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
0Blueaura wrote: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(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.
Chris_CE wrote:Here's some images I made yesterday.
#1: pretty sel-explanatory
#2: The glass tunnel (placeholder asset btw) simply wasn't working very well. I'm thinking we ditch the tunnel altogether and have the cars driving inside a building complex together, having the choice of floor, wall or ceiling, or smashing out the left side through glass
#3: section where I say flatten could just be a lower jump, or split into two paths, one higher and one lower
#4: Huge rework of this area. Rip out the terrain and rocks in favour of a building complex that has two routes going below and one going above... or two, depending on if the far right lower route can go through the building and connect to the bridge on the far left. If that happens, I'd make that bridge a wallride instead, so cars on there can be targeted, and it's trickier to navigate.
The structure would be up on piers below, with shallow water like so: https://gyazo.com/09951367bce9aa9b471560824215a61c
Then the lower routes can either connect or go their own way, but also need to watch out for the pillars
#5 and #6: when players exit the structure area they have plenty of choices. The lower right route is fastest underneath, so it has an s-turn on the beach. The top routes are a bit too quick maybe, so may have to possibly drop them off the bridges either sooner or angle them to the side so that they need to make a turn to get to the bridge entrance at the end of the beach.
The far left (#4,5) or top left route that comes out from under the rocks (#6) will need easily hit speedpads to stay competitive
Overall, there will be quite a lot of changes to this map to improve variety, challenge and flow.
These are just ideas in these images, ideas that are obviously open for discussion
.
Queadah wrote:I think it's reasonable to say we aren't going to have many "water" level which is way I suggest GRIP should definitely condense water-fetish as much as possible in Islands, namely:
[list][*]riding on a dam!
...
[*]jumping through a waterfall
...
XT3 wrote: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.
Queadah wrote: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:
Queadah wrote:I think it's reasonable to say we aren't going to have many "water" level which is way I suggest GRIP should definitely condense water-fetish as much as possible in Islands, namely:Though extensively sweat inducing dev-wise (I'm probably not even close), it's the packing of similar elements in rapid succession that will make us go woooooooaw and oooooooh
- riding on a dam!
- jumping through a waterfall
- car/water interaction to some degree
- to be slowed by it under a certain speed
- water splash onscreen? (disabled when hud effect is off)
- Being able to "sink" when off-track before auto respawning
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