2014 MotoOption Supercross Rd 4 - Oakland

Post your tracks here
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
Markham
Posts: 99
Joined: Wed Sep 22, 2010 11:49 pm
Location: CA

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by Markham »

Lo2Rider wrote:Ok, now I start missing jlv's track. I seems like 2014 tracks are just getting worst week after week.

It is not that the track is bad, it's just that it is not a MX sim track... It is way too much overscaled !

Just the first rythm section, after the start : it kind of remind me an air plane departure runway. Think about A1 after the first whoops section, it was a pleasure to be carefull in the turn, turn on slowly the throttle and seat bounce to land perfectly after the table. Here it´s just, "ok, full throttle and lean backward"...

And all the rythm sections are more or less like this :cry: ...

It's is not a bad track... If the game was called MX vs ATV and not MX simulator.
Well if u want the next track I work on will be one to one scale.i wouldn't want to put mx vs atv in this game. I think you need to sleep it off and wake up a little smarter
Image
MX PRODIGY 17
Posts: 3275
Joined: Tue Apr 12, 2011 9:36 pm
Team: TBR
Location: New Jersey

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by MX PRODIGY 17 »

I really don't understand people. I think these are some of the best tracks we have seen in a long time. Don't take it to heart the people complaining are mostly am's and shouldn't be able to ride a sx track in the first place. The people who don't like the track are the ones who post and the ones who enjoy it tend to stay quiet. Just because all you se is hate about the track doesn't mean that is the majority. Keep doing what you guys do.

Whoops are sick but I think Markham's are still the best whoops I have played. These are like a toned down version of them.

Keep up the sick tracks guys and within a few rounds I feel like we will have them absolutely dialed.
Image
BGnastyy905
Posts: 676
Joined: Wed Mar 21, 2012 3:14 am
Team: Tagger Designs
Location: Southern CA
Contact:

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by BGnastyy905 »

Great SX tracks so far keep it up fellas love it!
@taggerdesigns #ScreamingCreative
Boogie_Man
Posts: 40
Joined: Fri Feb 25, 2011 10:20 pm
Team: Privateer

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by Boogie_Man »

Wow !! great job , the faces of the jumps are steep, love the "fling" as they huck you up there quite a bite, good whoops too. Awesome !!!!
Lo2Rider
Posts: 267
Joined: Sat Jun 04, 2011 4:13 pm
Team: Privateer

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by Lo2Rider »

MX PRODIGY 17 wrote:people complaining are mostly am's and shouldn't be able to ride a sx track in the first place.
This is exactly the opposite of what i mean. The way it's made, this track is not technical enough. And this is why all the "am's" are not complaining about this one.
It took me 3 laps to run a 59. This is not normal, i'm no Tysen or Leclair...
MX PRODIGY 17 wrote:Don't take it to heart
This.
checkerz
Posts: 8791
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by checkerz »

Lo2Rider wrote:
MX PRODIGY 17 wrote:people complaining are mostly am's and shouldn't be able to ride a sx track in the first place.
This is exactly the opposite of what i mean. The way it's made, this track is not technical enough. And this is why all the "am's" are not complaining about this one.
It took me 3 laps to run a 59. This is not normal, i'm no Tysen or Leclair...


.
After the first triple it's a double ingame. Here it's double triple. I doubt that even JS will jump all the section tonight. Same thing for the double section right after. There is four jump ingame. I doubt that they will go five quad tonight. I know I know, it wasn't like this on the 3D preview, it is just to explain how i feel about the track
If you want to talk shit maybe you should check your facts before you make yourself look like an even bigger assbag. Not only did those two sections change but the layout did too. The old straights were significantly shorter on the blueprint.

I've explained the first section three times now. The rest is the same scale as the other tracks almost to a T. It isn't our fault the dirtwurx design was basic as grade school. Still waiting for your version.
Atom6246
Posts: 4000
Joined: Fri Jul 13, 2012 1:28 am

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by Atom6246 »

MX PRODIGY 17 wrote:I really don't understand people. I think these are some of the best tracks we have seen in a long time. Don't take it to heart the people complaining are mostly am's and shouldn't be able to ride a sx track in the first place. The people who don't like the track are the ones who post and the ones who enjoy it tend to stay quiet. Just because all you se is hate about the track doesn't mean that is the majority. Keep doing what you guys do.

Whoops are sick but I think Markham's are still the best whoops I have played. These are like a toned down version of them.

Keep up the sick tracks guys and within a few rounds I feel like we will have them absolutely dialed.
Don't make ams look like the bad guys, I'm a am and I love it! Its a majority of people that dont like it so dont point your fingers at the ams because its not just them. It mostly is but not all of them ahah
LinkinMark1987
Crushed Dissenter
Posts: 94
Joined: Mon Sep 16, 2013 6:53 am

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by LinkinMark1987 »

Ok so, I really hated the first SX, disliked the second SX, liked the third and I absolutely love this one! The jumps feel good and realistic, it may be a little overscaled but that's not a big issue. The traction and berms are great! Only thing i don't really like are the step on/offs.

