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Thank you David Perryman!

Posted: Wed Aug 12, 2015 7:59 am
by Yrch
I put this here cause it's not really about GRIP.
I saw that David Perryman, the Trackdesigner from RC1 is with the GRIP team.
I just wanted to say thank you SO MUCH for the awesome work you have done with RC1.
For me RC1 has some of the very best tracks in a racing game and to this day i am still searching for that extra half a second to improve my times.
The track variation and uniqueness of every single one of em is what makes em great am memorable and i hope some of you ideas and inspirations will find their way into GRIP.

Thanks again and keep on Rollin ;)

Re: Thank you David Perryman!

Posted: Wed Aug 12, 2015 8:09 am
by landvaarder
Gotta agree with this one.

Still, best liked track by the players, most people would agree on paradise.
The tracks have a certain "alive" feel to them for me and none are the same.

Major kudos, man 8-)

Re: Thank you David Perryman!

Posted: Wed Aug 12, 2015 8:23 am
by Unreal.2K7
As someone who's been racing every track (sometimes even more), 4 times a month, for many months, i know them by heart. Since you're here now, i too wish to thank you (and everyone else who developed the game, for that matter) for the amazing job you did back in the day!

But then yeah, when you strike that wall-riding on paradise and can do the turn without having to steer... dayum that's satisfying!
That and, the jump in Daytona when you stick the landing!
And smugglers. I Love/Hate smugglers. But i think i love it more anyway. Every now and then.

Re: Thank you David Perryman!

Posted: Wed Aug 12, 2015 8:54 am
by KazzyMac
Paradise has wallriding?? O.o


But yeah, I read that and I had a little childish squee in my head. Guaranteed awesome track designs, aweyeaaa.

Re: Thank you David Perryman!

Posted: Wed Aug 12, 2015 9:28 am
by Unreal.2K7
Well it's not really wall riding, more like wall leaning. On the left turn before the finish line if the environment has been destroyed enough you can lean on the invisible wall on the right and just floor it and the map will keep you on track.

Re: Thank you David Perryman!

Posted: Thu Aug 13, 2015 7:35 pm
by Tazeram
Wow, the news just keeps getting better and better... i've been saying that track design and track variety is up there with the most important features of the game and a lot of effort should be put into this. Having David Perryman on the team just makes the quality even more certain! Well done! :D

Re: Thank you David Perryman!

Posted: Fri Aug 14, 2015 7:53 am
by Moo
Dear David Perryman,

Screw you for making Skid Pan.

Best regards,
Moo

:lol:

Re: Thank you David Perryman!

Posted: Fri Aug 21, 2015 1:17 pm
by Chris_CE
Just a note that David didn't make all the tracks from RC1, but he made some great ones!

I've linked him to this thread

Re: Thank you David Perryman!

Posted: Fri Aug 21, 2015 6:13 pm
by potterman28wxcv
Chris_CE wrote:Just a note that David didn't make all the tracks from RC1, but he made some great ones!

I've linked him to this thread

So which one did he do then ? :P

Re: Thank you David Perryman!

Posted: Sat Aug 22, 2015 4:43 am
by Fate
Aw thanks,

It's always a humbling experience to hear that people really like your work.

It helped that we had the game playable from an early point in development, we had the unusual luxury of being able to drive the cars for hours and hours every day. That was down to Stu Tilley ensuring we had something solid to play while designing. So that when it came down to designing the tracks we had a deep understanding of how the cars behaved and what was fun/challenging etc. And because we'd spent so much time on getting the editor powerful and light we could tweak and make changes incredibly quickly. That iterative approach to design speaks for itself.
It's what's exciting me about getting stuck into building tracks for GRIP. We'll be able to take the same approach. I've got some great idea to try out - I've had 15 years to think about it :)


On Rollcage, myself and Drew Wilkins designed and built all the tracks (Stu did one or two too I think). I did all the odd numbered ones and Drew did the even numbered ones (I can't remember off the top of my head which track name goes to which numbered track any more). I looked up the ones mentioned in the thread. I did Paradise and Smugglers (sheesh, how challenging is that one!), Drew did Daytona. I can't remember who did Skid Pan, Moo... ;) (alright, I 'think' it was me)
My favourite track I did is Contact.

-David

Re: Thank you David Perryman!

Posted: Sun Aug 23, 2015 7:20 am
by Unreal.2K7
Maybe you don't know, but we have this habit in our weekly games where we use to begin our map cycle from paradise, and many times we end up having paradise as "last track before we stop playing". It's so relaxing, enjoyable, and fresh at the same time!

Re: Thank you David Perryman!

Posted: Sun Aug 23, 2015 3:59 pm
by potterman28wxcv
Unreal.2K7 wrote:Maybe you don't know, but we have this habit in our weekly games where we use to begin our map cycle from paradise, and many times we end up having paradise as "last track before we stop playing". It's so relaxing, enjoyable, and fresh at the same time!

And Smugglers might be my favourite map :) So looks like we've got a great map designer in the GRIP team :D

Re: Thank you David Perryman!

Posted: Sun Aug 23, 2015 4:17 pm
by Broscar
Thanks for giving us all something we enjoy so very much, David (though at the time you were probably more occupied with earning an honest bob than with how much of an impact the game would have on it's players ;p).

Smugglers is love. Smugglers is life.

Re: Thank you David Perryman!

Posted: Sun Aug 23, 2015 7:59 pm
by Unreal.2K7
Sweet Jesus with popcorn, I hadn't seen that video yet..

The people from r/oddlysatisfying may like it. I dare you post it there.