Kingsfield MX
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
If your topic doesn't contain a track link, this is the wrong place to post it.
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ddmx
- Posts: 5383
- Joined: Sun Apr 20, 2008 3:36 pm
- Location: Midland MI
Re: Kingsfield MX
yeah, i don't really suggest anyone use the rhinos on their track.
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chez
- Posts: 349
- Joined: Sat Feb 21, 2009 6:30 pm
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ddmx
- Posts: 5383
- Joined: Sun Apr 20, 2008 3:36 pm
- Location: Midland MI
Re: Kingsfield MX
for time spent on the track, here's time spent on the review, to help make you better in your next track.
the terrain was really, really forced. nothing about the terrain made me feel it was natural
the jumps were really well built, and horribly placed. this probably came from the nearly all 90 and 180 turns, mostly back to back
i did like some of the natural roughness in the corners, but that was offset by the manmade, perfect, braking bumps
decals were a good effort, but i would never suggest placing that many grass billboards. strategically placed, they can look good. as a substituted for 3d grass, the just don't cut it, and look horrible
this track is a hybrid to me, it's not tight enough for an outdoor sx, but it's too jumpy and close for a nat
object placement i felt was good, but i def would not reccomend the placing the rhino, and the new bales i released are much much better than the old ones
tile map seemed a bit off to me, but that's personal preference, and definitely something you should keep unique to your style
For time and effort spent on the track, I'd rate it like this:
Displacement Map: 3
Textures: 3
Objects: 3
Environment: 2
Realism: 3
Fun Factor: 2
Overall, I feel it's only average. You know yourself what you think a great track is, so with these things to go off of, you can definitely improve with each track.
the terrain was really, really forced. nothing about the terrain made me feel it was natural
the jumps were really well built, and horribly placed. this probably came from the nearly all 90 and 180 turns, mostly back to back
i did like some of the natural roughness in the corners, but that was offset by the manmade, perfect, braking bumps
decals were a good effort, but i would never suggest placing that many grass billboards. strategically placed, they can look good. as a substituted for 3d grass, the just don't cut it, and look horrible
this track is a hybrid to me, it's not tight enough for an outdoor sx, but it's too jumpy and close for a nat
object placement i felt was good, but i def would not reccomend the placing the rhino, and the new bales i released are much much better than the old ones
tile map seemed a bit off to me, but that's personal preference, and definitely something you should keep unique to your style
For time and effort spent on the track, I'd rate it like this:
Displacement Map: 3
Textures: 3
Objects: 3
Environment: 2
Realism: 3
Fun Factor: 2
Overall, I feel it's only average. You know yourself what you think a great track is, so with these things to go off of, you can definitely improve with each track.
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jasper125
- Posts: 1053
- Joined: Mon Mar 15, 2010 4:20 pm
Re: Kingsfield MX
My game is laggy when i play it wat could be the problem?
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Red619
- Posts: 399
- Joined: Thu Mar 11, 2010 12:37 am
- Team: Privateer
- Location: san diego, ca
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motomaniak
- Posts: 242
- Joined: Mon Jan 21, 2008 5:38 pm
- Team: ART
- Location: The Netherlands
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Jr Dirt Doctor#489
- Posts: 384
- Joined: Sat Apr 10, 2010 2:41 pm
- Team: AEO Powersports
Re: Kingsfield MX
I love this trak.
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On The Pipe
- Posts: 1350
- Joined: Mon Mar 15, 2010 2:51 am
- Team: Factory Suzuki
Re: Kingsfield MX
You did it again DJ you are probably my favorite track builder all your tracks very fun and creative jumps.
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Mooncheese
- Posts: 13
- Joined: Sat Sep 14, 2013 5:30 pm
- Team: Privateer
Re: Kingsfield MX
Re upload please anyone?
