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Liddo5 Islands track feedback thread - GRIP Video Game Forum

Liddo5 Islands track feedback thread

Talk about anything to do with the race courses here.
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Queadah
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Liddo5 Islands track feedback thread

Postby Queadah » Sat Dec 24, 2016 10:15 am

Last edited by Queadah on Mon Jan 02, 2017 3:42 pm, edited 1 time in total.

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Re: Islands track - suggestions

Postby kingbeandip » Sat Dec 24, 2016 4:40 pm

Can we get an alternate route (or even a main route) that goes through a tunnel under the water? Also, when finished I think the track should have a lot of vegetation like trees, and even brush and grass over the track in places if that is doable.

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Re: Islands track - suggestions

Postby kingbeandip » Sat Dec 24, 2016 6:20 pm

1) It is possible to get stuck up here on the glass wall.
20161224160444_1.jpg
20161224160444_1.jpg (276.07 KiB) Viewed 8280 times


2) I think this tunnel should be reskinned to look more like the tunnels in Transport than the tunnels in Yuri. I'm not sure it makes sense to share such distinct resources between planets.
20161224160635_1.jpg
20161224160635_1.jpg (304.71 KiB) Viewed 8280 times


3) Really weird things can happen if you fall off at this point. I'm not sure what to suggest as a solution.
20161224160729_1.jpg
20161224160729_1.jpg (399.61 KiB) Viewed 8280 times

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Re: Islands track - suggestions

Postby Chris_CE » Mon Dec 26, 2016 1:27 pm

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Re: Islands track - suggestions

Postby TheOnLY » Mon Dec 26, 2016 7:01 pm

To me islands currently reminds me of an upmarket holiday resort (and i don't know why).
It is just missing some nice foliage, nice (tiny) beach loungers and some places for other activities like sports as well as some nice yachts. Hosting a GRIP race there surely would be a publicity stunt :mrgreen:.

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Re: Islands track - suggestions

Postby Queadah » Tue Dec 27, 2016 4:22 am


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Re: Islands track - suggestions

Postby Chris_CE » Fri Dec 30, 2016 11:48 am

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Re: Islands track - suggestions

Postby Queadah » Fri Dec 30, 2016 11:56 am

The new one on the right side (more of a wall ride), right of the boosted jump in the middle of the road, after the U turn. On the right upper path.

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Re: Islands track - suggestions

Postby VooDooQky » Sat Dec 31, 2016 10:47 am

Before any visual refining, I think, the tracks needs some serious balancing, regarding the driveable routes. As I can see, right now, the optimal route is the following:

beach shore taken tight-> tree root -> underground tunnel -> bridge upside down

The left side routes write down a bigger radius around the track, therefore longer and slower than the rightmost one. The multiple ways ain't a bad idea, since it creates the opportunity for each route to cater to different types of classes.

The present optimal route could be quilt with a bit more turns and obstacles, so the speedster classes would get the advantage here. The left side ones could get more speedpads, which would be benefical to the tank class with their already higher top speeds, so the longevity wouldn't be that much of a problem anymore.

I know that it might be for the later, but I do agree on the idea, that the water slow the cars down, and I might add aquaplaning effect as well.

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Re: Islands track - suggestions

Postby Queadah » Sun Jan 01, 2017 7:57 am


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Re: Islands track - suggestions

Postby twisted » Sun Jan 01, 2017 12:09 pm

I think the FICO ramp as you said is pretty cool as is, they just need to change the lights color and the ceiling patterns to something like that:

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Re: Islands track - suggestions

Postby Broscar » Mon Jan 02, 2017 2:33 pm

Considering Chris appointed this thread as the main dumpsite for Islands feedback:

I love that Islands has multiple routes and visually it's a strong map.
Despite this, it's very boring to drive on.

The track is quite flat, very wide, has long stretches of driving straight ahead and there's barely any corners that actually require the player to tilt their analog sticks more than 5 degrees.
On top of that the routes tend to separate the racers too much. The piece before the finish line is very nice, but before players actually get to those bridges, they get split up into three paths, of which at least one is completely useless as it adds a massive detour. Worst case scenario you end up with just 1 person on a path who's seperated from the rest of the group for at least 15 seconds.

