Post by BlackDaemon82 on Jul 9, 2023 18:46:37 GMT
World Track Championship
RaceWars Season 46: "Qualifiers" Week 01
Tuesday 11th July 2023
7.30pm UK | 8.30pm CET | 2.30pm EST | 11.30am PST
Pre Lobby & Party Portal Open 15 minutes earlier
Hosted by BlackDaemon82 (PSN) / prototypetom (PSN)
Tuesday 11th July 2023
7.30pm UK | 8.30pm CET | 2.30pm EST | 11.30am PST
Pre Lobby & Party Portal Open 15 minutes earlier
Hosted by BlackDaemon82 (PSN) / prototypetom (PSN)
--> SUBMIT YOUR RACES HERE <--
WTC is GCCC's premium pure racing track event, running weekly on Tuesday.
The pre-lobby will open at 7.15pm and the playlist lobby at 7.25pm for a 7.30 start.
WTC CREATOR CHAMPIONSHIP:
Each week will feature a playlist of great pure racing tracks and circuits by GCCC and affiliate creators.
After each qualifying round, the hosts will review the tracks and score the races on a number of technical criteria.
After 3 rounds of qualifiers, the 9 highest scoring races will be put into a semi-final.
The semi-finals will be voted on by the participants, and the top 3 jobs go through to the season grand final (week 13), which again is a public vote. (see season schedule below)
WTC DRIVER CHAMPIONSHIP:
We also have a Driver's Championship for competitive drivers.
Over the first 12 weeks of the season (see schedule below) we will record the top scoring 5 drivers from the playlist.
Drivers will score points based on their position (5pt-1pt).
The season's top 5 and winner will be announced in the Creator championship Finale thread prior to the final event.
These positions will be based on the total score from a driver's best 6 results during the season.
(This is to allow for drivers missing weeks or connection problems, or general playlist problems - a bad week isn't a disaster)
The Season Final will be a chance to break any tied positions between drivers (if there are any) with head-to-head duels - the higher placed finish between the tied racers on the night holds the position.
But the final week is mostly about defending/winning lap times on sponsored races and the Creator Competition.
Only GCCC and affiliate drivers will have their times recorded.*
SPONSORED RACES:
Creators are invited to volunteer their tracks to be "Sponsored Races".
What this means is that they are prepared to add the fastest WTC lap time permanently to their race description
(separate from any other best laps/world records etc).
This only happens in the Semi-finals (and Season Final if the Semi-final time is beaten)
SCHEDULE:
Week 1: Qualifiers: 7 new tracks + 1 classic track
Week 2: Qualifiers: 7 new tracks + 1 classic track
Week 3: Qualifiers: 7 new tracks + 1 classic track
Week 4: Semi's: 9 winning tracks (3 vote poll)
Week 5: Qualifiers: 7 new tracks + 1 classic track
Week 6: Qualifiers: 7 new tracks + 1 classic track
Week 7: Qualifiers: 7 new tracks + 1 classic track
Week 8: Semi's: 9 winning tracks (3 vote poll)
Week 9: Qualifiers: 7 new tracks + 1 classic track
Week 10: Qualifiers: 7 new tracks + 1 classic track
Week 11: Qualifiers: 7 new tracks + 1 classic track
Week 12: Semi's: 9 winning tracks (3 vote poll)
Week 13: Season Final: 9 winning tracks (3 vote poll)
NOTES:
• Races will be run in a variety of classes, usually defined by the creator. If vehicles are very restricted, the host MAY run the race with customs off.
• Scoring criteria is in the race submission thread and posted with the scores each week for the creator's reference.
• Classic tracks are chosen from Racewars event winners approx 2 years ago that fit current criteria (no boosts, jumps or race effecting lamppost issues)
• Due to the Driver's Championship, all scoring races will be run with no-contact. If we run contact on ovals, these will be played last in the playlist and score totals taken from the positions before this race.
• Whenever possible, Playlists (in these topics) will be posted at the latest by Monday night if drivers want to practice any tracks.
• If you can please please please stream this event, it's great for the event (and recording results if the host's streams go down!)
• * We may team up with other friendly crews as well as full affiliates in the future. For inclusion in the Driver's Championship, you have to be a member of an eligible crew, but you don't need the tags on if your SC is viewable.
Rules: GCCC Rules and Etiquette
----------------------
Playlist
1) LM87 RACE by masopelu Open Wheel 8 laps
2) 禁止車両に愛を込めて ver.R-U-W by xxR-U-Wxx Sport restricted, 6 laps
3) Vinewood Motorsport Park by burgelson Compact 9 laps
4) GRIDS Ridgeview Ring by brandoman Coupe 10 laps
5) GRIDS FlyWheels by duberuby Classic 5 laps
6) P-GP: Mountain Base Three by prototypetom Super 6 laps (***Sponsored***)
7) Vortex's Apex Masters by jcbvortex Tuner 7 laps
Bonus Race:
8) Ğ96 Chalky Roval by geenopa Super with contact, 8 laps (from RW: S29 Ep1)
HOST STREAM
S46 w1 track scores
Normally I'll edit out the unaffected scores for length, but i've left everything in for reference.
