Alcator says:
tcq says:
Probably the author thought about the placement, before he started building.
How good of the author to have thought about the placement... Well then perhaps authors should also add written instructions for all future drivers "Next, I want you to build a high-speed straight section, and then a loop, and then a sharp u-turn..."
Oh come one, I'm not sure if you don't understand what i wrote or if you didn't want to understand it. If you want to start a flame war, state it and you can have it. But as far is a recall, this is a topic to discuss the rules and not to promote your own incompatibility to interact with other human beings on a social level instead of a fist fight. Do i say "you guys are all stupid, do it this way to do it right"? I don't think so, I'm just pointing out points (in a clear way without hidden vituperations) in the rule set which i think are worth to be discussed. Therefore, I'm happy to discuss points about the rules and your own thoughts to it in the following section of the post.
Alcator says:
But then what's the point of BASCO? You're an author of your stage, you're supposed to finish it in a way which allows wide range of continuation options, and not "force future builders in some particular building style and/or direction".
This is exactly what i meant when i asked about the scenery. If you build a small mountain on one side of your driving line, to get a nice visual feedback, i feel like this section should be protected and "not" be deleted because it's in the way of the later stages. For sure you should leave enough space for the next mapper, which i don't deny. But on the other side, the next stage builder should appreciate the afford that was done in the stages before, and not simply delete all of it because it doesn't fit with his building style. Same goes for the shadow calculation thing, which adds a new level of complexity to a BASCO on TM2 (in comaprision to TMF). Because, you need to check if you produce lightning issues on the stages before your section, while building your track part and your scenery.
Alcator says:
tcq says:
scenery:
If this isn't possible, then the mapper had maybe thought about this and didn't want the map to be continued in that section.
Again, the same problem. It is not the place of any author to "want or not want some specific continuation of the track". Place a scenery AROUND your part, not AHEAD, BEHIND or on the other end of the map.
This is not the same problem. For example, if you place mountains in one corner of the map (e.g. in the morning or sunset mood) to reflect the sunlight to the street and give a nice ambience then you already took into account, that it's not possible to build the map on the other side of the mountains (maybe due to lightning issues and dark shadows. Simply the same as i wrote before. A mapper things usually about stuff, before building. But if you allow to use the move the map feature, you kill all of this thoughts. For example if a mapper turns the map and you don't have any of your lightning stuff left (which you calculated before to make it look good). Same goes, if a mapper builds over the first stage tracks and disturbs the light play on the map (e.g. by making the section really dark, where you had before a nice light play on the mountains). This is the problem on TM2. Additionally to the know factors (scenery, places for new blocks in later staged) you need to take into account the light issues (light/shadows, dark and bright sections). And to prevent this, i feel it is easier to make the rules more strict in some cases. Tell where the map should start (e.g. low level on the ground, in the air, on a mountain, in the middle of the map, in a corner).