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New Concept/Idea - Creating Tracks with alternative routes !!
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New Concept/Idea - Creating Tracks with alternative routes !! 2015-05-17 15:31:31  
Hello everybody! :)

I´ve got some new ideas when I created my last tracks…. The idea was to create a track with a “normal route…” but my real new idea was to create a “normal track” with other routes in the same track, too… in this case I named the other routes “Hidden Tracks…”

Astroman...what do you mean ?? Ok, here are some examples. I try to explain you my thoughts/ideas:

This is a normal track with a main route:
http://www.file-upload.net/download-10680419/htr-tracks.rar.html
(Password is astroman)


Picture:
http://fs1.directupload.net/images/150517/gbnsrlha.jpg

Now the same track with the main route and 2 other additional routes… or call them: “alternative routes”

http://tm.mania-exchange.com/tracks/85884/hidden-tracks-htr-1

Picture:
http://fs2.directupload.net/images/150517/ygrlijhh.jpg

And now a complete new track with two (I named it) "Hidden Tracks…":

http://www.file-upload.net/download-10680419/htr-tracks.rar.html
(Password is astroman)

Some pictures:



    - The middle route is the normal route.
    - The left one takes you in an industry route with a small desert and has an industry style
    - The right one takes you on a normal race course with mountains and trees …

Both alternative routes are completely different and lead you back to the same destination. In this case it is clear that checkpoints only on the middle route are possible.

In my opinion: through the combination of different routes there are endless possibilities for new fantastic track creations !! Here's another simple example:

http://www.file-upload.net/download-10680419/htr-tracks.rar.html
(Password is astroman)

Some pictures:

You have a normal full speed track, approximately ~1:15 minute. On the right side you could get to the alternative routes – or call it “hidden tracks” – HTr:
    1. route takes you to a big jump
    2. route takes you to a little fishing lake :d
    3. route takes you to a big jump into a ravine (narrow valley with steep sides)
    4. route takes you to route 5 :d
    5. route takes you to a cave route :d
    6. route takes you to a big jump
    7. route takes you also at least to a big jump

Please remember: this is only an example… how do you creating hidden tracks (or alternative routes) in a track (or one track) it doesn´t matter…

The original idea comes from games like Need for Speed or other... I had the idea to create a track with many alternative routes like a "complete city map"...

Here is my last project: "Nightline (HTr)": it´s a normal track, it contains one hidden route - abbreviation "HTr":

http://www.file-upload.net/download-10680419/htr-tracks.rar.html
(Password is astroman)

Screenshot:
http://fs2.directupload.net/images/150517/mtdnzzgk.jpg

And some other pictures of this track:



There is also a Replay for the track.. :d

Okay... and now my question to you: What do you think about this ?? I would be glad to know what you think about the idea to create tracks with hidden/alternative routes inside … only just for fun... or call it bonus routes... or secret routes or secret levels/routes or what ever... :d

Please let me know :)

Best wishes astroman


Last edited by astroman, 2015-06-10 15:26:18
Learner Driver
Location: DE
2015-05-17 22:43:19  
it's a good idea, but the tricky part is making all of the routes reach the finish at about the same time. If one route is clearly quicker then that is the one people will drive.
Providing a choice of routes is good because it adds more fun and variety to the track, but there cannot be any clear time advantage driving one route over another.. they must all take approx the same time to complete. With thought and planning (+ much testing) it could be done to a good standard i think
;)
Last edited by 51Wizard, 2015-05-17 22:44:15
Learner Driver
Location: GB
2015-05-17 23:11:39  
Hehe, yeah the idea itself is cool but as gigpig already said, one of the routes is always a little bit faster.
Once the ppl figured out which is the fastest, they ignore the other routes.
It could be a cool alternative if we got blocks which can be triggered AND moved.
A randomly set and given route must be driven by all of the drivers. But the point - there is one route
which is the fastest - will break the complete level because the ppl wont drive a slower route because
of their times and the points. So why should I drive this alternative route ?! :$

I dont wanna kill your idea completely, so what about one very tricky route and one
very easy alternative which should be much longer then the tricky part ?!
But the problem about the reachable times is still the same. The tricky route must result with a
reward - to get a good time. You can see it's still a problem. :s
The only solution is to mirror your line. Some ppl prefer left turns, other ppl right turns. :d

Greetz
Slow
Speeeed
Location: DE
2015-05-18 06:06:35  
You mean like this? :)
Moped Racer
Location: DE
2015-05-19 14:53:09  
Hello all! :)

sorry for my very late reply.... :$ I haven´t got time yesterday... okay, let´s go!

@ *Gigpig35»BC
@ Slow

yes, you´re right.... TM Canyon is a racing game and all players want to play it so good as possible with the fastest time... if you have two routes with different racing times, all people wll drive only on the fastest route... :d

But to create a track with maybe 2 routes with the same time it´s not so difficult to create it... One tactic could be, if you copy and paste the same route 2 times... you flip it vertical or horizontal (is this the correct transalation...? Well my english is not so good, sorry, haha... :d)
In this case you have always the same racing times.... ;)
@ Slow you have told that...

The second tactic: if you create a tunnel, there is the function with 2 routes for one route... you could perhaps create then a second route, maybe a flipped(?)/mirrored one..

The third tactic: you could create a track with many different routes and the ppl has to find out, which is the fastest/or correct route... problem/risk: okay, that could be for some players annoying.. haha ... :d ok..

the 4. tactic: you create a track with some different routes and to drive all different routes the player hast to respawn after one route to the last checkpoint and then he has to start the other route (and so on). It´s sound a little bit too crazy :d

I think or I believe there is certainly more possibilities to make this possible... the big and important question is, which tactic appears to be the right one? :d And does it make sense? :d

@ Tim2505
@ Scape»BCS (thank you for your message :) )

http://tm.mania-exchange.com/tracks/26435
http://tm.mania-exchange.com/tracks/view/84245

I think these both tracks are surely really great !! (y) I would like to play it once again in the next time... :)

conclusion: all these thoughts are of course only ideas, but I would like to know or to find out, if it´s possible to implement this (useful) to new tracks?

kind regards astroman


€: ohh... I forget to ask: what did you think about my last track called: "Nightline (HTr)" ??? :)
Last edited by astroman, 2015-05-19 15:01:44
Learner Driver
Location: DE
2015-05-19 15:26:59  
btw, atm im hosting a comp with that theme, if you want to see more:



two more tracks are following ;)
Moped Racer
Location: DE
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