Raceday Wednesday March 16 2016 (RDW 83)
Mar 17, 2016 15:56:08 GMT
stronktank, atheistsw, and 3 more like this
Post by agrajag on Mar 17, 2016 15:56:08 GMT
Reviews
ׯ×|#80|¥^ Foocsy Lady ^¥ by zveqxz
A fun and well made track leading up to the stunts suiting supers and with good CPs. The initial stunt is terrific, although if you hit some of the dummy proofing a bit too hard you loose quite a lot of speed meaning you can't quite make it. The 2nd stunt is exceptionally made also but the landing zone is far too narrow (why not place the CP on the road?). The stunt leading to this is quite wide meaning you can exit from a few points so you shouldn't be punished for exiting the wallride slightly wrong. Clearly a well made creation except for this niggle.
{BH} - Night Journey - by BH_TB
The stunt cameras ruin a otherwise great jump race. The one leading out of the drains is particularly annoying as you have to drive left but the stunt camera really ruins any view you've got of the upcoming road. Otherwise great build with fantastic use of the lighting and well thought out landing zones so you don't need to take the jumps perfectly to get the next CP.
Hookah International by lancerevowrc
Simply fantastic propping, especially the stand out rumble stripes section. Great flow with enough technicality to entertain all, and the short connecting bridge around CP 19 means this tracks retains a certain uniqueness too. Well liked by all everytime I've played it...with good reason! Worked great in full lobby contact with people far more experienced with non-contact thanks to the long-grid and wide opening to the track.
°K24-{Lumberjack STUNT}° by kaffeefilter24
The construction is great but the loop's too tricky for me. The wallrides fantastic and at least I've got to a stunter level where I can enjoy them now From the point of view of someone who struggles with looping a CP after the loop would be great (as well as some dummy proofing in the loop )
C20 Cambonized Minds V2 by Cambo20
This gets better everytime I play it, although I would like the race to be longer and maybe take a shorter version of the wallride twice? Great challenge and I did it after only a few attempts too, but still only got 8th. Still not DNF'ing is good going for me.
FL51 Silly Boat Slide by freakyleekspro
Silly.
Invetero City Raceway by agnt009
In a full this didn't really work with contact. The grid's a 2 1 2 grid which leaves cars going basically 3 wide into the early left - left. A long grid would be far better, as well as placing it earlier along this road. Propping was questionable throughout - outer use of tyre walls is OK but there's gaps between the props meaning you can easily get stuck between some of them The use of inside tyre walls should be avoided as it greats a unfriendly bottleneck and bounces cars back into traffic in contact racing. CP'ing was OK, although some of the CPs could be deleted (if you can see the next CP you don't need another one) and one 3 chevroned CP should be used for hairpins instead of 2 closely placed 2 chevroned. Generally 80% there but some work needed.
Molly's Motocross by me
Seemed to work OK, worth the effort with various refinements, although I can't seem to prevent a minor bricking issue on the factory roof no matter what I do. I a full lobby I got a extra appreciation of how dangerous the jumps are - 3 or 4 seemed to go off at some of the most dangerous jumps...doh. Landing zones are about as safe as I can make them though. Scouting for a new area to build a follow up.
$-Trax Zania TSL by seineone - deserves particular credit for build quality even though this wasn't apparent in the full 1st lobby thanks to Stunt after stunt of near perfection before the Lifeinvader stunt that I just couldn't do tonight...even previously I've found this far too tricky with the stunt camera. Removing this stunt camera and significantly widening the landing zone would help immensely imo, particularly removing the fruits stands to the North (I kept landing on these) and adding a extra barge or two to the North also. I really like the quality of stunt after stunt and the wall glitch.
´¥ Crab Factory °F60 by fredouille60
Great first stunt into the wallride where it all went wrong for me. The T20 takes a lot of controlling on this wall to bridge it back down - increasing the size of the initial wall or (preferred) adding upper dummy proofing followed by lower to line cars going to fast into it up would be much better. Lot's struggled with this, some due to full lobby bricking and some struggling with the entrance to the wallride the same as me. I didn't even manage a lap.
