Ok, here's my review of Enai's track, after a second round of attempts.
Well, where to start? I am not really sure how best to proceed with this, as I'm in two minds about the track. On the one hand, it says on the track's download page that it's an Expert difficulty track, so it seems unfair to complain about how hard it is to complete. On the other hand, it really is hard to complete, which is very frustrating to non-Expert drivers.
The very first corner is a sign of things to come: you need to take it without bumping the sides or you won't make the jump that follows. This is a common theme throughout the track, where any bump against the sides will kill your speed just enough that you won't have enough to make the next jump. It is punishing, and possibly somewhat demoralising, depending on how you view this kind of challenge. In a way it's similar to old-school 80s video games, which are clearly beloved of many, so as I said I'm hesitant to be too critical of this aspect.
That said, the challenge does seem somewhat arbitrary, in that the challenges are entirely binary; you're either fast enough or you're not, there's almost no in between, no sense of being able to do better beyond simply not hitting the sides. If you go flat out and don't bump the sides, you'll be able to complete the track and probably get a gold medal too – on my second round of attempts today, I completed the track on my fourth (I think) go, and managed to get a silver medal with a time of 45.31. The only reason I wasn't faster is because I crashed into the building just after the final jump.
My point is, I believe it'd be a much more likeable track if only it allowed for minor mistakes – perhaps short ramps to allow less-than-perfect attempts to finish the track, even if not with a good time. Constantly failing because of tiny mistakes is very discouraging; allowing drivers to at least get to the end would be a great incentive to improve, since as things are, and based on the (admittedly small sample of) comments in this thread, people are much more inclined to simply give up and do something else than fight a relentlessly punishing track.
At risk of sounding overly negative in this review, I'll also mention the the track's
flow. Assuming you've avoided making any mistakes, the track is plenty smooth to drive, and there are no awkward turns that require you to brake too much, or small bumps that can throw you out of control. This is good, however there's also something missing, and it ties in with the "common theme" I mentioned earlier, which is basically: "corner, then jump". You take the corner well, you make the jump, and at only one point in the track is there any deviation from this (the tunnel section after the second corner). There's no flowing from one corner to another, the corners just seem to be there as a series of separate challenges, with straight bits in between to give you time to set up for the next challenge.
One part where the track definitely needs improvement is on the last corner before the ramp leading up to the finish, as there's very little indication of which way you need to go. It doesn't necessarily need a big obvious arrow sign, but some kind of suggestion about the correct direction to turn would be nice – the first time I made the prior jump I picked right as the way to go, and ended up falling off the buildings and ending up in an unrecoverable position.
Oh,
checkpoints: don't bother respawning at them, you won't get very far; their only purpose is to measure how relatively fast/slow you're going.
On a brighter note, the
MediaTracker stuff for Imperial Defense is generally very good. The intro gives a nice preview of the track, and is smooth and without any odd clipping. The title/credits are also tastefully done too, unlike some of the cheesy ones I've seen on various tracks online.
The replay is nice, with some great angles, in particular the one of the jump after the big, wide, sloped turn. The green light trails are kinda cool too, I guess.
The screenshot is really nice (as are most of Enai's others).
The
scenery is a tricky thing to discuss here, as the use of a texture mod complicates matters. It definitely looks nice, but I can't really give Enai all credit for that as Hawkger made the textures. However, that's not to say Enai just dumped a load of blocks around and called it a day. Clearly a lot of thought and care has gone into the placement and use of various blocks to enhance the mood, and it works well – I particularly like the blue lights in the first jump and corner. Furthermore, the colours of the textures serve to make everything look very contrasty: bleached out white areas, deep shadows, and not much in between, when you're outside, which ties in nicely with the black-and-white nature of the track's difficulty (whether this was intentional or not, I don't know).
There's good use of track and road blocks to give an impression of an environment more complex and extensive than the parts you drive on, and the "buildings" look great too, perched on top of buttes and overhanging the track. Generally there's a good sense of "worldness", a word I just made up but basically it means the setting feels like a real place, with no weird floating-in-midair blocks, and nothing really out of place. The one exception to this, I think, is the last couple of jumps, which I guess could be excused by saying they're "under construction" or something.
It would be interesting to play the track without the mod. I think this is how I fist encountered the track, playing on some server that had it in its jukebox – I cancelled the download of the (50MB or so) texture pack as I don't have the fastest connection in the world, but I guess TM continues to download the texture pack even when you click Cancel, as when I came back to try the track for this thread, the textures were completely different.
Alas, I can't really remember what it was like to play sans mod, as of course it was only for 5 minutes (possibly not even that – it might have been vote-skipped). That those 5 minutes didn't really make much of an impression on me beyond "wow this track is hard and unforgiving" might say something about it, I dunno. Perhaps that's not really fair, since I guess it's very hard to make an impression in 5 minutes in the midst of potentially hundreds of other tracks.
Overall, I would say
Imperial Defense is... ok. It's not terrible, although certainly not suited for general online play as it'll quickly accumulate negative karma. Then again it's not really outstanding, either. The texture mod works in its favour, and the scenery is well-made, but I'm not keen on the "series of separate challenges" style, especially not when the track demands that you complete all previous challenges perfectly. Sure, as I mentioned in my previous post, you'd need to make a perfect run anyway in order to get the best time, but most people will give up long before that point, and in the end if people don't want to play your track, it's hard to really recommend it.
edit:
almost forgot to say which of my many, many (i.e. two) tracks I'd like someone to review.
[track="full"]7487[/track]
"
Ward U1 by caerphoto
my track, Ward U1
...and now it's not working?
Last edited by caerphoto,