2013 Race Factory Gaming Nationals

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KaseoDip
Village Idiot
Posts: 1879
Joined: Sat Feb 04, 2012 10:39 pm
Team: Tegridy Farms
Location: Kansas

Re: 2013 Race Factory Gaming Nationals

Post by KaseoDip »

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

Post by mxsrider96 »

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

Post by juicer731 »

Yamahaman95 wrote:
juicer731 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.
idk about you, but i feel the decals make it look like breaking bumps everywhere IMO
That's true. After riding ir a bit more i can see what you're talking about. Anyways still a fun track.

And
mxsrider96 wrote:The "braking bumps on every square inch" thing isn't true. It's the look of the track.
Yeah after riding it bait more i figured it out.
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2013 Race Factory Gaming Nationals

Post by barrington314 »

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

Post by TeamHavocRacing »

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. :cry:
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

Post by SCUMBAG MX »

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

Post by MXTYSEN21 »

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! :)
Image
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

Post by barrington314 »

TeamHavocRacing wrote:This version made the layout more realistic.
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.
checkerz
Posts: 8791
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2013 Race Factory Gaming Nationals

Post by checkerz »

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
760Liam
Posts: 1405
Joined: Sun Jul 03, 2011 5:33 pm
Location: California

Re: 2013 Race Factory Gaming Nationals

Post by 760Liam »

cool, thanks! :)
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760Liam
Posts: 1405
Joined: Sun Jul 03, 2011 5:33 pm
Location: California

Re: 2013 Race Factory Gaming Nationals

Post by 760Liam »

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..? :?
Image
Thumpiin
Posts: 58
Joined: Thu Oct 11, 2012 1:27 am
Team: Privateer
Location: Australia

Re: 2013 Race Factory Gaming Nationals

Post by Thumpiin »

I like the track, although I'm not very good at it. :wink:
" Image " - MX Simulator
Stormz
Posts: 2015
Joined: Wed May 12, 2010 7:52 pm
Location: US of A
Contact:

Re: 2013 Race Factory Gaming Nationals

Post by Stormz »

KaseoDip wrote:If you don't like it... Don't race..
<3 Kasey
checkerz 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
<3 Chex
MrStickers
Posts: 327
Joined: Wed Sep 07, 2011 5:49 pm

Re: 2013 Race Factory Gaming Nationals

Post by MrStickers »

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
Nice work Checkerz, I like this a lot.
juicer731
Posts: 633
Joined: Sat Apr 21, 2012 2:57 am
Location: Florida, Merica

Re: 2013 Race Factory Gaming Nationals

Post by juicer731 »

Stormz wrote:
KaseoDip wrote:If you don't like it... Don't race..
<3 Kasey
checkerz 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
<3 Chex
Your forum asshole award keeps dwindling down every time you make a post like this.
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