2013 Race Factory Gaming Nationals
-
KaseoDip
- Village Idiot
- Posts: 1879
- Joined: Sat Feb 04, 2012 10:39 pm
- Team: Tegridy Farms
- Location: Kansas
Re: 2013 Race Factory Gaming Nationals
If you don't like it... Don't race..
-
mxsrider96
- Posts: 3603
- Joined: Mon Sep 10, 2012 12:15 am
- Team: PoGo
- Location: Indiana
Re: 2013 Race Factory Gaming Nationals
Jesus, everyone whining about this isn't even making any sense. I'm a C License rider, and I'm having no problems with this track. The "braking bumps on every square inch" thing isn't true. It's the look of the track. And anyone who's whining about Horsepower, Tony didn't even touch that. So that makes it a rider error. You guys think you're so good at this game that there's no way a track can conquer you, so when it does, you get scared. This track is actually very good. It looks awesome, and rides awesome. My only problem is the inside rut before the One Industries triple, which I can still hit it just fine
WAR CRY <3
Sun Burn
-
juicer731
- Posts: 633
- Joined: Sat Apr 21, 2012 2:57 am
- Location: Florida, Merica
Re: 2013 Race Factory Gaming Nationals
That's true. After riding ir a bit more i can see what you're talking about. Anyways still a fun track.Yamahaman95 wrote:idk about you, but i feel the decals make it look like breaking bumps everywhere IMOjuicer731 wrote:Track's fun, last year's was definitely better but this one's not too bad. Also, what's up with there being braking bumps on every square inch of the track. Even on the drop-offs. It's not like everyone rolls every single jump on the track. But still good, thanks for the track.
And
Yeah after riding it bait more i figured it out.mxsrider96 wrote:The "braking bumps on every square inch" thing isn't true. It's the look of the track.
-
barrington314
- Posts: 6614
- Joined: Fri Feb 18, 2011 6:03 pm
- Team: me
- Location: Charleston, SC
Re: 2013 Race Factory Gaming Nationals
Yea those textures are very deceiving.
-
TeamHavocRacing
- Posts: 8522
- Joined: Thu Nov 19, 2009 5:52 am
- Team: Havoc Racing
- Contact:
Re: 2013 Race Factory Gaming Nationals
How many of you have been there, even if it wasn't a nat. We all know DDavis has been there, grats for that. This version made the layout more realistic. I've seen 13 different natty's there and I have to say Spinelli did a great job of balancing. People are crying because they have to adapt. 
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
-
SCUMBAG MX
- Posts: 33
- Joined: Sun Nov 11, 2012 4:07 am
- Team: PoGo
Re: 2013 Race Factory Gaming Nationals
I like it.
-
MXTYSEN21
- Posts: 880
- Joined: Tue Dec 07, 2010 6:50 am
- Team: Volcom Racing
- Location: UT, United States
Re: 2013 Race Factory Gaming Nationals
I like the track, there is a few things that could be better but I love railing these ruts. Also, I think its a little smoother for the most part, there is just some sections that are rougher. I also love a new track, even though the old one is better for racing, I am glad that Tony updated it. I never got to say thanks, so thank you Tony! 

you are a G jlv
-
barrington314
- Posts: 6614
- Joined: Fri Feb 18, 2011 6:03 pm
- Team: me
- Location: Charleston, SC
Re: 2013 Race Factory Gaming Nationals
The layout is the same though. How much more realistic could a few ruts and bumps make it? Im not saying I do or dont like what he did, Im just saying its not THAT much different. That being said, im not sure why some of you are tripping out over it. I will say I dont like the textures. The spots all over are messing with my eyes.TeamHavocRacing wrote:This version made the layout more realistic.
-
checkerz
- Posts: 8791
- Joined: Tue Apr 22, 2008 4:23 am
- Team: RaGe Factory
Re: 2013 Race Factory Gaming Nationals
Guess what, drop these files into your Washougal folder, overwrite the old ones (leave the decalfiles in the folder).
This will not modify your trackinfo so you'll go straight into the server.
Fixed the decals looking like they had bumps and updated the shading to highlight bumps/ruts more.
https://www.dropbox.com/s/r01jm9e753tt0 ... Folder.zip
This will not modify your trackinfo so you'll go straight into the server.
Fixed the decals looking like they had bumps and updated the shading to highlight bumps/ruts more.
https://www.dropbox.com/s/r01jm9e753tt0 ... Folder.zip
-
760Liam
- Posts: 1405
- Joined: Sun Jul 03, 2011 5:33 pm
- Location: California
-
760Liam
- Posts: 1405
- Joined: Sun Jul 03, 2011 5:33 pm
- Location: California
Re: 2013 Race Factory Gaming Nationals
Actually, now that I'm looking at it in game, it looks a bit too bright and in some places it looks really green. Is this just me or..? 

-
Thumpiin
- Posts: 58
- Joined: Thu Oct 11, 2012 1:27 am
- Team: Privateer
- Location: Australia
Re: 2013 Race Factory Gaming Nationals
I like the track, although I'm not very good at it. 
"
" - MX Simulator
" - MX Simulator-
Stormz
- Posts: 2015
- Joined: Wed May 12, 2010 7:52 pm
- Location: US of A
- Contact:
Re: 2013 Race Factory Gaming Nationals
<3 KaseyKaseoDip wrote:If you don't like it... Don't race..
<3 Chexcheckerz wrote:Guess what, drop these files into your Washougal folder, overwrite the old ones (leave the decalfiles in the folder).
This will not modify your trackinfo so you'll go straight into the server.
Fixed the decals looking like they had bumps and updated the shading to highlight bumps/ruts more.
https://www.dropbox.com/s/r01jm9e753tt0 ... Folder.zip
-
MrStickers
- Posts: 327
- Joined: Wed Sep 07, 2011 5:49 pm
Re: 2013 Race Factory Gaming Nationals
Nice work Checkerz, I like this a lot.checkerz wrote:Fixed the decals looking like they had bumps and updated the shading to highlight bumps/ruts more.
https://www.dropbox.com/s/r01jm9e753tt0 ... Folder.zip
-
juicer731
- Posts: 633
- Joined: Sat Apr 21, 2012 2:57 am
- Location: Florida, Merica
Re: 2013 Race Factory Gaming Nationals
Your forum asshole award keeps dwindling down every time you make a post like this.Stormz wrote:<3 KaseyKaseoDip wrote:If you don't like it... Don't race..
<3 Chexcheckerz wrote:Guess what, drop these files into your Washougal folder, overwrite the old ones (leave the decalfiles in the folder).
This will not modify your trackinfo so you'll go straight into the server.
Fixed the decals looking like they had bumps and updated the shading to highlight bumps/ruts more.
https://www.dropbox.com/s/r01jm9e753tt0 ... Folder.zip

