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>> NFS:SA Booster <<

Sprint Gemini

Napisany przez scaftz, 12-06-2021, 18:20
Sprint Gemini

Offline scaftz

#1
Name : Gemini
Type : Sprint
Author : Scaftz
Location : Los Santos

[Image: gemini.png]

Forward:



Reverse:



Alternative routes (many):
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Offline ivke

#2
Well fucking hell,this is umm...uh..yeah.
Very nicely done map,but also VERY confusing.Its gonna be impossible for a newcomer to find his way around this track,because you crossed paths with the forward and reverse run,he wont know where to go.
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Offline scaftz

#3
The under-highway part is surely a radar mindfuck, i can tell when i just made the radar paint, however that part is actually well streamlined so you just need to pay attention to the arrows and ignore the radar. And, i don't think i can change this segment's route as it will ruin everything. Other than that, I tried my best to have the map as informatical as possible on alternative routes splitting and joining sections with the arrows placements to make sure it has overall lower confusion rate. If you find some places where i can improve it let me know.
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Offline kayra999

#4
The absolute mindfuck
With the longest route I seen

Wanna see how this will turn out
[Image: 6f94382faa194f4db095d0201ccd2289.gif]
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Offline Nabatse

#5
Definitely a map i'd like to see on the server, i like long-medium length maps in general, but you brought the term "long map" to a whole another level. Also, there wasn't any maps which offered so many alternate routes so far. Tho firstly i misunderstood the concept of the map, based on radar map itself and the reverse arrow at ocean docks, i thought both the start and the finish line is at the same point above Palamino Creek, and from the start you choose either the blue or white route, then later (on the arrow part which indicated "turn around" for me) you come back on the other route to the finish line (which is the starting line as well yes), which would be a cooler concept ngl, tho maybe on a shorter map. But even if that isn't the case, it's still a well constructed map. Good job.
(っ^◡^)っ
[Image: 05f9f19ae6704e9377f7abb13ee9e055.gif]


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Offline scaftz

#6
(13-06-2021, 10:28)Nabatse Wrote: Definitely a map i'd like to see on the server, i like long-medium length maps in general, but you brought the term "long map" to a whole another level. Also, there wasn't any maps which offered so many alternate routes so far. Tho firstly i misunderstood the concept of the map, based on radar map itself and the reverse arrow at ocean docks, i thought both the start and the finish line is at the same point above Palamino Creek, and from the start you choose either the blue or white route, then later (on the arrow part which indicated "turn around" for me) you come back on the other route to the finish line (which is the starting line as well yes), which would be a cooler concept ngl, tho maybe on a shorter map. But even if that isn't the case, it's still a well constructed map. Good job.

You are another person that mistaken the red arrow as a "turnaround" icon, now i just accept that i indeed did a terrible job with trying to mark the start/end lines. That's also a very interesting concept to make a turnaround map but surely will be a big headache to play and to design. As you know arrows cannot be "enabled and disabled" based on your current position/progress through the map so you will be facing against the opposite layout of the map with the arrows facing the other direction. There is a way to make a different path for driving from different side of a road by using one-sided arrows like i do on this map, but even then such concept is still has questionable possibility.

I made straight line arrows here so people won't accidentally loop the airport (it will be facing to the left on actual reverse version)

[Image: mta-screen_2021-06-13_03-53-42.png]
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Offline Tekk

#7
After watching all the videos the route doesn't look as confusing, but there's definitely a few spots here and there that should probably be reworked. The most noticeable spot is the last turn to the finish. On forward vid (5:40) the arrow wall on the left simply tells you to drive further. People who's not familiar with this vid will likely just do that, because the left wall is closer and much easier to read. Matt recently went OOB on a map from 2016 where there was no directional arrows or anything, while this one's just telling you to use the "wrong way". Tl;Dr - Probs gonna be better to remove arrows and use the guardrails instead. Same goes for the reverse, the arrows are pointing to only one direction, but it's less of a problem since taking either road won't cost you a run in the end.

And for the love of God, please, do not ever use this alley (Forward - 3:21~3:36). Learn from the mistakes I made when I created both Nightmare Fuel and Dark Alley maps. I understand that this map has alternative cuts but it's very annoying to drive in such places with the longbody, widebody and in general any car that's unstable and/or faster than D class.
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Offline scaftz

#8
long reply

(28-06-2021, 12:18)Tekk Wrote: On forward vid (5:40) the arrow wall on the left simply tells you to drive further. People who's not familiar with this vid will likely just do that, because the left wall is closer and much easier to read. Matt recently went OOB on a map from 2016 where there was no directional arrows or anything, while this one's just telling you to use the "wrong way". Tl;Dr - Probs gonna be better to remove arrows and use the guardrails instead. Same goes for the reverse, the arrows are pointing to only one direction, but it's less of a problem since taking either road won't cost you a run in the end.

The arrows are actually cross facing based on their respective position but since you mentioned it i guess i can agree it would mislead.
[Image: mta-screen_2021-06-28_23-11-29.png]

Added guardails, extended the north arrows and pulled back the west facing arrows with no collision and visibility from the south. Sideways T joint is a headache this is the best i can do so far. 
[Image: mta-screen_2021-06-29_00-17-44.png]
[Image: mta-screen_2021-06-29_00-18-18.png]
[Image: mta-screen_2021-06-29_00-18-06.png]


(28-06-2021, 12:18)Tekk Wrote: And for the love of God, please, do not ever use this alley (Forward - 3:21~3:36). Learn from the mistakes I made when I created both Nightmare Fuel and Dark Alley maps. I understand that this map has alternative cuts but it's very annoying to drive in such places with the longbody, widebody and in general any car that's unstable and/or faster than D class.

Not sure if i should just abolish all the alleyway routes. If that's the case might just as well change this segment's route because then this segment just become irrelevant. Probably like this:
[Image: geminib.png]


(28-06-2021, 12:18)Tekk Wrote: there's definitely a few spots here and there that should probably be reworked. 

Can't tell exactly which should be done and would be nice if you can point them out, but i've made several changes.
Made this corner more visible.
[Image: mta-screen_2021-06-29_00-43-42.png]
[Image: mta-screen_2021-06-29_00-43-37.png]

Made these arrows to straight up tell players to jump.
[Image: mta-screen_2021-06-29_00-30-18.png]

Arrows now covers the whole shop. Added painted guardrails alongside it to make which way to go more obvious.
[Image: mta-screen_2021-06-29_00-53-10.png]

Added missing arrows.
[Image: mta-screen_2021-06-29_00-58-18.png]

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Offline Tekk

#9
(28-06-2021, 20:33)scaftz Wrote: Added guardails, extended the north arrows and pulled back the west facing arrows with no collision and visibility from the south. Sideways T joint is a headache this is the best i can do so far.

Looks good now.

(28-06-2021, 20:33)scaftz Wrote: Not sure if i should just abolish all the alleyway routes. If that's the case might just as well change this segment's route because then this segment just become irrelevant.

Entirely up to you, since the map has lots of alt ways. I'm not totally against it, just can't say that I'm the biggest fan of this alley since there's many sharp corners that you can hit accidentally and also some boxes (which tend not to break on low-end PCs even with the new lampbreaker. This part of the city is the most performance demanding). I'd simply wait for more people to reply to this to know their opinions.

(28-06-2021, 20:33)scaftz Wrote: Can't tell exactly which should be done and would be nice if you can point them out, but i've made several changes.

Here's what I found. I left a description for each pic, hopefully it's not confusing: https://imgur.com/a/lZB8661
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Offline scaftz

#10
https://imgur.com/a/ocKaAzt
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