Gwennap Compound Track Release

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hondaboyali
Posts: 10
Joined: Tue Jan 29, 2013 10:46 pm
Team: None

Gwennap Compound Track Release

Post by hondaboyali »

This is my first track release there is a motocross track and supercross track, any constructive feedback is welcome to help me with future tracks. As always thanks to JLV for the game, and the various people I used objects from.

Track link: http://www.mediafire.com/folder/jljm6zt ... c85/shared
christianjonse
Posts: 420
Joined: Fri Oct 27, 2017 8:36 pm
Team: Privateer

Re: Gwennap Compound Track Release

Post by christianjonse »

Pics would be nice no pic no download
MightyMii
Posts: 47
Joined: Sun Dec 30, 2018 12:42 am
Team: Privateer

Re: Gwennap Compound Track Release

Post by MightyMii »

christianjonse wrote:Pics would be nice no pic no download
USABMXER1
Posts: 1181
Joined: Sat Mar 28, 2015 2:49 am
Team: DaBaum Designs
Location: Fort Wayne, Indiana
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Re: Gwennap Compound Track Release

Post by USABMXER1 »

Honestly not that bad of a track, kind of fun to be honest.

Things that need to be working on
Transitions - it feels like they weren't smoothed out one bit on the face so it is kind of a rough abrupt hit there and then the landing you just bottom on a lot of them.
Corners - Felt like every rut was the exact same size from the furthest inside to the furthest outside rut, I'd make the insides a bit smaller and the breaking bumps going into it a bit more or just make it rougher so that the fast line isn't always going to be the inside so there is still room to make passes.
Environment - I know a lot of people don't care about an environment because it has nothing to do with how the track rides at all but it just felt really bland and a good environment can make or break a track for people to play on it.
Image
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