C3R - Bike Paradise V.1 by Crit3rion
A cycle wallride!? I'll have whatever he's smoking This works surprisingly well...good build and short enough track, although 2 laps would be kinder on people's thumbs.
FMTB 4 FLUID by UPFADER
Checkpoint placement is really random...watch that video! Going through the stunt a few times is nice but a bit of a over-kill doing it 5 or 6 times - stop teasing us! The jump out of the airport takes you into a sign post / vertical lighting thing. The stunt itself is really nicely built except for the CP in the air after it - this could be placed earlier to reduce the chances of players missing it. Something more refined going through/ around the main stunt only a few times with better CPs and more laps would be far better.
Head For The Hills Deux by Y2J_2264
Technical enough to shut up the entire first lobby, including jjn1lfc That's high praise indeed...perfection now imo. The last turn is a real pain in a Elegy...no matter what I did it would slide out until I let go of the throttle totally on the last lap and hit the inside pole protection Fabulous build!
Market Penetration by zombi2000
This worked perfectly for me on every lap and my favourite of Zombi's races and my favourite stunt race of the night. No suggestions from me.
Rowcross Loop Centre by jimbob9699
I remember 1st playing this early on when I got the PS4 and immediately regretting ever building a track...why bother when people are doing this! Terrific and the propping has inspired me to take a look at some of my jobs to give them a kinder propping style. CPs are pretty much bang on although CP 4 confused the entire 1st lobby except for those (like me) who've played it before. Either push to the left or increase the height of the props on the bridge. No other issues spotted and I particularly liked the shortcut options.
Stunt Paradise #1 TSL by Gamer101_YT
Great but not quite perfect...
CP 4 takes you into a hard to see wall - tilt last container slightly more so this aims to the South slightly more.
The stunt after this could do with some dummy proofing on top - going at full pace you need to steer to keep the car on track.
The finish skimming the building is utterly fantastic though, as is the smoothness and flips in the stunts.
Great night, particularly with the mix of pure races to break up the playlists!
Top 4:
1)
Hookah International by LancerEvoWRC
2)
Market Penetration by zombi.2000
3)
Rowcross Loop Centre by jimbob-STROUD
4) Head For The Hills Deux by joeACdude43
ׯ×|#80|¥^ Foocsy Lady ^¥ by zveqxz
A fun and well made track leading up to the stunts suiting supers and with good CPs. The initial stunt is terrific, although if you hit some of the dummy proofing a bit too hard you loose quite a lot of speed meaning you can't quite make it. The 2nd stunt is exceptionally made also but the landing zone is far too narrow (why not place the CP on the road?). The stunt leading to this is quite wide meaning you can exit from a few points so you shouldn't be punished for exiting the wallride slightly wrong. Clearly a well made creation except for this niggle.
{BH} - Night Journey - by BH_TB
The stunt cameras ruin a otherwise great jump race. The one leading out of the drains is particularly annoying as you have to drive left but the stunt camera really ruins any view you've got of the upcoming road. Otherwise great build with fantastic use of the lighting and well thought out landing zones so you don't need to take the jumps perfectly to get the next CP.
Hookah International by lancerevowrc
Simply fantastic propping, especially the stand out rumble stripes section. Great flow with enough technicality to entertain all, and the short connecting bridge around CP 19 means this tracks retains a certain uniqueness too. Well liked by all everytime I've played it...with good reason! Worked great in full lobby contact with people far more experienced with non-contact thanks to the long-grid and wide opening to the track.
°K24-{Lumberjack STUNT}° by kaffeefilter24
The construction is great but the loop's too tricky for me. The wallrides fantastic and at least I've got to a stunter level where I can enjoy them now From the point of view of someone who struggles with looping a CP after the loop would be great (as well as some dummy proofing in the loop )
C20 Cambonized Minds V2 by Cambo20
This gets better everytime I play it, although I would like the race to be longer and maybe take a shorter version of the wallride twice? Great challenge and I did it after only a few attempts too, but still only got 8th. Still not DNF'ing is good going for me.
FL51 Silly Boat Slide by freakyleekspro
Silly.
