2014 MotoOption Supercross Rd 13 - St. Louis

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toonys66
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by toonys66 »

Best ever!!!! great great track!! awesome feeling!!! thanks so much for your work!!
Image
Tom cortvriendt
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by Tom cortvriendt »

best track this year. Thanks alot!
motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
diegospina97
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Location: Milan, Italy

Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by diegospina97 »

I think it would be funnier without ruts
cleanracer
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Joined: Thu Mar 06, 2014 8:47 pm
Team: Privateer

Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by cleanracer »

the ruts out of the turns help so much from people just cutting up into you can actually battle... and its more realistic to what the track would be like towards the middle of the day great job on the track <3 :D
scheeve3
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by scheeve3 »

For now, in offline mode and alone on the track, I like the ruts.
But we'll see after the race :lol:
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Lo2Rider
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by Lo2Rider »

I've been waiting for thing so long ! Thank you !!!
These ruts are a big step in the right direction for this game, IMO. And they are realy well done, especialy for a first try !

I feel like the rest of the track is a little overscaled, especialy the part between the two triple, but i'm so glad of the ruts that i will let it go :lol: .
checkerz
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by checkerz »

Lo2Rider wrote: I feel like the rest of the track is a little overscaled, especialy the part between the two triple,
It's actually slightly UNDERscaled based on a 1.25 scaling which is what we (and JLV in the past) have been going for. I know because I measured and about crapped myself when I saw just how high the jumps are. Crazy right?
AWood
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by AWood »

diegospina97 wrote:I think it would be funnier without ruts
Image
barrington314 wrote:awood is right
Leclair wrote:My name is barking
Leclair wrote:i fuck you
2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th Overall
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AllanLarsen
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Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by AllanLarsen »

Im sorry, but this tracks is fucked with the ruts... i dont like it, hope you do better rounds :)
Lo2Rider
Posts: 267
Joined: Sat Jun 04, 2011 4:13 pm
Team: Privateer

Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by Lo2Rider »

AllanLarsen wrote:Im sorry, but this tracks is fucked with the ruts... i dont like it, hope you do better rounds :)
Here is a good game without ruts : http://m.youtube.com/watch?v=0FVp1X7557A
Colbemx
Posts: 208
Joined: Sat Mar 23, 2013 10:32 pm
Location: Collinsville, Ok

Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by Colbemx »

jlv wrote:
Colbemx wrote:Someone wanna help??
litwiller934 wrote:im getting the same dam thing how do you fix this?????
dylan.leake22 wrote:im getting the same green on my track too!
You guys are all using software terrain textures right? I believe it's choking on this texture:

sx2014r13stlouis/textures/Aride.png: PNG image data, 1 x 1, 1-bit grayscale, non-interlaced

IIRC the software renderer expects at least 16x16 textures. This patch should fix it for software terrain textures:

http://mxsimulator.com/tracks/sx2014fq1 ... epatch.saf
Thanks jlv! Sorry for the late reply, but it looks like you took the grass off;)
Jonee589
Posts: 290
Joined: Fri Dec 10, 2010 3:22 am

Re: 2014 MotoOption Supercross Rd 13 - St. Louis

Post by Jonee589 »

I don't ever comment on the release of supercross tracks.

But WOW!! this track flows so well and is SO MUCH FUN to ride! You guys are really starting to nail the supercross tracks now!
Thanks heaps for making this game shine with awesome tracks.
jlv wrote:lol. I'm such a noob!
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