2010 Supercross Series Rd 7 - Thursday Night Feb 18
2010 Supercross Series Rd 7 - Thursday Night Feb 18
Current points / past results here.
Where: elsinore.mxsimulator.com:19802
When: Thursday Feb 18 2010, 9:00 PM EST (Click here for other time zones.).
Format:
No signups, just show up and race. The race format will depend on how many show up.
1-10 riders: All go directly to main.
11-20 riders: 2 heats. Top 4 go to main, 5th-8th go to last chance. Top 2 from last chance go to main.
21-30 riders: 3 heats. Top 3 go to main, 4th-6th go to last chance. Winner of last chance goes to main.
31-40 riders: 4 heats. Top 2 go to main, 3rd-4th go to last chance. Top 2 from last chance go to main.
Heats and LCQ are 5 laps. Main is 10 laps.
Points payout:
1st - 15 points
2nd - 13 points
3rd - 11 points
4th - 9 points
5th - 7 points
6th - 5 points
7th - 4 points
8th - 3 points
9th - 2 points
10th - 1 point
Download the track here
Huge thanks to Alex Monachino for the track and DDMX, Giopanda, Luiz, and hvpunk for the objects/textures.
(This uses a couple of files from trackcomp1. So if you don't have that you'll need it.)
Where: elsinore.mxsimulator.com:19802
When: Thursday Feb 18 2010, 9:00 PM EST (Click here for other time zones.).
Format:
No signups, just show up and race. The race format will depend on how many show up.
1-10 riders: All go directly to main.
11-20 riders: 2 heats. Top 4 go to main, 5th-8th go to last chance. Top 2 from last chance go to main.
21-30 riders: 3 heats. Top 3 go to main, 4th-6th go to last chance. Winner of last chance goes to main.
31-40 riders: 4 heats. Top 2 go to main, 3rd-4th go to last chance. Top 2 from last chance go to main.
Heats and LCQ are 5 laps. Main is 10 laps.
Points payout:
1st - 15 points
2nd - 13 points
3rd - 11 points
4th - 9 points
5th - 7 points
6th - 5 points
7th - 4 points
8th - 3 points
9th - 2 points
10th - 1 point
Download the track here
Huge thanks to Alex Monachino for the track and DDMX, Giopanda, Luiz, and hvpunk for the objects/textures.
(This uses a couple of files from trackcomp1. So if you don't have that you'll need it.)
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
Cool, can't wait to see how much it changed
Gonna go try it outt.
Gonna go try it outt.
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- Posts: 81
- Joined: Wed Feb 10, 2010 1:47 am
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
yeessssss ive been waiting
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- Posts: 81
- Joined: Wed Feb 10, 2010 1:47 am
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
omg the sands perfect the whoops r awesome omg awesome jobb!!!!
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
Very plain, the jumps don't kick you like they should.
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
Didn't change it much at all. I redid that S berm you mentioned, but it's still faster to just ride over it. I also lowered the four jumps before the second sand turn.TimFerry15 wrote:Cool, can't wait to see how much it changed
Gonna go try it outt.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
I must agree. It's an easy track, but not a replica. The whoops should be slower, taller, and more challenging, after the first sand section, the triple into the corner should be doable (more pop), the finish line jump is really low and mellow, and I feel the sand needs some ruts in it like we'll see in real life.Jones221 wrote:Very plain, the jumps don't kick you like they should.
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
I thought it would've been taken over.. haha. I honestly thought the textures seemed a bit plain, i thought the textures from the previous track would have been put in. I don't think there is any way around getting people not to just jump the S curve. And the whoops aren't that tricky, as said many times. I think if the finish line was any bigger/smoother on the take-off, you would be landing in the turn... I made the jump right on, on the track map, and i think they made it with too much of a straight before, because you can get some nice speed if you really try.
And a few more things..
1) The wood pieces are underneath the stadium on the short sides, the dirt goes right up to the edge
2) I like the darker dirt
3) No yoyo trucks, party unlimited, or fast channel bales
And a few more things..
1) The wood pieces are underneath the stadium on the short sides, the dirt goes right up to the edge
2) I like the darker dirt
3) No yoyo trucks, party unlimited, or fast channel bales
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
The sand is definitely a bit ordinary. As I said when the beta was released, the bumpy feel needed to be removed, and rolling whoops and/or ruts needed to be added.
The same whoops used in all the other tracks should have been used here. These are not going to split the good riders from the not so good.
The triple warning lights should be active. Its not that hard to do... and the normal map for that thing seems to be inverted. Its like its pointing in instead of out, if that makes sense
Best time so far is 1:03.2. With a stack
The same whoops used in all the other tracks should have been used here. These are not going to split the good riders from the not so good.
The triple warning lights should be active. Its not that hard to do... and the normal map for that thing seems to be inverted. Its like its pointing in instead of out, if that makes sense
Best time so far is 1:03.2. With a stack
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
The track is fun. It is different, and has some fast sections, and some sections that you must be careful on. I like the section with the dragons back and the 3 rollers after then triple... very fast. So I just did a few laps my time is 1.07
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
The dirt is unchanged, but the lighting is lower. I figured using the altered logos on the bales would be worse than using the real logos. There could possibly be a legitimate trademark dilution issue there.TimFerry15 wrote:1) The wood pieces are underneath the stadium on the short sides, the dirt goes right up to the edge
2) I like the darker dirt
3) No yoyo trucks, party unlimited, or fast channel bales
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
So umm, to put this how I feel or nicely? Crap is a good clean word. Whoops are way to easy, sand is horrible, the tables are just basically rollers with a flat spot, no lip to them to get into a rytehm and no pop off of them to step off, the s turn should have bales in the center around on the midde berm you know like they would in the real race. I'm sure that some people will dissagree with me but I really don't care, more people agree.
Re: 2010 Supercross Series Rd 7 - Thursday Night Feb 18
Too many noobs on the racetrack
Too many noobs on the racetrack
(Too many noobs)
Too many noobs on the racetrack
(Too many noobs)
Too many noobs on the racetraaaack
(TOO MANY NOOBS!)
Don't get it?
Too many noobs on the racetrack
(Too many noobs)
Too many noobs on the racetrack
(Too many noobs)
Too many noobs on the racetraaaack
(TOO MANY NOOBS!)
Don't get it?