Invetero City Raceway by agnt009
In a full this didn't really work with contact. The grid's a 2 1 2 grid which leaves cars going basically 3 wide into the early left - left. A long grid would be far better, as well as placing it earlier along this road. Propping was questionable throughout - outer use of tyre walls is OK but there's gaps between the props meaning you can easily get stuck between some of them The use of inside tyre walls should be avoided as it greats a unfriendly bottleneck and bounces cars back into traffic in contact racing. CP'ing was OK, although some of the CPs could be deleted (if you can see the next CP you don't need another one) and one 3 chevroned CP should be used for hairpins instead of 2 closely placed 2 chevroned. Generally 80% there but some work needed.
Molly's Motocross by me
Seemed to work OK, worth the effort with various refinements, although I can't seem to prevent a minor bricking issue on the factory roof no matter what I do. I a full lobby I got a extra appreciation of how dangerous the jumps are - 3 or 4 seemed to go off at some of the most dangerous jumps...doh. Landing zones are about as safe as I can make them though. Scouting for a new area to build a follow up.
$-Trax Zania TSL by seineone - deserves particular credit for build quality even though this wasn't apparent in the full 1st lobby thanks to Stunt after stunt of near perfection before the Lifeinvader stunt that I just couldn't do tonight...even previously I've found this far too tricky with the stunt camera. Removing this stunt camera and significantly widening the landing zone would help immensely imo, particularly removing the fruits stands to the North (I kept landing on these) and adding a extra barge or two to the North also. I really like the quality of stunt after stunt and the wall glitch.
´¥ Crab Factory °F60 by fredouille60
Great first stunt into the wallride where it all went wrong for me. The T20 takes a lot of controlling on this wall to bridge it back down - increasing the size of the initial wall or (preferred) adding upper dummy proofing followed by lower to line cars going to fast into it up would be much better. Lot's struggled with this, some due to full lobby bricking and some struggling with the entrance to the wallride the same as me. I didn't even manage a lap.
C3R - Bike Paradise V.1 by Crit3rion
A cycle wallride!? I'll have whatever he's smoking This works surprisingly well...good build and short enough track, although 2 laps would be kinder on people's thumbs.
FMTB 4 FLUID by UPFADER
Checkpoint placement is really random...watch that video! Going through the stunt a few times is nice but a bit of a over-kill doing it 5 or 6 times - stop teasing us! The jump out of the airport takes you into a sign post / vertical lighting thing. The stunt itself is really nicely built except for the CP in the air after it - this could be placed earlier to reduce the chances of players missing it. Something more refined going through/ around the main stunt only a few times with better CPs and more laps would be far better.
Head For The Hills Deux by Y2J_2264
Technical enough to shut up the entire first lobby, including jjn1lfc That's high praise indeed...perfection now imo. The last turn is a real pain in a Elegy...no matter what I did it would slide out until I let go of the throttle totally on the last lap and hit the inside pole protection Fabulous build!
Market Penetration by zombi2000
This worked perfectly for me on every lap and my favourite of Zombi's races and my favourite stunt race of the night. No suggestions from me.
Rowcross Loop Centre by jimbob9699
I remember 1st playing this early on when I got the PS4 and immediately regretting ever building a track...why bother when people are doing this! Terrific and the propping has inspired me to take a look at some of my jobs to give them a kinder propping style. CPs are pretty much bang on although CP 4 confused the entire 1st lobby except for those (like me) who've played it before. Either push to the left or increase the height of the props on the bridge. No other issues spotted and I particularly liked the shortcut options.
Stunt Paradise #1 TSL by Gamer101_YT
Great but not quite perfect...
CP 4 takes you into a hard to see wall - tilt last container slightly more so this aims to the South slightly more.
The stunt after this could do with some dummy proofing on top - going at full pace you need to steer to keep the car on track.
The finish skimming the building is utterly fantastic though, as is the smoothness and flips in the stunts.
Great night, particularly with the mix of pure races to break up the playlists!
Top 4:
1)
Hookah International by LancerEvoWRC
2)
Market Penetration by zombi.2000
3)
Rowcross Loop Centre by jimbob-STROUD
4) Head For The Hills Deux by joeACdude43
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