Brightmoor MX

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pulse
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Brightmoor MX

Postby pulse » Thu Sep 26, 2013 6:59 am

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This is a Custom sand track I did, Theme is night time at the desert.
Want to thanks for all the new content in the track comp tracks!

texures-rentonmx (tweeked)
objects-Motosport Compound MX and Pierce motosports

Thanks to all beta testers. Twistmoto and motosport team!

http://www.mediafire.com/download/gvc25 ... al!!!!.rar
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TYLCROSS23
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Re: Brightmoor MX

Postby TYLCROSS23 » Thu Sep 26, 2013 10:56 am

Looks like you did a great job like always. Thanks pulse.
they see me rollin', they hatin'

RIP Paul Walker

RdK

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MotardMatt220
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Re: Brightmoor MX

Postby MotardMatt220 » Thu Sep 26, 2013 7:59 pm

Looks like it has good detail
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mxrewind665
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Re: Brightmoor MX

Postby mxrewind665 » Thu Sep 26, 2013 8:05 pm

Always with them "!" man but great track.
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Mona
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Re: Brightmoor MX

Postby Mona » Thu Sep 26, 2013 8:16 pm

I haven't seen the track in game, but from the screenshots, I started to wonder something. In general (for every track maker), what happened to the idea of merging the edge of the map with the sky box using a model? Instead of feeling like you're on a square map in the middle of a universe, this could actually feel like it's in a desert, just by how the horizon and edge of the map look.

I probably should have brought this up months ago in the tracks thread, but this is the first time I've felt like posting.

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Boblob801
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Re: Brightmoor MX

Postby Boblob801 » Thu Sep 26, 2013 8:29 pm

Mona wrote:I haven't seen the track in game, but from the screenshots, I started to wonder something. In general (for every track maker), what happened to the idea of merging the edge of the map with the sky box using a model? Instead of feeling like you're on a square map in the middle of a universe, this could actually feel like it's in a desert, just by how the horizon and edge of the map look.

I probably should have brought this up months ago in the tracks thread, but this is the first time I've felt like posting.


100% agree, the only person I know of that does this well is Jay.
Hi

Barely25
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Re: Brightmoor MX

Postby Barely25 » Thu Sep 26, 2013 10:49 pm

sick as always, nice track pulse!
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Maczust63
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Re: Brightmoor MX

Postby Maczust63 » Thu Sep 26, 2013 10:53 pm

so sick dude need to go up on the TM03 server

WellsMX524
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Re: Brightmoor MX

Postby WellsMX524 » Thu Sep 26, 2013 10:57 pm

Looks sick as always, Mitch

bossman241
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Re: Brightmoor MX

Postby bossman241 » Fri Sep 27, 2013 12:33 am

So sick glad i got to ride it last night
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TwistedMotor dropout | POGO MX recruit hopeful | RF D Class pro | holding it tapped 1st gear

west
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Re: Brightmoor MX

Postby west » Fri Sep 27, 2013 12:58 am

so sick , one of the best track i saw
good job dude
link of the topic : viewtopic.php?f=15&t=27353[/size] => new engine's sounds

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pulse
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Re: Brightmoor MX

Postby pulse » Fri Sep 27, 2013 1:55 am

Mona wrote:I haven't seen the track in game, but from the screenshots, I started to wonder something. In general (for every track maker), what happened to the idea of merging the edge of the map with the sky box using a model? Instead of feeling like you're on a square map in the middle of a universe, this could actually feel like it's in a desert, just by how the horizon and edge of the map look.

I probably should have brought this up months ago in the tracks thread, but this is the first time I've felt like posting.

your 100% right.
I should blacken the outer ridge of the night overlay image to blend the edge.
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vortexracingleader
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Re: Brightmoor MX

Postby vortexracingleader » Fri Sep 27, 2013 2:42 am

I Love you Mitch..<3 <3 <3...Making My Favorite Sand Track out... I might challenge you now :PPP and make my Own!
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conceptgraffmxs
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Re: Brightmoor MX

Postby conceptgraffmxs » Fri Sep 27, 2013 4:21 pm

west wrote:so sick , one of the best track i saw
good job dude
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PONZA77
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Re: Brightmoor MX

Postby PONZA77 » Fri Sep 27, 2013 5:05 pm

best sand track ever :) well done man!


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