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GRIP Video Game Forum • Liddo5 Islands track feedback thread - Page 3
Page 3 of 3

Re: Liddo5 Islands track feedback thread

Posted: Thu Jan 26, 2017 11:02 pm
by Chris_CE
Reverse mode is planned, yep.

The multi story building isn't final, I'll experiment with some stuff.

Lots of work to do on this map, we'll have a new version not this patch but the next one

Re: Liddo5 Islands track feedback thread

Posted: Sun Jan 29, 2017 1:16 pm
by XT3
You know I've been thinking. What if at the end of the track, there is a short cut like in Yuri Industrial. From where you are driving on the underside of the bridge. So perhaps there could be a slot just big enough for your car to stay on there. Of course we could have no pickup while in the glass tunnel. A way to even it out.

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Re: Liddo5 Islands track feedback thread

Posted: Sun Jan 29, 2017 4:35 pm
by Queadah
I had the exact same idea in earlier iterations of the map.
At least if the above part of the bridge had an exit into that building:

Re: Liddo5 Islands track feedback thread

Posted: Mon Jan 30, 2017 6:38 am
by 0Blueaura
As we have both a ceiling bridge and a bridge that connects to the starting line, I would go and make it to be an underwater tunnel and extend the upper drivable ceiling way further so that both the underwater tunnel and the ceiling ends together near the starting line. And if you drop down from the ceiling into the water, reset the car in the tunnel:




And when I say tunnel, I mean a grid like tunnel you have in Rollcage! so you can see through and watch underwater life :P (or at least some flora and corals)




also, dev room into the left bridge (the one thats blocked and looks suspicious)? water splashes must be bigger (starts faster), they beg to splash a lot, and splashing the car in the water is arousing <3 And I really mean it, same with dust particles, so when we drive we can see the dust and water coming from underneath the tires (not just leaving a trail of smoke, I beg to SEE the smoke when I drive :).

Re: Liddo5 Islands track feedback thread

Posted: Mon Jan 30, 2017 10:12 am
by XT3

Re: Liddo5 Islands track feedback thread

Posted: Sat Feb 04, 2017 5:59 am
by Clean&Clear

Re: Liddo5 Islands track feedback thread

Posted: Sat Feb 04, 2017 7:44 am
by Queadah

Re: Liddo5 Islands track feedback thread

Posted: Sat Feb 04, 2017 7:53 am
by 0Blueaura
Why do you consider underwater part to be harder to implement into grip but WHOLE damn level getting sunk cause of destruction of the dam not!? :D

You guys can't make water an animated texture? and work on a model of entry to the tunnel that has a moving water texture, so then you can just build tunnels underneath the world? Water doesn't need to be physx if you dont interact with most of it right? :'(

Re: Liddo5 Islands track feedback thread

Posted: Sat Feb 04, 2017 8:17 am
by Django

Re: Liddo5 Islands track feedback thread

Posted: Mon Feb 06, 2017 4:31 pm
by Chris_CE