King Valley

Post your tracks here
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
Post Reply
dritter
Posts: 29
Joined: Thu Aug 26, 2010 10:49 am

King Valley

Post by dritter »

King Valley
Image

DOWNLOAD and comment
http://www.mediafire.com/?cg6u3vlmc602qgf
dritter
Posts: 29
Joined: Thu Aug 26, 2010 10:49 am

Re: King Valley

Post by dritter »

Please comments !!!!!!! :P :P
Duncan411
Posts: 24
Joined: Thu Jun 30, 2011 6:16 pm
Team: ONS/Cernics Racing

Re: King Valley

Post by Duncan411 »

Sick track but fpr sp,e reaspm o cant see the banners and you decals
Duncan411
Posts: 24
Joined: Thu Jun 30, 2011 6:16 pm
Team: ONS/Cernics Racing

Re: King Valley

Post by Duncan411 »

sorry for some reason i cant see the decals on the track but i can off track and i cant see the banners there just white
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: King Valley

Post by yzmxer608 »

This is probably one of the better tracks from a new creator I've ridden. I like the layout and base displacement a lot. This track definitely has a lot of potential, here are my suggestions. Your ruts and berms need some work, they seem really smooth on top so they don't hold you in very well, and the transition on the ends are really abrupt (the first turn is a good example of this). Your jump faces seem rolled out too, they don't have a definitive lip and to roll away at the top (almost like a whoop shape). If you ramp them out a little more they would ride a lot better. Some of the off cambers needed something to bank off too, some ruts in those sections would be nice. I also had a hard time seeing the breaking bumps, but that's not entirely your fault, the sky and lighting you used does it. Here is a topic with some different skies in it: http://mxsimulator.com/benchracing3/vie ... 24#p138724. The lighting files should make it easier to see some of the bumps. Track objects are pretty plain too, here are some more objects that are available: http://mxsimulator.com/benchracing3/vie ... f=2&t=4769.

I hope this helped you with future tracks or this one if you are going to work on it still :).
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
dritter
Posts: 29
Joined: Thu Aug 26, 2010 10:49 am

Re: King Valley

Post by dritter »

Thank you my problem is that i don 't can so good english :oops: .
But a little bit i understand you and i thank you for the tipps !!!! :D
TheLoco
Posts: 76
Joined: Sun Jan 09, 2011 10:14 pm
Team: Privateer
Location: Germany

Re: King Valley

Post by TheLoco »

i Can´t see the decals and banners on track too Please fix it
dritter
Posts: 29
Joined: Thu Aug 26, 2010 10:49 am

Re: King Valley

Post by dritter »

how i can fix it :oops:
TheLoco
Posts: 76
Joined: Sun Jan 09, 2011 10:14 pm
Team: Privateer
Location: Germany

Re: King Valley

Post by TheLoco »

dritter wrote:how i can fix it :oops:
i don´t know but it must be done track´s not fun when i could not see where to ride... ;)
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: King Valley

Post by yzmxer608 »

That's not the track maker's fault, you don't have other tracks and objects the track used, so you can't see everything. It looks like it uses things from:

http://mxsimulator.com/benchracing3/vie ... =tree+pack
http://mxsimulator.com/benchracing3/vie ... lley#p5539
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Post Reply