MP4 UPDATE: Recalculated shadows, no other changes were made.
The early bird gets the worm, right? Be the earliest bird in this 2016 June MTC entry.
Made for the
2016 June MTC, this course is high speed action with narrow checkpoints. While technically fully respawnable, the best experience is a straight up no-respawn run. There's also a couple nice, long drifts to be had.
I actually had a hard time making this map. I kept scrapping sections because they didn't feel quite right, but I think it was worth it in the end. The hardest part, for me, was the respawn rule. Having a course be respawnable is one thing, but making sure the car passes each checkpoint in the air
after a respawn is quite another thing entirely. The range of speeds needed to properly fly through a checkpoint is very narrow, which meant that getting the correct speed was hard, if not impossible! I actually removed a checkpoints because it simply didn't respect the respawn fly-through rule, though I highly doubt it will cause problems.
While Stadium is generally the most popular environment to build with, it seemed especially prevalent by the time I got around to making this map (100% of current entries). I guess it's because the only environment with built-in hoop checkpoints is the Stadium one, making that one the easiest to do the fly-by checkpoint rule. I actually use a custom Canyon hoop checkpoint, though it is only one and it is at the end. The rest are default, narrow entry checkpoints.
There is one thing worth noting about this track. You pass CPs 2 and 3 close to their top. While it has never happened to me, I would not be surprised if you could gain enough speed to bump the top of them.
Features
- Ultra quality shadows!
- Intro, Outro, GPS, and Podium sequences!
- Just under 15,000 coppers of scenery!
- Full respawnability (yes, even the last ring CP)!
- Modified medal times!
- A beautiful sunrise!
Good luck and have fun!
Prefer Steam? Head
here!
Watch the Author Time in action on
YouTube! Alternatively, you can go
here if you want the same run without any fancy cameras.
EDIT June 18 2016: The old CP2 has been fired due to being placed both too high and too low. The underlying reason is believed to be that the CP has about three inches of vertical clearance. CPs 3 and 4 are now CPs 2 and 3, respectively. Scenery has also been updated, most notably the addition of more signs to make sure the route is completely clear. The main route has been left untouched.