privateer

Re: [RELEASE] AtlasZoor's MX Facility

Post by stef:) »

stef:) wrote: Wed Jan 15, 2025 11:57 pm sick cant open my game anymore
nevermind track is sick and shaders are sick
sethypeety
Posts: 405
Joined: Mon Jul 18, 2016 2:51 pm
Team: SpitFire Aprilia
Location: in your face
Contact:

Re: [RELEASE] AtlasZoor's MX Facility

Post by sethypeety »

Okay, now we're gaming.
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csibike
Posts: 119
Joined: Fri Oct 17, 2014 7:03 am

Re: [RELEASE] AtlasZoor's MX Facility

Post by csibike »

This shit made me come out of retirement
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137
Posts: 2651
Joined: Wed Jun 24, 2009 1:31 am
Team: LCQ Studios / rF

Re: [RELEASE] AtlasZoor's MX Facility

Post by 137 »

csibike wrote: Thu Jan 16, 2025 9:41 pm This shit made me come out of retirement
If you enjoy what I make, donate to the cause 8) It's very much appreciated!!
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juderichards512
Posts: 1
Joined: Sat Jan 25, 2025 11:04 am
Team: Privateer

Re: [RELEASE] AtlasZoor's MX Facility

Post by juderichards512 »

it says client track modiefied does not match servers track when i try to join a server on the track
macca325427
Posts: 2
Joined: Wed Aug 25, 2021 8:02 am
Team: raceready suspension

Re: [RELEASE] AtlasZoor's MX Facility

Post by macca325427 »

Apparently i don't have certain object packs, any chance anyone else has had this issue??
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