Post by BlackDaemon82 on Apr 8, 2022 16:50:43 GMT
WORLD TRACK CHAMPIONSHIP / RACEWARS
PLEASE SUBMIT YOUR RACE BY REPLYING TO THIS THREAD...
PLEASE SUBMIT YOUR RACE BY REPLYING TO THIS THREAD...
SUBMISSIONS MUST:
1. Be 30 players
2. Be Pre-Tested
3. Be pure (GP) races -
• No stunts
• No boosts (active - decoration is fine)
• No jumps (hips and dips that lift the car are okay if a driver is able to slow down and stay on the track if they chose to)
• No forced wall rides (banks too much over 45 degrees)
4. Set to non-contact
SUBMISSION:
Your jobs
1. Paste a SC Link to your job
2. Tell us what Class to use (if no class is mentioned, the host will choose a class).
3. Optional. Please let us know if you're prepared to make your race a 'sponsored race'. Meaning that if your race is successfully voted into a season semi-final you would be happy to add that week's best lap time to your race's description permanently. eg - "WTC Best Lap-1:23-Drivername2000". This would be a separate time from other best laps you might have (similar to how Olympic records are sometimes different from world records)
Nominating jobs
1. Paste a SC Link to the job
2. Suggest a class if you want to - at their discretion, the hosts may choose a different class for variety.
NOTES:
• In normal race weeks we'll be running one submission by any creator - If you post more than one job, the 2nd (or more) will go on a waiting list for the next available week (or a later week to accommodate other creators fairly).
• Tracks will generally be tested before the event to ensure they're suitable for the driver's competition. They can look like whatever - but need to drive something like a real track.
• Creator submissions will always be prioritized.
• Ovals and similar can be included in the creator poll, but races which are best played with contact/slipstream will be played last and not be included in Drivers Championship scoring, as randoms may cause problems.
...and THANK YOU for all your awesome creations!
Qualifiers Scoring Explanation
This season, we'll be picking the best races that go into a semi-final every 3 weeks. We arrive at that choice by scoring the tracks - this is the scoring system we're using.
Tracks achieve a score based on various criteria, each criterion is worth 3 pts. Each race starts with a score of 30 and loses points based on any apparent shortcomings.
The 9 highest scoring jobs make it through to the semi-final, where the public vote decides which of those races go to the season's grand final.
If a criteria description is fully satisfied, a race keeps 3 points.
If a criterion has modestly noticeable/risky technical errors, or is good but somewhat unremarkable, it loses 1 point.
If a criterion is obviously lacking in some way, or has clearly impactful errors/risks, it loses 2 points.
If a criterion is largely failed or ignored, it loses 3 points.
Criteria
1. Route. A creative, clear and engaging flow. Good transitions; challenging but fun to drive; no blind surprises; no awkward or compromising bottlenecks.
2. Checkpoints. Clear and efficient use of checkpoints - All communicative, no surplus and not missing any in important places.
(rough reduction guide for surplus/missing/problem checkpoints: 1/2 = -1pt, 3/4/5 = -2pt, 5+ = -3pt)
3. Smooth. Smooth prop transitions and well-managed (problematic) undulations in streets/roads, if required.
4. Containment. Apexes are properly managed and walls are in place on racing lines when needed to mitigate higher risks (falls etc) or obstacles. No high risk solid objects within the track lines or close to the racing line.
5. Removables. ALL lampposts or similar obstructions removed/covered from inside track or within falling distance of track. Creator added destructible objects don't impact race negatively.
(rough reduction guide for removables (usually lampposts): one or two minor risks = -1pt, multiple minor risks = 2pt, high risk or many minor risks = 3pt)
6. Snag risks. Appropriate low-snag props are used in all key places. World objects with bad hitboxes covered/protected.
7. Visual design. Great all-track races have a distinctive visual architecture or quality to them - a theme, a memorable landmark/section/style or simply great looking. Street tracks have interesting connections and dressing that make roads feel fresh and looking great.
8. Prop-care. All the propping has been applied with a high level of care and detail - no-snaplines, track lines/rumble strips line up well, no odd gaps or joins.
9. Prop-visual. Unsightly building work under and around racing surfaces is well covered, and tracks look like they have been built with decent consideration of IRL physics - no unsupported strips of impossibly thin track magically floating without support or reinforcement.
10. General. Extra points* that might be deducted for:
a) Unusually egregious problems with any previous criteria
b) Any unusual problems/shortcomings not covered by other criteria.
c) Simplistic or flat creations.
d) Creations sidestepping criteria.
(*not limited to -3 points)
Final note: The criteria are designed to be as technical and objective as reasonably possible. We score subtractively, so we can point directly to observable/comparable shortcomings. What we're trying to do is put the technically robust races through to the semi-finals - not the ones we "like" best. FWIW, in principle I personally support creators sometimes compromising a bit on technical aspects if necessary for good creative reasons (I do!) - but this is a technical round.
Links