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Speed Fun League Season 1 Mapsearch
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Speed Fun League Season 1 Mapsearch 14 September 2014 13:14:33  
Hey guys

The indicate Clan and Team Legend are going to host the first edition of the Speed Fun League ( SFL ).
Therefore we need your help to create great tracks ;) :build:

Here is some general information for the maps

-The map should be in Stadium mode
- It is a SpeedFUN Cup, so we don’t want Fullspeed maps.
- Give us maps where you need to release gas or make a slide to make a turn perfectly.
- Nevertheless speedslides and ride, flow or any other tricks are allowed.
- no special signs in the name
- length: 45-75 seconds
- Make it ridable for every cam ( don't forget camchanges in loops or walls! )
- Let drivers pass the track if they make small mistakes (big jumps, etc)
- Blockmixing is allowed, as long as it does not produce graphical glitches or driving bugs
- GPS can be there but not on the start block
- intros and outros are forbidden
- the scenery is up to you (make sure it doesn't produce lags, lighting problems or graphical bugs!)
- the tracks were not used in any competition before
- the tracks are not uploaded anywhere
- the tracks are only known by yourself
- the tracks shall be named : $s$i$f00S$777F$fffL Trackname ( set for "Trackname" whatever you want )
- the mode should be daylight
- no pressforward start
- no mega loops or walls to prevent bugs
- please use this sign in your tracks : http://s1.directupload.net/images/140913/wa7sfh3l.png

Deadline for sending in the maps is the 12th of October 2014!!!

Please send your maps to: teamlegend_tm@web.de

Thanks for all who will send in some maps ;)
Last edited by patte93, 14 September 2014 13:16:38
Learner Driver
14 September 2014 17:26:29  
so basicly you guys want tech maps... not speed tracks.

also what do you mean by this sentence: " Nevertheless speedslides and ride, flow or any other tricks are allowed."
so slide on grass aren't allowed anywhere or small speedslides between corners?, how can you make a map wich is fun without any flow? I think you meant something else since the flow of a track is how it drives, if it drives smoothly and everything fits together you gain flow on the map. also what do you mean with other tricks? (transitions?)
if you may not make transitions how do we have to build "big jumps"? since these are also transitions.

I think you guys should write your rules better because atm you are only asking for crappy tech maps (not good ones if you read it as you wrote the restrictions.)

once there is more clarity I'll try to build something (since I'm not a FS stadium builder)

Moped Racer
Location: BE
14 September 2014 18:28:40  
I guess you misunderstood something:

SpeedFun is a special genre of maps just like Tech, Nascar and Fullspeed are. Most people will have to play these maps when they want to reach 90k LP.

"Nevertheless speedslides and ride, flow or any other tricks are allowed." We want maps where flow tricks and speedslides are possible, but not necessary to finish the maps. (Those who know SpeedFun will understand what we are talking about).

Many of the old, classic SpeedFun maps contain huge jumps across half the map and extreme loops which ruin the map's flow. We don't want that.

I hope it's clear now.

Watch the trailer to see that we definitely don't look for tech maps: https://www.youtube.com/watch?v=Z_xEedylqmE&feature=youtu.be
Last edited by Vezoy, 14 September 2014 19:03:48
Learner Driver
Location: DE
14 September 2014 18:52:50  
we want maps like that :
Learner Driver
14 September 2014 20:33:48  
sorry I just re read my post and yours and indeed I misread something :s
(being tired after a 16h long party+ 4h drive home)

my excuses here for

I'll check some of these maps so I'll have an idea about what you mean :)

Moped Racer
Location: BE
15 September 2014 23:39:15  
Here is a list of track presentations from previous competitions:

Speed Fun Cup, videos by shortz:
SFC mappack 1
SFC mappack 2
SFC mappack 3
SFC mappack 4

And like patte posted, some videos from USFM:
USFM mappack 1
USFM mappack 2

Speedfun is a mix between Speed, wide Speedtech corners with fast slides, and some Nascar-type turns: speeds are similar to Fullspeed, but enough corners require some sliding or modulating the gas slightly for the correct racing line. A good Speedfun track would not be possible to drive Fullspeed in the normal sense (aka full gas, no normal slides/drifts), but will challenge the driver to do so.
Wallrides, loops, turnovers and jumps are common features, but as mentioned, very big jumps and loops are discouraged, as they are unpredictable and usually buggy.
Last edited by Linkin|Alex, 15 September 2014 23:48:57
Quad Bike Racer
Location: US
16 September 2014 02:14:35  
well I just thought of some things wich are possible but I'd like to know if it is allowed to us a few embed objects (so they can load for anyone with the stadium title)

since it isn't so common to use them in normal maps in normal ways, (altough they are promoting it on MX)
how are you guys thinking about it? leave them away, or can we use them if not over used just like the blockmixing tool?
Moped Racer
Location: BE
16 September 2014 07:19:55  
I'm only a resident mapper for Speedfun competitions and not directly with Team Legend or indicate, but I would guess no embedded objects to be safe, so that it is certain that the track will work for everyone. I don't know too much about embedded objects yet and if they're stable yet, so I can't say for sure.
Last edited by Linkin|Alex, 16 September 2014 07:22:31
Quad Bike Racer
Location: US
16 September 2014 13:28:19  
well they are stable atm since there is a limit in filesize for embed objectsw (150kb) wich is really low making sure that lagg won't happen, but if you do a small thing wrong while embing you can make the map unplayable for anyone even your self after saving it....

but I'll just go on without :)
Moped Racer
Location: BE
17 September 2014 17:23:32  
i would also say without them cause we don't know how the tracks will work for others...so would say better without them ;)
Learner Driver
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