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75 Builders Project - Collecting Parts: Round 2
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Probably Bush, but it's necessary in order to keep the whole track illuminated.

We Still Need 5 Builders!
Last edited by Cxom,
Moped Racer
Location: US
 
Added to rules:

o Reuses should be very seldom used; The driver should not hesitate whatsoever and you may be told to redo part or all of your section if there is uncertainty.
Moped Racer
Location: US
 
I would like to build some easy dirt tech parts but if there are many active mappers who wish to build on ground level I'm fine with building on air too :p
Last edited by Lolita,
Learner Driver
Location: FI
 
Zengo and Wombats Signed up too so we just need 3 more builders
btw i would like to build on the ground too
Is it allowed to build Hulks when you are Building on the ground?
and why are there just 23 groundparts
Last edited by FT»Lodec,
Beetle Racer
Location: DE
 
I'd also like to build on the ground. :cool:
Moped Racer
Location: DE
 
I think everybody wants ground level on valley, lots of blocks that only work on the ground, even without dirt & scenery blocks :p

Maybe we should distribute the ground parts to dirt specialists first? Can build tech/speedish in air as well, but can only build dirt on the ground.
Last edited by Zengo,
Old Age Caravanner
Location: NL
 
About the possibility of night mood.
I think the Graphical performance is gonna be bad as it is, if we do Night it's going to be uplayable.
In my experience Night is very very demanding on CPU/GPU regardless of copper count.
Quad Bike Racer
Location: PT
 
pfm says:
About the possibility of night mood.
I think the Graphical performance is gonna be bad as it is, if we do Night it's going to be uplayable.
In my experience Night is very very demanding on CPU/GPU regardless of copper count.

Adding on to this - I think Sunset would also suffer the same problem because of the car's headlights (dynamic lighting generally hurts performance). Also the game seems to force headlights on even on the lowest graphics settings, so I think Day and Sunrise could be the best options performance-wise?
Old Age Caravanner
Location: AU
 
But the track itself will probably be really really dark. That's basically the reason why we made D25 a sunset map, track lights were on. I agree it'll be very CPU demanding.
The Green Dude
Location: ES
 
I spoke to eyebo online earlier this week (before his retirement), asking him what dimensions he had in mind. I don't remember the exact numbers, but what he had planned was two layers (15 in height) and one space in between all macroblocks for fitting. He had also considered three or four layers, but agreed with my concerns about four layers possibly being too flat and thus perhaps limiting the builders ability to stand out from each others.

I support Cxom's 75-player three-layer design , which looks very promising. I also agree with Osaka's latest post - with the enormous cluttering of blocks this track will be, having the lights on is critical to avoid driving in pitch black shadows for most of the time.

Another idea me and eyebo were pondering was vertical transitions. This would mean that one driver would end his part by propelling the car upwards into the next layer, in which the second builder have started by catching that car (most probably using the upper part of a loop) - or vice versa by letting the car drop into the lower levels. This idea was founded in the discussions after completing D25, where people were suggesting the creation of a layered District track in Stadium.

This idea requires more, however, from both Cxom as the "main editor" (to use book/movie terms) vizualising where those would be, and from the two builders creating the parts. Especially the builder of the later part will have difficulties knowing how much his start will play out and the two builders should keep in close contact to ensure a smooth transition. My suggestion would be for the two builders to be each others beta-testers, which solves these problems by clear communication.
Moped Racer
Location: SE
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