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 Piranha Party

by  XT kruemelyeti  |  15
  
 
It's a start
AT   00:53.930 |  Lagoon / LagoonCar   |   Intermediate 
ID  158433 
  Fullspeed    
 2019-02-19 11:20:06
 Visible (approved) |  Released 
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# Record User Score Date
1st   00:53.698  wortex 15 (100%) 22-03-19
2nd   00:53.975   2 AZ ZyGoTo 12 (80%) 30-07-20
3rd   00:54.665  XT kruemelyeti 9.75 (65%) 19-02-19
4th   00:55.410  Roche 8.25 (55%) 25-02-21
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 Author Comments
So I moved recently and don't have internet in my new apartment yet. That's why I had a lot of time to spend in the editor and build a new map (everything has its bright side).

This is the first result of my experiments in the Lagoon editor. And I never was so close to blockmixing or using the mesh modeler before. While Canyon, Valley and Stadium are pretty versatile and allow many different styles, Lagoon feels far more special and exotic. This is partly because of the controls of the car and partly because of the available blocks, which are mostly bound to be combined in a given way and don't allow much alteration while still working with the pysics of the car and without using tools that go beyond what's possible with the vanilla editor. That's why jumps and drops often revert to basic elements like ramps and transitions are rather straight than diagonal.

So of course I just could be using advanced tools to place or shape those blocks more to my liking, but to be honest: I already need around 40-50 hours to build a map, everything combined (route, scenery, mediatracker, screenshot, validation, etc.). I tried to reduce this time, to keep things simple, but I can't. I don't want to release a map that feels unfinished and look at it at a later point and think about what I could've done, if I had invested more time. And that's why I like to have a predefined grid and I like to have limited blocks and options to combine them. When I start to use blockmixing or the mesh modeler the time investment to build a map would probably double, because suddenly there are so many more options and so many more details to work on. And in the end it should still feel like play and not like work, so it helps me a lot to keep things simple.

On the positive side, the tight turns that are possible with the Lagoon car allow for really compact and fast-paced fullspeed maps that look beautiful and exciting at the same time. Building the scenery was a lot of fun (except the limited choice of sign blocks) and I hope the map is as visually pleasing as it is fun to drive.

It is a fullspeed map that pretty much covers every surface that you can think of in Lagoon (except those artificial grass blocks). It should be fun to hunt, once you get a feeling for the car. I tried to build in a way that complements the car physics and results in a map that alternates between tight roads and rollercoasters and fast drift turns on beaches and wooden platforms.

I am happy about every download, replay, award or any form of feedback. Have fun and don't go too deep into the water!

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Thanks for awarding! :award:
butifarra
luk-t-obk
PangoLynne
wortex
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Online map rating
Rated 4.20 stars by 2 players.
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