Darkwind
Sidewinder Raceway

*sam*


Posted Feb 6, 2013, 8:50 pm
I have just patched in a fun new track made by Tez. It's currently still in 'test mode' hence only available for custom events, not as part of the leagues.

It's long and demanding, I'm thinking perfect for 1-lap deathraces or rally style events.

This is Evan's 35th racetrack/arena

Thanks Tez!

http://www.dark-wind.com/images/buildings/building70.jpg
*Longo*


Posted Feb 6, 2013, 8:58 pm
In SS? Please, Please, Dudes... make some other maps in other towns so people will actually move South, east, west. Having said that, Tez, glad to see your into making maps and I am looking forward to trying it out.
*Longo*


Posted Feb 6, 2013, 9:36 pm
Fun track. Just need to shorten the jump...cant make it with a Road Runner. ;) Nice work Tez
musashi_san


Posted Feb 6, 2013, 9:43 pm
yeah, love it. lots of fun. didnt try the jump yet...
FireFly


Posted Feb 6, 2013, 10:34 pm
Longo, racetracks wont make people move out of SS, if they want their tracks to actually be played it has to be up north really.

When was the last time you saw someone race on the FL or Sars tracks? Hell, they're nice but I'm not going to run race crews there even back when I was playing, it was to much to bother with and nobody races there.
*Longo*


Posted Feb 6, 2013, 10:42 pm
FireFly said:
Longo, racetracks wont make people move out of SS, if they want their tracks to actually be played it has to be up north really.

When was the last time you saw someone race on the FL or Sars tracks? Hell, they're nice but I'm not going to run race crews there even back when I was playing, it was to much to bother with and nobody races there.


Didnt I tell you before to go back to nerding?  :rolleyes:
*StCrispin*
ce.services.mh@gmail.com

Posted Feb 6, 2013, 11:16 pm
FireFly said:
Longo, racetracks wont make people move out of SS, if they want their tracks to actually be played it has to be up north really.

When was the last time you saw someone race on the FL or Sars tracks? Hell, they're nice but I'm not going to run race crews there even back when I was playing, it was to much to bother with and nobody races there.


What sars track?

I race the FL track every chance I get.

I dont race the GW tracks because they are no fun solo.  Fun with other players to mess with though.  Whirlwind is the worst.  That one I think is just a rush-job.  Race in circles around a pole?  worse than Nascar.

I would love to see more tracks in BL.  Those RARELY come up in the randomly spawned events in Lobby.

MORE PED arenas would draw me out more too.  I have people in every town but mostly concentrated where Ped events occur or where I haul goods.  GW and FL would be logical for Ped vs Ped or Ped Vs Critter (make Glad pay $$$ to non-slaves or better yet, parts to fir our cars.  FL Scav town?)

and as always...  Morgan Ped...  Morgan Ped...  Morgan ped...
FireFly


Posted Feb 6, 2013, 11:39 pm
Longo said:
FireFly said:
Longo, racetracks wont make people move out of SS, if they want their tracks to actually be played it has to be up north really.

When was the last time you saw someone race on the FL or Sars tracks? Hell, they're nice but I'm not going to run race crews there even back when I was playing, it was to much to bother with and nobody races there.


Didnt I tell you before to go back to nerding?  :rolleyes:
Longo, I pay about as much attention to what you say as to your attention to what I say  :rolleyes:

Still, You never said I was wrong  :cyclops:
*Bastille*


Posted Feb 7, 2013, 9:17 am
Looking forward to giving this a go.
*Bastille*


Posted Feb 7, 2013, 10:56 am
yup, that works.

Ace!

In addition:

to mind this is a really fun track; challenging, lots of fun, different, dangerous.

Not sure what the dev of the track thinks, but I would not change anything.
Tez


Posted Feb 7, 2013, 7:55 pm
Ran it a few times & aside from both jumps needing a little fixing & the AI in low grip cars not making the first turn, it's pretty much good to go.

Anyone notices anything that might need fixing lemme know.
Serephe


Posted Feb 7, 2013, 9:40 pm
Just change the start so that the AI can actually make it onto the track with a packed field, and make the paths the AI take smoother and easier for them.
*Bastille*


Posted Feb 7, 2013, 10:25 pm
I was thinking about the start too at one point, but... it could be part of this track allure, the fight to get onto it.
musashi_san


Posted Feb 7, 2013, 10:58 pm
+1
this is jockeying for position from the word go. knocking people off, down holes, into walls/poles, etc is what this track is about. why not right from the start...
Lord Foul


Posted Feb 8, 2013, 6:45 am
I have not looked at this map yet, but is there a way to avoid the jumps?

Have all the current stock race chassis been tested on the jumps?

The picture is small, but it looks like some of the stock race chassis would not make it across.
Serephe


Posted Feb 8, 2013, 6:54 am
*Bastille* said:
I was thinking about the start too at one point, but... it could be part of this track allure, the fight to get onto it.


