Acro suggestions

Talk about anything to do with the race courses here.
User avatar
Queadah
Early Supporter 6
Early Supporter 6
Posts: 875
Joined: Sun Oct 04, 2015 2:22 pm

Acro suggestions

Postby Queadah » Sat Apr 01, 2017 5:55 pm

Acrophobia's nice, I had a few ideas on it I thought I'd share:

Below, I think instead of the road blocker, perhaps the middle road could be like the tight duct shortcut in Yuri and allow for an inverted ride:
Image

...which would exit here (ref. below) as I feel that bottom passage is under-utilized:
Image

Also, I'd see an alternate path on the right (pic below) wall riding on rocks if possible (not a fan of too many ramps as they remove that feel of improvised track):
Image

Finally, perhaps drifting inverted would cut it over there if a small platform area could remain passing the pillars. This way, racers would increase their odds at landing properly angled without being hold by the hand:
Image

kingbeandip
Posts: 40
Joined: Sun Oct 30, 2016 12:17 am

Re: Acro suggestions

Postby kingbeandip » Tue Apr 04, 2017 1:21 pm

I struggle to find any flaw with the track. It is brutally difficult, and I love it!

I should point out, though, that the track strongly disfavors the Tank class. Many of the obstacles are difficult to take at speed in a tank class car, and there are not enough long straights for them to catch up. I don't think any of this is necessarily a flaw, but it's something to consider.


And for the record, I actually disagree with Queadah's first, second, and fourth suggestions; I feel they would make the track too easy and diminish its character. The third one (wall riding on the rocks), I'd be okay with. It's a perfectly reasonable alternate route that would not provide any significant advantage, but might be helpful to the tank class, which can struggle to take the previous turn.

User avatar
Queadah
Early Supporter 6
Early Supporter 6
Posts: 875
Joined: Sun Oct 04, 2015 2:22 pm

Re: Acro suggestions

Postby Queadah » Tue Apr 04, 2017 4:20 pm

I perfectly hear disagreement :)

Concerning point #1, I was referring to that letter-box small shortcut from Yuri (which requires skill), I find it sad that it would be a one off and not exist on other maps too :(. At least I wasn't suggesting some huge and obvious path.

The lack of alternate pathing otherwise is what bugs me (true on Transport too, but I'll repost on the appropriate thread).

WROB3L
Early Supporter 6
Early Supporter 6
Posts: 505
Joined: Sun Jul 05, 2015 12:18 am
Location: Poland

Re: Acro suggestions

Postby WROB3L » Tue Apr 04, 2017 4:46 pm

kingbeandip wrote:I struggle to find any flaw with the track. It is brutally difficult, and I love it!

I should point out, though, that the track strongly disfavors the Tank class. Many of the obstacles are difficult to take at speed in a tank class car, and there are not enough long straights for them to catch up. I don't think any of this is necessarily a flaw, but it's something to consider.


emmmmmm The track doesn't disfavor any class. You just gotta learn it. After a while you'll get the hang of it and you'll be as fast as a rocket :D
FOR THE RAZIELIM!

And with a pot of F*ckedUppery
Powerful Cthulhu created me :twisted:

One of the first players in Image 3rd or 4th. I dont remember xD

User avatar
Chris_CE
Grip Developer
Grip Developer
Posts: 2045
Joined: Tue Jun 30, 2015 4:44 pm
Contact:

Re: Acro suggestions

Postby Chris_CE » Thu Apr 06, 2017 4:38 pm

I like the idea of doing a really tight (ceiling) tunnel to jump down onto the lower section in the first couple images, I'm just concerned about creating sides that will stop you dead instead of funnel
Game Director
GRIP

User avatar
Broscar
Early Supporter 6
Early Supporter 6
Posts: 583
Joined: Wed Jul 01, 2015 2:35 pm
Location: ur mom #shrekt
Contact:

Re: Acro suggestions

Postby Broscar » Fri Apr 14, 2017 6:41 am

1) I disagree with the proposed slit design, as it would diminish the difficulty of the track. I much prefer the existing split.
2) If you think the bottom-passage is under-utilized, try it. It leads to two extra pickups, so I take it all the time.
3) An alternate path for an incredibly short piece of the track, with zero added benefit as the default one is as fast as can be?
4) The current setup where you have to reduce your speed, but try not to lose too much speed or you'll be overtaken, with falling off as the ultimate punishment, makes for nice variation. How would an extended upper ceiling benefit it? Newbies would go fullspeed on it and catapult themselves, veterans would just go faster than on the existing path, diminishing the experience described in the first sentence.

User avatar
Queadah
Early Supporter 6
Early Supporter 6
Posts: 875
Joined: Sun Oct 04, 2015 2:22 pm

Re: Acro suggestions

Postby Queadah » Fri Apr 14, 2017 10:02 am

This is all valid.

1) Bear with me the duct shortcut in Yuri doesn't make for an easy road, though here in straight line it could indeed break difficulty.

2) That you'd have to let yourself fall to use the bottom path, depending on your speed, I'm willing to bet most of the time we barely reach in time the end of that path only to use it as a last second ramp.

3) The overall lack of alternate path bugs me: there's only one way to navigate the vast majority of paths.

4) I concede.

Skytrack and now Acro, though both interesting, give a trend: you're on rails!

I don't want to feel that too much, Acro could have better replayability value with more ways to ride it: on the tracks, but also below!


Return to “Tracks”

Who is online

Users browsing this forum: No registered users and 1 guest

cron