2016 rF Gaming Pro and Amateur Nationals

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Zmen36
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Zmen36 »

yzmxer608 wrote:
Zmen36 wrote:rip Millville 2K16 and many years to come... :cry:
You mad?

Traction is grippier than ever (besides the 2008 version), the first section has a nice rut in the middle now, section before chadapult seems easier than last year, rough down first big downhill seems smaller, going down Mt. Martin there's no drop off to overjump and to judge speed off of, left hander after is bowled out now, there's no split section towards the end anymore to worry about.

But RIP all the Millville's to come right :roll:. Track seems good to me boys.
no but what i am mad about is i know and talk to the people that work on and around the tracks on the daily and they said they tried numerous times to give small little suggestions about the track and the creator over here saying "no its gonna be fine i got this" pretty much.. No offense to the creator hes made multiple tracks iv liked just I'm giving my opinion about it. i don't like it. plain and simple.
DonnieTheDealer
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by DonnieTheDealer »

The style bumps used on this track are what I think kills the track. Very small and peaked bumps don't work with the game at all.
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Ddavis
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Ddavis »

DonnieTheDealer wrote:The style bumps used on this track are what I think kills the track. Very small and peaked bumps don't work with the game at all.
Yeah that's what I was thinking when I was riding it. The big smooth braking bumps on this game usually work really well with the physics of the game. Short, jagged breaking bumps just unload the suspension and make it extremely hard to control where you go and also makes it really difficult to slow down. I think the racing on this track is going to be miserable.

Yayyyy :(
motokid499
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by motokid499 »

Ddavis wrote:
DonnieTheDealer wrote:The style bumps used on this track are what I think kills the track. Very small and peaked bumps don't work with the game at all.
Yeah that's what I was thinking when I was riding it. The big smooth braking bumps on this game usually work really well with the physics of the game. Short, jagged breaking bumps just unload the suspension and make it extremely hard to control where you go and also makes it really difficult to slow down. I think the racing on this track is going to be miserable.

Yayyyy :(
Go slower on the bumps and you wont lose control or crash. Problem solved.
Tanner Rogers
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Ezra »

Loving the track so far! Really challenging, but once i find a flow, it feels super realistic! Best so far this year in my opinion!
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AWood
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by AWood »

fan of some of the new ruts but not at all a fan of the jagged bumps, you went from normal big rolled out sandy millville rough to like old hangtown chop
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motokid499
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by motokid499 »

My brief thoughts on the track:

After the first lap I knew it was the best track of the year by far (imo). Of course there are always things to improve on, thats the beauty of being an artist. Striving to better your work. Anyways, Im not going to go into the negatives quiet yet, as I believe this track deserves some praise first.

Traction - Maybe its just the terrain textures that make it feel this way? But the traction feels slicker which I love.
Bumps - Smaller yet more plentiful! Perfect! Yes! Now why are people complaining about that? That's beyond me, I do see how you could get sketchy real quick but heres the solution; Slow down like the braking bumps are intending you to do. That's why they're there folks, to slow you down. Not much of a point to them if you can jump on right through them!
Ruts - Wow! They aren't 30 feet tall! I love the fact that you cant be completely 5th pinned around them yet you can still carry a good amount of speed. Big step in the right direction regarding ruts.
Jumps - Ohmygod can you ever throw some gnarly whippertails on this track. Some of the new jump faces just let you completely throw it with the booter style upslope. Brings a little fun factor, nice.

I'm going to be super brief with the negatives. I do think there are many ways to improve this track of course, but my opinions are my opinions and I cant stress enough how much better this track is compared to the others this year (No offense to any of the track crew, just my opinion)

Textures I actually dont have a problem with at all. With shaders on it was hard to see some stuff but I turned my ground texture to Hardware/Direct and I could see everything perfect. Plus I wasnt a huge fan of how shaders looked on this track anyway. Same with Unadilla 2015. Don't ask idk why lol

Bumps were 20x better than anything else so far this year and I noticed you used a couple different style of bumps throughout the track. They all worked well in their specific parts of the track and that was cool to see. I will say I wish the track were a bit rougher, meaning more bumps in places where the ground was flat.

