THORMX (UPDATED)

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ROSE822
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THORMX (UPDATED)

Postby ROSE822 » Wed Apr 01, 2015 8:02 pm

UPDATED VERSION

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sorry about the post before i had no motivation, but the comments i had on the track when it was no way near finished was remarkable and thank you for them comments..

WHAT THE UPDATED ONE INCLUDES:
Environment
Billboards
Statues
Finish Line Banner
New Decal Overlay
Remodelled Jumps


DOWNLOAD LINK : http://www.mediafire.com/download/8x3zp ... ThorMx.rar

!MAKE SURE TO DELETE OLD ONE!

Credits:
Dion-Decals
Dorno Track-Weeds/Billboards
KB House-Trees/Billboards
Pala2010Raceway-Thor Banner And HayBales / Statues
JLV for the game
SORRY TO ANYONE I HAVE FORGOT....
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wellzee793
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Re: THORMX (UPDATED)

Postby wellzee793 » Wed Apr 01, 2015 8:34 pm

10 times better than the other one dude. All of the statues and billboards you added really helped the track out. But you could have placed the grass a little better :wink:
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ROSE822
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Re: THORMX (UPDATED)

Postby ROSE822 » Wed Apr 01, 2015 8:44 pm

thats one thing im not good at. ENVIRONMENTS :( its kills me everytime
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slowngreen
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Location: idaho

Re: THORMX (UPDATED)

Postby slowngreen » Wed Apr 01, 2015 11:48 pm

I like it, thanks for sharing. Looks good too I think.
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CrossFlow Racing#16
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Re: THORMX (UPDATED)

Postby CrossFlow Racing#16 » Thu Apr 02, 2015 12:57 am

You did a real good job here mate, nice one. The environments make it look alot better.
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kawa77
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Location: Spain

Re: THORMX (UPDATED)

Postby kawa77 » Thu Apr 02, 2015 5:42 am

Yess! this is exactly what the track needed! so much more flow on it now. plus the enviroment really makes it feel like a finished track. really happy with this release! Really good tracK!
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ryxn
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Re: THORMX (UPDATED)

Postby ryxn » Thu Apr 02, 2015 7:55 am

you need to work on your scaling all the jumps are way under scaled so you flat land and get legs off all the time
Fair Play.

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ROSE822
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Re: THORMX (UPDATED)

Postby ROSE822 » Thu Apr 02, 2015 11:08 am

The jumps aren't underscaled at all, if you knew how to work the track editor you would see how hard it is to scale a jump, just remember this is my 5th ever track I have made, And thanks a lot guys for your feedback! Appreciate it, I can only improve with the pro's and con's
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Wahlamt
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Re: THORMX (UPDATED)

Postby Wahlamt » Thu Apr 02, 2015 11:22 am

ryxn wrote:you need to work on your scaling all the jumps are way under scaled so you flat land and get legs off all the time

Those jumps aren't underscaled, if you look at a real life track, however for mxsim standards they are. A 100ft double in here feels like a 30ft one in real life.

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JakeT3
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Re: THORMX (UPDATED)

Postby JakeT3 » Thu Apr 02, 2015 3:50 pm

Really fun track, I enjoy it alot :)
Thanks
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ROSE822
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Re: THORMX (UPDATED)

Postby ROSE822 » Thu Apr 02, 2015 5:05 pm

Its cool, currently working on a sand track :D
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BcMxKx37
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Re: THORMX (UPDATED)

Postby BcMxKx37 » Fri Apr 03, 2015 1:26 am

during screenies do FOV 20-30
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John23
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Re: THORMX (UPDATED)

Postby John23 » Fri Apr 03, 2015 1:32 am

BcMxKx37 wrote:during screenies do FOV 20-30

dude.........stop acting like you know exactly what to do.....For screenshots of in game whips and stuff, you do that. Not for track previews..... :evil:
Ddavis wrote:Who knows who is to blame, but the world is a fucked up place and there's a lot of fucked up people.

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ROSE822
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Location: United Kingdom

Re: THORMX (UPDATED)

Postby ROSE822 » Fri Apr 03, 2015 2:26 am

I know that Field of view thanks, I iust didnt have time, if your so bothered about it go do it yourself
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Wahlamt
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Re: THORMX (UPDATED)

Postby Wahlamt » Fri Apr 03, 2015 8:36 am

BcMxKx37 wrote:during screenies do FOV 20-30

Yeah, the best track previews are when you can see 1 rut on the track, I feel ya.


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