FloMoto-Desert Arenacross

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Joined: Tue Jun 27, 2017 9:43 pm
Team: Privateer
Location: PNW USA

FloMoto-Desert Arenacross

Postby bippelog963 » Sun Aug 26, 2018 4:01 am

Since Supercross is coming, and AX is dead, Im going to start making more Arenacrosses. I made the AX on the left.
Please tell me what i could do better or any tips. I appreciate it

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Posts: 79
Joined: Mon Jul 18, 2016 2:51 pm
Team: NorthWest MX Honda
Location: in your face

Re: FloMoto-Desert Arenacross

Postby sethypeety » Tue Sep 18, 2018 12:58 am

The track is pretty good for an AX track, BUT:

Next time you should add a little detail to the ground like some tractor/cat marks on the back sides of the jumps, or rut decals just for looks. The offtrack was bland, though with my potato computer that isn't exactly a problem for me, but some palm tree billboards or maybe a house would have been nice to see.
The transition off of the finish line landing was kinda abrupt, it didn't cause any problems while riding but looked kind of weird. The berms weren't horrible but they felt kinda rounded off and didn't transition into the corner and onto the straight away very well.

The track is fun to play anyway though, also I can't see the gates, what's up with that?

(ps: can I make some small changes and add an environment to this track to use?)

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