Ruts honestly I loved just for the fact that you cant go 5th pinned through them and carry 5g's around the damn corner. I think they might be a little too flattened out though if that makes sense? They are super easy to ride and follow which is good, but my personal preference I like to see ruts with a little bit of change in direction every once in awhile for some ruts. Not just a perfect curve. I would say add some depth to the ruts but we all know it doesnt work very well in this game. Overall though these ruts are the best of the year by far for the sole reason that I dont feel like an idiot leaned over 90+ degrees in them.

Oh and can I just take a second to say WOW these are the best Millville rollers to date. The first couple are steep enough to where it slows you down for the section, good thinking. Also going through them this year I feel like was the best shaped rollers to dip my back end every roller. Its a cool feeling. I can also double through them as well if I liked. I also love how the roller height varies across the top. There are high and low spots that are noticeable. I wouldve maybe liked to see some ruts pitted out in the dips but people would probably bitch over that.

And overall, this track just doesnt have that flat highway feeling. There are variations in the way the ground is sculpted everywhere, which gives it a more realistic feeling and not like a completely flat track with random ruts and bumps placed that give it that fake feeling. Im not sure If that makes much sense, but I just got a certain feeling on this track that I didnt with the others. There are high and low spots everywhere, cambers, not just a painted path.

Good fucking job whoever made this track. (Chex I think?) Heres a star!

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Zmen36
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Zmen36 »

i aint snitchin or nothing but Dade out here cuttin to get them heaters.
motokid499
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by motokid499 »

AWood wrote:fan of some of the new ruts but not at all a fan of the jagged bumps, you went from normal big rolled out sandy millville rough to like old hangtown chop
yeah I think maybe something like the way 2015 Thunder Valley bumps were made would have worked better on some parts of Millville. I still like these bumps over what we had previously this year though. Also good job at Southwick ya goon, honestly didnt expect that out of you :P
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dbaum25moto
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by dbaum25moto »

Zmen36 wrote:i aint snitchin or nothing but Dade out here cuttin to get them heaters.

:lol: Nah i'm just playin
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AWood
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by AWood »

motokid499 wrote:
AWood wrote:fan of some of the new ruts but not at all a fan of the jagged bumps, you went from normal big rolled out sandy millville rough to like old hangtown chop
yeah I think maybe something like the way 2015 Thunder Valley bumps were made would have worked better on some parts of Millville. I still like these bumps over what we had previously this year though. Also good job at Southwick ya goon, honestly didnt expect that out of you :P
honestly i think eh not a fan on thunder valley at all. but yeah theyre alright just gotta get used to them, just doesnt feel like millville you know.

And thanks, sadly i expected more, you can only do so much with a 40th place start and a bunch of falls hitting people in blind spots, but the moto i was leading i really expected a top 3. really sad i dropped the old #awoodfade back to 8th but oh well. Maybe i should start playing sim more than 2 hours a week but oh well.
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
2013 rF GNC 17th Overall - 2013 rF 450 SX 17th - 2013 rF 450 MX 8th - 2013 EMF French Cup Open World 6th
Rush
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Rush »

Zmen36 wrote:i aint snitchin or nothing but Dade out here cuttin to get them heaters.
Always does
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StEEZY101
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by StEEZY101 »

Zmen36 wrote:i aint snitchin or nothing but Dade out here cuttin to get them heaters.
When doesnt dade cut for them heaters?
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Rayvenator
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Rayvenator »

I know I´m not nearly as fast as you guys but honestly this feels like a suspension thing as well.
Yes yes I know everyone says "you should never touch you suspension" but I do have some real life experience and there is no way a setup for hardpack would work good enough on sand and vice versa. Its easy to say that the rough doesnt "ride good" when you are blasting into a sand section on hardpack settings.

One thing is of course like Tanner is saying to SLOW DOWN but also, you superfast guys are almost running supercross suspension nowadays and are just double-tripling all of the rough.

I personally think it would be good for the game if track creators are going more towards this different style of rough for different tracks. I´f people were "forced" to change their suspension slightly between different track would in my opinion add an extra layer of skill to the pro scene. As we know there are people who are really good at these thing and all of a sudden the TEAMS could actually matter in the fact that some teams might have really talented suspension gurus while other might just run in there blind.

I dunno its just a thought from a happy amateur. I might even be totally wrong but its a observation from a outsider ^^.
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MxVelocity747
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by MxVelocity747 »

StEEZY101 wrote:
Zmen36 wrote:i aint snitchin or nothing but Dade out here cuttin to get them heaters.
When doesnt dade cut for them heaters?
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