MotoPark Custom Nat

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pulse
Posts: 2053
Joined: Tue Aug 02, 2011 7:06 am

MotoPark Custom Nat

Post by pulse »

well some of the community got to gether and this is what we got.

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some of them where fake's go figure lol

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this is a beta, please guys feel free to give your opinions, track has no norms atm,
HAVE TO HAVE THIS
http://forum.mxsimulator.com/viewtopic.php?f=4&t=17786

http://forum.mxsimulator.com/viewtopic.php?f=2&t=23047

DL:
http://www.mediafire.com/?t4op0j0lloe4oq2
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GustavoMX930'
Posts: 1962
Joined: Wed Jan 04, 2012 11:59 pm
Team: 2 good 4 a team

Re: MotoPark Custom Nat

Post by GustavoMX930' »

THAT IS SICK MITCH! Thanks for doing those aweosme tracks!
jlv wrote:
Rush wrote:Why was UID 12235 not banned as well? he was doing the same thing.
Because he didn't come in here and confess like an idiot.
mxrewind665
Posts: 2600
Joined: Sat Feb 12, 2011 4:12 pm
Team: FlowTech
Location: New England USA
Contact:

Re: MotoPark Custom Nat

Post by mxrewind665 »

It flows really well. It is a change in style for sure. I feel like it rides like the older style tracks like Mission valley, green valley, fort winston ect. I perfer those style tracks. I couldnt stip ripping it up. Keep at what your doing wioth this and it can have HUGE potential. Wit the rite skybox, nice onjects (cactice, or somthing nice) and its a top track. :D
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Trevor
Crushed Dissenter
Posts: 778
Joined: Wed Jan 18, 2012 11:22 pm
Team: 21 Savage
Location: Somewhere in Taiwan

Re: MotoPark Custom Nat

Post by Trevor »

Pffft, I don't need to ride it, lol.. It is a fun track, fun to watch you make it too.
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waynesim
Posts: 519
Joined: Fri Dec 30, 2011 4:48 am
Team: Privateer
Location: Nelson,New Zealand

Re: MotoPark Custom Nat

Post by waynesim »

mxrewind665 wrote:It flows really well. It is a change in style for sure. I feel like it rides like the older style tracks like Mission valley, green valley, fort winston ect. I perfer those style tracks. I couldnt stip ripping it up. Keep at what your doing wioth this and it can have HUGE potential. Wit the rite skybox, nice onjects (cactice, or somthing nice) and its a top track. :D
Totally agree,I'm havin' an absolute blast with this track n like mxrewind665 said about the skybox,maybe a little more contrast/colour in the textures.The track already looks great and plays really nicely......big thanks to all the guys involved :D
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rafagas
Posts: 381
Joined: Sat Dec 31, 2011 12:53 pm
Location: Barcelona, Spain

Re: MotoPark Custom Nat

Post by rafagas »

Not sure if you know this but here's a tip:
If you want to have the yellow stakes vertical, set the rotation to -12.566370 (-4*Pi) and then, you can rotate them in game so that they point to the sky . :)
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Crunchy83
Posts: 358
Joined: Tue Dec 04, 2012 3:30 pm
Team: DX3 Fasthouse KTM
Location: Switzerland
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Re: MotoPark Custom Nat

Post by Crunchy83 »

Really nice track, fun and nice for training! Like old track and make it again! :)
pulse
Posts: 2053
Joined: Tue Aug 02, 2011 7:06 am

Re: MotoPark Custom Nat

Post by pulse »

rafagas wrote:Not sure if you know this but here's a tip:
If you want to have the yellow stakes vertical, set the rotation to -12.566370 (-4*Pi) and then, you can rotate them in game so that they point to the sky . :)
I havent touched the objects yet lol
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pulse
Posts: 2053
Joined: Tue Aug 02, 2011 7:06 am

Re: MotoPark Custom Nat

Post by pulse »

rafagas wrote:Not sure if you know this but here's a tip:
If you want to have the yellow stakes vertical, set the rotation to -12.566370 (-4*Pi) and then, you can rotate them in game so that they point to the sky . :)
I havent touched the objects yet lol
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Andy_Hack
Posts: 2443
Joined: Mon Nov 01, 2010 11:47 am
Team: SplitFire
Location: Germany/Bavaria
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Re: MotoPark Custom Nat

Post by Andy_Hack »

pulse wrote: I havent touched the objects yet lol
*fancy signature*
d4u5d6u7 wrote:good staff, nice skins, like
rafagas
Posts: 381
Joined: Sat Dec 31, 2011 12:53 pm
Location: Barcelona, Spain

Re: MotoPark Custom Nat

Post by rafagas »

pulse wrote:
rafagas wrote:Not sure if you know this but here's a tip:
If you want to have the yellow stakes vertical, set the rotation to -12.566370 (-4*Pi) and then, you can rotate them in game so that they point to the sky . :)
I havent touched the objects yet lol
Well, I see objects in the pictures haha
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