Good job on the track!!
Image
JT43
Crushed Dissenter
Posts: 3245
Joined: Thu Feb 16, 2012 8:33 pm
Team: MotardMatt220
Location: KTM57

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by JT43 »

Why dont my timing gates work, why is there only 1 starting gate and why is the 30 second board guy stood there and not moving what so ever?
Apart from that i like the track as much as the rest of them. But ive had the same problem for every round.
jlv wrote: Motardmatt220 is a crock of shit
KTM57 wrote: August is 13 years old and thinks he's hot shit because he's a lot younger than everyone else
Evo997
Posts: 406
Joined: Wed Nov 27, 2013 9:23 pm
Team: Privateer

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by Evo997 »

checkerz wrote:Are the triples big? Sure as fuck are. Have you hit a SX triple? The FEEL is captured pretty well.

/seriouslyendrant #beerme
Probably what makes me love this track the most. Not only can you scrub these booters, if you do it right, you save a ton of time, and they really get flicked out there. Probably the most realistic feeling triple I've hit in the game. The rest of the track flows, and to have a track flow as nice as this, you have to scale it up and make it interesting.
Markham wrote: Well if u want the next track I work on will be one to one scale.i wouldn't want to put mx vs atv in this game. I think you need to sleep it off and wake up a little smarter
Ignore the kiddies Markham. You can't please all the people all the time. But the ones who love it really appreciate it.
Prada wrote:I spent 5 minutes plunging my toilet today.
Phathry25 wrote:Don't try to apply logic to anything MiNi says.
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by barrington314 »

JT43 wrote:Why dont my timing gates work, why is there only 1 starting gate and why is the 30 second board guy stood there and not moving what so ever?
Apart from that i like the track as much as the rest of them. But ive had the same problem for every round.
http://forum.mxsimulator.com/viewtopic.php?f=1&t=27831
JT43
Crushed Dissenter
Posts: 3245
Joined: Thu Feb 16, 2012 8:33 pm
Team: MotardMatt220
Location: KTM57

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by JT43 »

barrington314 wrote:
JT43 wrote:Why dont my timing gates work, why is there only 1 starting gate and why is the 30 second board guy stood there and not moving what so ever?
Apart from that i like the track as much as the rest of them. But ive had the same problem for every round.
http://forum.mxsimulator.com/viewtopic.php?f=1&t=27831
Cool. Thanks
jlv wrote: Motardmatt220 is a crock of shit
KTM57 wrote: August is 13 years old and thinks he's hot shit because he's a lot younger than everyone else
Jamie T
Posts: 48
Joined: Sat Feb 27, 2010 10:45 pm
Team: Privateer
Location: England
Contact:

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by Jamie T »

I don't really play these SX tracks too often, but I just wondered why the SX tracks are always overscaled from real life? The national replicas are real life scale aren't they? (I don't know that for certain, but they seem to be). So I just wondered why you don't apply real life scale to the SX tracks? If this game is supposed to be a 'simulator', surely real life scale will work just fine? The 1:1 scale tracks I've made for myself seem to be no more or less difficult than JLV's scale. It's pretty easy to figure out the size and shapes of the jumps as Dirtwurx are often kind enough to include measurements on the tracks maps. It would settle a lot debate about the (somewhat) "winging-it" style of the track design, and whether or not something is to big, too steep, blah blah blah... You can justify everything with measurements and logic!
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by barrington314 »

Jamie T wrote:I don't really play these SX tracks too often, but I just wondered why the SX tracks are always overscaled from real life? The national replicas are real life scale aren't they? (I don't know that for certain, but they seem to be). So I just wondered why you don't apply real life scale to the SX tracks? If this game is supposed to be a 'simulator', surely real life scale will work just fine? The 1:1 scale tracks I've made for myself seem to be no more or less difficult than JLV's scale. It's pretty easy to figure out the size and shapes of the jumps as Dirtwurx are often kind enough to include measurements on the tracks maps. It would settle a lot debate about the (somewhat) "winging-it" style of the track design, and whether or not something is to big, too steep, blah blah blah... You can justify everything with measurements and logic!
Find me these current sx maps with measurements that you speak of.
Some of the national tracks are scaled up. I think Hangtown and the newest lakewood and redbud might be 1:1 but Im not sure. Budds creek is 1:1.1

I just started messing around with making oakland 1:1 and i built like 1 thing and it sucks already. Lol. Feels like a pitbike track.
Image
checkerz
Posts: 8791
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2014 MotoOption Supercross Rd 4 - Oakland

Post by checkerz »

Jamie T wrote:I don't really play these SX tracks too often, but I just wondered why the SX tracks are always overscaled from real life? The national replicas are real life scale aren't they? (I don't know that for certain, but they seem to be). So I just wondered why you don't apply real life scale to the SX tracks? If this game is supposed to be a 'simulator', surely real life scale will work just fine? The 1:1 scale tracks I've made for myself seem to be no more or less difficult than JLV's scale. It's pretty easy to figure out the size and shapes of the jumps as Dirtwurx are often kind enough to include measurements on the tracks maps. It would settle a lot debate about the (somewhat) "winging-it" style of the track design, and whether or not something is to big, too steep, blah blah blah... You can justify everything with measurements and logic!
Sounds like you have everything you need to build way better tracks at a way better scale. No one is stopping you.

The new Hangtown is 1:1.1. So is Millville.
Post Reply