If it's intended to be the easiest track in the game, feel free to disregard my feedback, but personally I'd redesign the sh*t out of this track. It's filled with nice bits of design (split corner at the start, driving underneath a tree, the glass tunnel, the multiple bridges before the finish line, driving by the seashore), but they're all just a big waste in this layout.

Heck, shove it all into Sky Track 1. That track is infinitely more fun to drive on and I'm sure far less time was spent on creating that.






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Re: Islands track - suggestions

Postby twisted » Mon Jan 02, 2017 3:00 pm

Last edited by twisted on Tue Jan 03, 2017 11:53 am, edited 1 time in total.

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Re: Islands track - suggestions

Postby kingbeandip » Mon Jan 02, 2017 3:44 pm


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Re: Islands track - suggestions

Postby KazzyMac » Mon Jan 02, 2017 4:06 pm

Did a few runs on the Island track as per requested by Chris for feedback on flow. Prior warning: Adjust your volume. There are a few unexplained Discord notification pings from people sending me friend requests, and they're loud. :P

Race #1 - https://youtu.be/KzrKk1laliY
Race #3 - https://youtu.be/qLgXaRtsLcY
(Race #2 unfortunately didn't record).

Had a few rough collision problems in the first race, less-so in race 2. I don't know the track that much (I've driven it once since it was updated :P) so this could be considered a 'blind run'. It also depends on what the intended difficulty is meant to be as to what I can suggest as far as flow and design, although I could say that the 'core' flow of the level is perfectly fine. Lots of long jumps, driving on the undersides of the roads is fun. :D

Broscar's comment about there being very many routes that at high-end play are going to be useless concerns me a little, because yeah, aside from the 'choke points' of the track (namely the glass tunnel and the final bridge) I was only seeing two, three cars at any one time. Then again, I'm under the impression that this is a beginner's track, so splitting the cars up like that can end up serving to help newbies survive (having a much easier/safer but slower route vs the other paths that are faster but will ruin you for messing them up.

I'm tempted to echo that some parts of the track feel too big/flat, though. The section after the first corner/wallride and up to the glass tunnel, for example, just feels like it shouldn't take as long as it does. In a way I could say the dunes section does too, but I don't know if that's something that can/should be changed or is intentional (for making the track easier to understand/drive). I mean, something as simple as making the bridges more interesting visually (or flow-wise) could change that, since driving across them feels like a loading screen (no offense, it's just an analogy xD).


In terms of the current flow, I did hit a few things (the Transport-esque bridges are particularly terrifying), but you said you want to change those assets. And, as I said on Skype, I think either the supporting pillars, or the ramps, on the dune section at the end may need moving as it's quite easy to jump off of the roads straight into a pillar. :/

Definitely, some sort of visual aid should be added for spotting the ramp onto the bridge at the end, because as you'll see in my videos it's hard to really judge where the road through the buildings is until you're right up on it. I'm not saying the whole dunes section itself is terrible (nope), just that I'm having a hard time finding a reference-point to drive towards in that section.

The invisible barriers in the water just after the start gate may need some tweaking, too. In one run I turned in towards the pickup you can see from the start gate, whacked it without warning and spun around. I'm guessing the barriers are still a work-in-progress anyway :P


Main point: The track works, the routes are all different, and the majority of it is keeping me focused. :)


Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Islands track - suggestions

Postby Ryu Makkuro » Tue Jan 03, 2017 10:37 am


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Re: Islands track - suggestions

Postby VooDooQky » Tue Jan 03, 2017 11:04 am


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Re: Islands track - suggestions

Postby twisted » Tue Jan 03, 2017 11:52 am


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Re: Islands track - suggestions

Postby Ryu Makkuro » Wed Jan 04, 2017 6:14 am


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Re: Liddo5 Islands track feedback thread

Postby twisted » Wed Jan 04, 2017 6:56 am

@Ryu Makkuro Maybe I wasn't clear, I said the fact it's wide make it a different experience and look which I like but that it's generally a little too wide. I also wrote some turns and straights are too long, not large. ;)


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