|
iHq/fredair.esu
|
if your goal is to set the fastest time, respawning cps is not important at all & useless.
|
|
|
|
|
400r_
|
It also depends on the audience you are aiming for.
If you want your track to be played in online servers then respawnable CPs are strongly recommended, especially for Rounds mode, so that drivers can quickly recover from a crash and cross the fin...
|
|
|
|
|
FT»Osaka
|
Considering there's 9 votes I'll probably vote later today and enact the rule where highest and lowest votes get ignored. You still have time until then to vote if you want to.
|
|
|
|
|
pjw
|
Particularly with fullspeed or otherwise fast courses, getting the player back up the the intended speed is an often difficult challenge and can result in somewhat rough alternate routes in order to keep the normal route clean.
I guess I'm just sp...
|
|
|
|
|
Arkive
|
Hmm, this is an interesting question. I tend to try and make my courses respawnable, but the fact of the matter is that sometimes you just can't. Particularly with fullspeed or otherwise fast courses, getting the player back up the the intended speed...
|
|
|
|
|
|
pjw
|
Respawnable checkpoints are, IMO, an important part of good track design. The ability to respawn and continue from a CP allows someone new to the track (or even new to the game!) a painless way to drive and learn a track without being forced to start...
|
|
|
|
|
Ozon
|
The rules state to use only one finish: does this mean only one finish block, or only one viable finish line? Or, in other words, can I use fake finish blocks that aren't intended to be used as finish lines?
One finish as in one place/line/block w...
|
|
|
|
|
Arkive
|
The rules state to use only one finish: does this mean only one finish block, or only one viable finish line? Or, in other words, can I use fake finish blocks that aren't intended to be used as finish lines?
|
|
|
|
|
Eyohna
|
I want to participate (L)
|
|
|
|