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GRIP Video Game Forum • Poll: What kind of track elements would you most like to see? - Page 6
Page 6 of 7

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Sep 05, 2016 4:00 pm
by Dragonoïde

Re: Poll: What kind of track elements would you most like to see?

Posted: Tue Sep 06, 2016 9:26 am
by potterman28wxcv

Re: Poll: What kind of track elements would you most like to see?

Posted: Thu Sep 08, 2016 12:31 am
by ZzozZ
i know this may sound crazy but maps type like ssx game
https://www.youtube.com/watch?v=9d9jlPpuwvI

Big jumps, Tunels, Road crossing, ceeling driving, after end ot he tunnel or some turns Wall Driving all kind of stuff on the video :) Also Ceiling Driving again :D

Re: Poll: What kind of track elements would you most like to see?

Posted: Wed Sep 21, 2016 11:53 am
by JoshG273
Newbie to the grip forums, hi fellas. Here are some tracks I've had spinning round my head while playing:

Mines: Very tight, linear track design, not much splitting. Dimly lit tunnel sections, busy mining areas with rubble and explosives, and live shipping trains.

Stadium: A big loop the loop, corkscrew turns, hazards and plenty of twisting, all on a brightly lit, translucent track in a huge arena with spectators.

Arctic: Another track for the frozen planet, a research station with moving machinery, without it feeling too mariokarty. Racing through a section of warehousing and outdoor parts, big satellite dish in the background, something similar to skidpan from the original Rollcage.

City: More of a theme for several tracks. Highways, stations, small grass verges, futuristic design with 'pedestrian' routes above/below/to the sides with pickups and splitting off into tight shortcuts.

Refinery: Big factory complex, racing through viewing gallery areas overlooking machines and storage, external parts with ramps, a large silo you can drive in (and possibly wall drive to the top), all gradually climbing until you race down a large chute from the top.

Re: Poll: What kind of track elements would you most like to see?

Posted: Thu Sep 22, 2016 12:21 pm
by daktylus
I didn't find any other thread concerning this issue, so I am leaving my suggestions to general track types here.

I would also love city/starship type tracks !!!!
Jungle tracks with some hardly visible turns
Stadium tracks with funny obstacles like loops jumps and wild, narrow sections. Yeah
Beach scenario with some tunnels under water. Perhaps a shortcut which a certain amount of speed to cross 100 m on the water surface.
Vulcano scenario: I just want to see glowing lava flowing next to the mostly black track. Would make some epic views and pictures. ;-)

Perhaps it is reasonable to gather the track type suggestions in this thread and start another poll to get some sort of priority.



Another idea.
Let the comunity help you. I know it is some effort to create a map editor, but it might pay off. I am sure the community might came up with some nice tracks. To avoid a confusing amount of semi-good tracks, like in some other games, you could introduce something like official tracks, where you add some really good community tracks, which are selected by the development team to ensure some level of quality. In this context you could arrange map creation contests.

Same can be applied for new cars. To avoid overpowered cars, the creator might be distribute a fixed amount of points to the car characteristics.

Re: Poll: What kind of track elements would you most like to see?

Posted: Sat Oct 01, 2016 6:43 pm
by Chris_CE

Re: Poll: What kind of track elements would you most like to see?

Posted: Sat Dec 17, 2016 5:25 pm
by TheOnLY
What about a track that is constructed like a Moebius strip with the floor being transparent and some additional twists and turns? You would would always be able to see opponents half a lap behind since you basically drive on the same floor, just on different sides. It obviously is a fairly simple shape so it would be a rather easy track.

This is how a Moebius strip looks like:

Re: Poll: What kind of track elements would you most like to see?

Posted: Sun Dec 18, 2016 11:05 pm
by crazycupmuffin

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Dec 19, 2016 10:28 am
by potterman28wxcv

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Dec 19, 2016 11:19 am
by TheOnLY

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Dec 19, 2016 12:50 pm
by Queadah
A moebius strip in disguise as a track would be very clever indeed.

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Dec 19, 2016 3:05 pm
by potterman28wxcv

Re: Poll: What kind of track elements would you most like to see?

Posted: Tue Dec 20, 2016 8:54 am
by Django

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Jan 16, 2017 4:02 am
by DriftRacer14

Re: Poll: What kind of track elements would you most like to see?

Posted: Mon Jan 16, 2017 4:34 am
by DriftRacer14

Re: Poll: What kind of track elements would you most like to see?

Posted: Thu Jan 26, 2017 10:50 pm
by Chris_CE

Re: Poll: What kind of track elements would you most like to see?

Posted: Wed Mar 01, 2017 4:07 pm
by uuaapeli
The most important elements of a good track:

1. Stuff for the player to react involuntarily to
- Meaning trains, warzones, gates, etc.
- These have been discussed ofcoure, and stuff like that will propably end up in the game, plenty of that
- This stuff needs an on/off switch when it comes to competitive online multiplayer. People will start to get frustrated if it's not 100% about skill

And more importantly...
2. Stuff for the player to react voluntarily to
- What I mean is natural looking ramplike stuff. Not like a shortcut or an alternative route, but something smaller that is optional and could be used to just pass other player or dodge missiles etc.
- There already are ofcourse multiple routes to choose in many tracks in the game.
- This has been under discussion more as a feature of weaponry and PvP. It is interaction what makes a game playable after hundreds of hours. And the more ways of using a player can invent for a weapon or a piece of terrain (plus all the combinations) the deeper the game gets.

I guess all of the above most people agree but how to add these elements in practice is not all that simple i think. I've come to the conclusion that the most important thing to be added to the current situation of the tracks is more usable terrain. So that the player can make different decisions every lap in the same location of a track. This causes PvP to be more unpredictable for the opponents and it adds a feel of opportunity for the player himself.

Also to be able to target barrel piles with missiles would be important in my opinion.

Re: Poll: What kind of track elements would you most like to see?

Posted: Wed Mar 01, 2017 4:24 pm
by TheOnLY
I 100% agree with the post above. Currently a lot of stuff just works "as designed", but only minor alteration can be done to it, restricting choice or freedom of the player.

Re: Poll: What kind of track elements would you most like to see?

Posted: Thu Mar 02, 2017 2:15 am
by Queadah
+1 @uuaapeli

Re: Poll: What kind of track elements would you most like to see?

Posted: Thu Mar 02, 2017 9:15 am
by agcue
more diverse terrain! absolutely. a perfect way to ad depth. RC1 did this well with only two grip surfaces - high and low. even though it was fairly basic it ads more meaning to your choice of path to take; the risk reward balance. One section of track is short but built for speed with boost pads everywhere, the other option is short but challenging to negotiate. in some sections you really need to fight your car and maintain a good line. i really liked this in RC1, took me a while to learn but it means i still pick the game up to play nearly 20 years on! more DNA from colin mcrae and less mariokart....

and plus i'm one of the RC players that liked the quirks on some of the RC! tracks - the section of track where you need to slow down and drop down to the train track, flood zone with the strait that forces vehicles to race head on, the big rises on daytona (i.e. through the tunnel after the start that requires you to slow before the apex, the massive jump before the finish that necessitates planning and control in the lead up) and the many extended wall rides on so many of the tracks. would love to see more of this!