1) LM87 RACE by masopelu
(3,3,3,3,3, 3,3,3,3,3) 25/30
2) 禁止車両に愛を込めて ver.R-U-W by xxR-U-Wxx
(3,1,1,3,1, 2,3,3,3,3) 23/30
3) Vinewood Motorsport Park by burgelson
(3,2,3,2,3, 1,3,2,3,3) 25/30
4) GRIDS Ridgeview Ring by brandoman
(3,2,2,2,3, 2,3,3,2,3) 25/30
5) GRIDS FlyWheels by duberuby
(3,3,2,3,3, 3,3,1,3,2) 26/30
6) P-GP: Mountain Base Three by prototypetom
(3,3,2,2,3, 1,3,3,3,3) 26/30
7) Vortex's Apex Masters by jcbvortex
(3,3,3,3,3, 3,3,3,3,3) 24/30
Individual details available on request - DM prototypetom
{Score Explanation}
In qualifying weeks, races are given a score based on 10 criteria, each worth 3pts*. 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 a public vote decides which 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 or awkward bottlenecks requiring detailed track knowledge.
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, 3/4/6 = 2pt, 5+ = 3pt)
3. Smooth. Smooth prop transitions and well-managed (problematic) undulations in streets/roads, if required.
4. Containment. Appropriate apex props are in place where required, and walls are in place on racing lines when needed to ease higher risks. No high risk solid objects inside the track lines/close to racing line.
5. Streetjunk. ALL lampposts and signs removed/covered from inside track or within falling distance of track. Creator-added destructible objects don't create risks for other drivers.
(rough reduction guide for objects such as lampposts/bus stops, log piles, etc: 1/2 = 1pt, 3/4/6 = 2pt, 5+ = 3pt)
6. Snags. Appropriate low-snag props are used in all key places. World objects with bad hitboxes covered/protected. Steel barrier is assessed on quantity and level of risk (e.g. exit of a sharp turn vs along a long straight).
7. Visual design. Great all-track races have a distinctive visual quality to them - a theme, clear visual style and/or simply great looking. The best street tracks have interesting connections that make well-used roads feel new as well as 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/structure. Unsightly building work under and around racing surfaces is well covered. Also, tracks look like they have been built with some visual consideration of IRL physics - no unsupported strips of thin track magically floating without structure.
10. General. Extra points that might be deducted for: unusually egregious problems with any previous criteria or any other problems/shortcomings not covered by other criteria. Or overly simplistic creation that technically sidesteps criteria rather than mastering it. (*not limited to -3 points)
Disclaimer 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. There is a bit of unavoidable subjectiveness, of course, but it's as minimal as possible. What we're trying to do is put the technically robust races through to the semi-finals - not the ones we "like" best. FWIW score order probably doesn't match my personal order of favourites, and in principle I personally fully support compromising on technical aspects of a track if necessary for creative ones - but this is a technical round.
In qualifying weeks, races are given a score based on 10 criteria, each worth 3pts*. 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 a public vote decides which 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 or awkward bottlenecks requiring detailed track knowledge.
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, 3/4/6 = 2pt, 5+ = 3pt)
3. Smooth. Smooth prop transitions and well-managed (problematic) undulations in streets/roads, if required.
4. Containment. Appropriate apex props are in place where required, and walls are in place on racing lines when needed to ease higher risks. No high risk solid objects inside the track lines/close to racing line.
5. Streetjunk. ALL lampposts and signs removed/covered from inside track or within falling distance of track. Creator-added destructible objects don't create risks for other drivers.
(rough reduction guide for objects such as lampposts/bus stops, log piles, etc: 1/2 = 1pt, 3/4/6 = 2pt, 5+ = 3pt)
6. Snags. Appropriate low-snag props are used in all key places. World objects with bad hitboxes covered/protected. Steel barrier is assessed on quantity and level of risk (e.g. exit of a sharp turn vs along a long straight).
7. Visual design. Great all-track races have a distinctive visual quality to them - a theme, clear visual style and/or simply great looking. The best street tracks have interesting connections that make well-used roads feel new as well as 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/structure. Unsightly building work under and around racing surfaces is well covered. Also, tracks look like they have been built with some visual consideration of IRL physics - no unsupported strips of thin track magically floating without structure.
10. General. Extra points that might be deducted for: unusually egregious problems with any previous criteria or any other problems/shortcomings not covered by other criteria. Or overly simplistic creation that technically sidesteps criteria rather than mastering it. (*not limited to -3 points)
Disclaimer 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. There is a bit of unavoidable subjectiveness, of course, but it's as minimal as possible. What we're trying to do is put the technically robust races through to the semi-finals - not the ones we "like" best. FWIW score order probably doesn't match my personal order of favourites, and in principle I personally fully support compromising on technical aspects of a track if necessary for creative ones - but this is a technical round.
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