Would be fine if AI wasn't involved. Most races involve a majority field of AI. If most of the cars spend the time stuck at the start, there's no challenge involved.
*Bastille*


Posted Feb 8, 2013, 7:04 am
from what ive seen so far, that bit is the least of their worries (they seem to make it ok)
musashi_san


Posted Feb 8, 2013, 12:07 pm
Lord Foul said:
I have not looked at this map yet, but is there a way to avoid the jumps?

Have all the current stock race chassis been tested on the jumps?

The picture is small, but it looks like some of the stock race chassis would not make it across.


I don't think most chassis, if any, could make it across. However they are just shortcuts, you can go around. And I think he's also shortening them...
DieselCougar


Posted Feb 8, 2013, 6:20 pm
Maybe if they had longer run ups, couldn't get fast enough on that last one in a stock moray ever.

Falls into the slow I'm fighting the terrain more then actually racing cat. It's interesting, but I can't seem to get fast enough to have any fun, to busy puttering around objects to get any speed. And that puttering removes a lot of the risk.
DieselCougar


Posted Feb 8, 2013, 9:15 pm
221665

attempted the jump in a viper, sure the event can help in figuring the distance.
Tez


Posted Feb 9, 2013, 12:27 pm
Going to add some changes to both the ramps, firstly the run up to the first ramp has been smoothed some more, so hopefully you nitro bastards can get some purchase on the blacktop. Also the ramp is now steeper, a little longer & there's now a small landing area for you, if you dare.
http://i281.photobucket.com/albums/kk201/TezzaMeister/ramp1_zps163a6a5d.png
Secondly, the second ramp up has been changed also, since it was also impossible. There's now a longer & wider run into the run up, but if you go too fast you'll run into the pointiest of pointy tyre shredding rocks this side of Badlands. Enjoy yourselves.
http://i281.photobucket.com/albums/kk201/TezzaMeister/ramp2_zpsd3aec466.png
*Bastille*


Posted Feb 9, 2013, 12:48 pm
I noticed both you and I went to cut straight to the next path on both chances there (you know what I mean, the others are not meant to) has that been altered to make those routes a little harder? I'm like it either way, but jst a thought while ya there.

<----goes to play with his boots.

Tez


Posted Feb 9, 2013, 12:53 pm
*Bastille* said:
I noticed both you and I went to cut straight to the next path on both chances there (you know what I mean, the others are not meant to) has that been altered to make those routes a little harder? I'm like it either way, but jst a thought while ya there.

<----goes to play with his boots.



I think this is supposed to be in English.
*goat starer*


Posted Feb 9, 2013, 1:03 pm
Tez said:
*Bastille* said:
I noticed both you and I went to cut straight to the next path on both chances there (you know what I mean, the others are not meant to) has that been altered to make those routes a little harder? I'm like it either way, but jst a thought while ya there.

<----goes to play with his boots.



I think this is supposed to be in English.


australian
*Bastille*


Posted Feb 10, 2013, 7:22 am
well thats all settled then :rolleyes:
*sam*


Posted Feb 11, 2013, 3:31 pm
A new version of this track has been patched in
Tez


Posted Feb 12, 2013, 1:25 pm
Ok, I think the first one is fine, just the second one is still plagued with the black death, more tweaks needed.
Lord Foul


Posted Jun 12, 2013, 7:41 am
Unsure why this track went live, I fully expected some more testing and revisions to be done to the design, but I see that did not happen.

1- don't create a bottleneck a the start of the race, especially one that the player can circumvent if you spawn to the left.

2-As I previously stated, certain large chassis like the racing tractor will probably never complete this track.

3-Assuming you don't run out of armor it could take the average player around 15-30 minutes to complete 1 lap, depending on the chassis. I'm not sure players really want to spend around 30 minutes trying to get a sporty van around this track.

4-Forcing the player to risk his driver/co pilot in multiple ways to finish the race is not a good idea. The construction guys can carve this track out of a mountain, but can't extend the finish line into a safe area to stop the car..riiiight. Cris cross traffic is one thing to attempt to finish the race safely, having to face a wall at high speed the first second you pass the finish line is silly. Even if you can spin out and stop in time, if you don't turn around to head back over the finish line in time to avoid incoming traffic, you are dead meat.

It's a given the AI can't handle this track to well and you don't want to be stuck bunched up with them as you'll have trouble getting speed to make jumps if you can't break free.

If you don't break free from the NPC pack within the allotted time, don't expect to survive a deathrace on this track.

The good

If you don't take the race seriously or care if your driver lives, the jumps could be fun with a few other players.

No offense, but in my opinion this track is not ready. It appears to exist as a suicide track for a few minutes of jumping fun. a track like this should have been made into an arena with jumps the player could fool around in during combats instead of a race track.
*Boonwolf*


Posted Jun 12, 2013, 8:36 am
They took this death trap live!
The one time i raced it the in race line bumps near the end killed my crew, i cleared the hall of death but no NPC shal pass.

