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THORMX (UPDATED)
Posted: Wed Apr 01, 2015 8:02 pm
by ROSE822
UPDATED VERSION
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....
Re: THORMX (UPDATED)
Posted: Wed Apr 01, 2015 8:34 pm
by wellzee793
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

Re: THORMX (UPDATED)
Posted: Wed Apr 01, 2015 8:44 pm
by ROSE822
thats one thing im not good at. ENVIRONMENTS

its kills me everytime
Re: THORMX (UPDATED)
Posted: Wed Apr 01, 2015 11:48 pm
by slowngreen
I like it, thanks for sharing. Looks good too I think.
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 12:57 am
by CrossFlow Racing#16
You did a real good job here mate, nice one. The environments make it look alot better.
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 5:42 am
by kawa77
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!
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 7:55 am
by ryxn
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
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 11:08 am
by ROSE822
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
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 11:22 am
by Wahlamt
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.
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 3:50 pm
by JakeT3
Really fun track, I enjoy it alot

Thanks
Re: THORMX (UPDATED)
Posted: Thu Apr 02, 2015 5:05 pm
by ROSE822
Its cool, currently working on a sand track

Re: THORMX (UPDATED)
Posted: Fri Apr 03, 2015 1:26 am
by BcMxKx37
during screenies do FOV 20-30
Re: THORMX (UPDATED)
Posted: Fri Apr 03, 2015 1:32 am
by John23
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.....

Re: THORMX (UPDATED)
Posted: Fri Apr 03, 2015 2:26 am
by ROSE822
I know that Field of view thanks, I iust didnt have time, if your so bothered about it go do it yourself
Re: THORMX (UPDATED)
Posted: Fri Apr 03, 2015 8:36 am
by Wahlamt
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.