Ill have to race it again one day see if it has been changed from version a few months back if not you wont see my dead body there.

*StCrispin*
ce.services.mh@gmail.com

Posted Jun 12, 2013, 9:35 am
I think I shattered my spine on this track...

Exciting to look at, unfortunatly Ludicriss to play. I'll have to try the new version to see if the stupidity factor was reduced. Like the AI rammin the starting line gate and dying so that it was a players only race. (if they didnt fall off the hill or get stuck at the beginning)
*Bastille*


Posted Jun 12, 2013, 10:54 am
I agree with most of LFs points. Its a really fun idea, but a bit of polish might be good.

The starting line needs a change imo. As far as I can tell the AI just fails to get past this point (which is not the fault of the AI).

Many of the secondary tracks you don't use here as they are not fast. I have only used them to try them out. (The same could be said about my Dunes track, which now with hindsight I can see many things I would change to make it a more playable track)
musashi_san


Posted Jun 13, 2013, 11:30 pm
i love this track. sometimes you just have an affinity for something for no rational reason. yes, everything you all say is all too true, but it changes nothing. you'd have to be totally insane to run a deathrace here, or one of the larger chassis, but otherwise it's genius.
*Jagged Monkey*


Posted Jun 14, 2013, 1:01 pm
I always called this track the Hot Wheels track. It reminds me of one.
musashi_san


Posted Jun 14, 2013, 6:39 pm
yeah, maybe thats it. still needs a loop, though.
Bolt Thrower


Posted Oct 21, 2013, 11:32 pm
did this track get taken offline?
musashi_san


Posted Oct 21, 2013, 11:46 pm
good question.
*Bastille*


Posted Oct 22, 2013, 9:56 am
Its still in the track list for custom events.

Bolt Thrower


Posted Oct 23, 2013, 4:55 am
Cool, may have to look at it.
Juris


Posted Oct 23, 2013, 5:31 am
Darn fine track :)

I've done a few Pro races on it, has it been removed?

Edit: Ah, think I got my tracks mixed up. I was thinking of the Speedway :)
Lord Foul


Posted Oct 23, 2013, 6:12 am
Juris said:
Darn fine track :)

I've done a few Pro races on it, has it been removed?


It was only live for a short time in June of 2013 as it still needs/needed some work. This was Tez's track and he was the one working on it back then, but he has not been active for quite a while.
Tez


Posted Jan 24, 2015, 11:53 am
I'd appreciate it if people could run this track & let me know on some changes they'd like to see, I'd like some more feedback.
*Bastille*


Posted Jan 25, 2015, 10:29 am
In its current format Id say its a player only track.

I like the track, I find it challenging and thrilling to drive.

But!!!!

the AI can't handle it, is not made for this sort of thing. Thats one thing I guess thats super important about map design, is fitting the game mechanics and limiting vision to super piss off firefly and lord foul (the last point probably more important)

If I was to be picky...

-Open up the start to allow the AI to get into the track

-limit the cliffs and falls, holes that you can get stuck in. Add barriers or flatten sections (perhaps)

-add more direction signs (some new folk just cannot work their way around this place without guidance)
*Maxxed*


Posted Mar 3, 2015, 12:08 pm
My understanding is that the pheremone trails will improve AI pathing overtime.

i.e. The more the track is plaed with AI vehicles the better laptimes and the less wipe outs they will experience. That said I'm not sure I've ever driven on this track.
*StCrispin*
ce.services.mh@gmail.com

Posted Mar 20, 2015, 1:25 am
I enjoy the track and the jump, only problem I have with the jump itself is that even on a successful run (landing on the other side, or even landing perfectly, the driver takes significant injury such as crushed spines, smashed in face or a$$ bone through the brain...

Did it hurt him? Yup, it rectum!

I certainly don't have a solution to that but it's the one thing that keeps me from playing the track with anyone other than a new hire.

I would like to see it go live though!
Tez


Posted Mar 23, 2015, 12:05 pm
Ok...I think the terrain is resorted. There's a new start line & couple features removed & some more added. Going to re-path the AI & send it to sam this week.
*Bastille*


Posted Mar 24, 2015, 11:33 am
Sweet
*Snipe*


Posted Mar 24, 2015, 3:50 pm
Bout time this track got some work - one of the few who still roll on it.
Tez


Posted Mar 29, 2015, 8:17 pm
Is the mission builder supposed to lag to #### when the number of waypoints gets high?
*Bastille*


Posted Apr 6, 2015, 1:48 pm
Once I get to 41 it crashes the program, other than that, not that I can remember.
Grimm Sykes


Posted Apr 6, 2015, 2:43 pm
This is a great track to get gangers killed on, so you can hire better ones before the 24 hour limit is up. Just bail out of the car after it takes off from the jump.

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