My theory on track building.

 

     I have been playing MCM since version 1 was a demo avail only on the Microsoft website. I couldn't believe the very first night we raced the demo on the zone. We could actually see each other doing whips and stuff. We could ride like we told everybody else we did. It was AWESOME.    My friends and I waited patiently until it was released. I drove over 60 miles to get it. Those where the days. I tried making tracks for mcm1, but thought, "Man this is a lot of work". So I just checked out the ORN every day for all the new stuff. I figured I'd just enjoy all the hard work of every one else. Life was simple!

     When MCM2 hit the shelves,  The closest store to me was still 60 miles.  I ditched work and sped down there. They opened at 10:00am. I waited for the doors to open. When they opened they only had one game left. They had been holding it for someone from the day before. The said that they had to hold it until 12:00 noon. Man, that was a very long two hours.

 

.....I didn't even attempt to make a track until I read that it was a lot easier than mcm1. I started making them back in 1999. I didn't even mess with the textures or custom objects until I started the 2002 EA SPORTS SX SEASON.  My first few rounds we sketchy at best, although I still like riding them, weren't the quality that I wanted. So I went to school. I read everything there was to read out there on the net regarding track building.  Because I work for myself now, I read every day at work, all day, for two weeks. My employees thought I was crazy (and still do).  Anyhow right about round 6, I started getting the results I wanted. Round 9 Daytona was also a huge turning point for me.  I make it public knowledge that I am no genius track builder. I still have tons to learn. And I will never learn it all. Thanks to the guys at twisted dirt for all the time and effort they put into making the game new, over and over. Although I still would love some one to design a program that makes drones faster in the game. Or maybe one that duplicates each lap up to 10 ghosts while racing. That would be a kick!


    

OLD TRACKS.

    I have a bout 40 tracks out that have been uploaded before I started the EA SPORTS stuff. Although I think a lot of them are really fun, they haven't got custom textures or anything. My favorites are, Grandpa's Farm NAT, Electric Co. NAT, Depot NAT, Some of them are just plain psycho. I will be trying to get those uploaded some where soon. 

    


                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          .....EA SX SERIES TRACKS.

     My goal when I attempted the first few rounds of the series, was to create the tracks as close as possible to the real ones.  Also have the MCM2 riders taking the same lines as the pros did in the event. I quickly found that it was going to be impossible. If I design the track exactly like the real ones. The MCM2 bikes would be clearing entire straights from corner to corner. That would make the track grow boring quickly .  So I had to make a decision at that point.  To me, it's more important  that the bikes in the game ride the track like the pros, verses the tracks being identical to what's seen on the stadium floors. So a couple things have to be done. There has to be a balance between a little larger layout, and a tight supercross feel. That in itself, is a great challenge. Just  ask any creator. Why? because the bikes in the game can build speed 10 times that of a real bike. Regardless of what the speedo says.

.....EA SPORTS SX ROUND 1. While sitting in the stands at Anaheim round 1. I had the crazy notion to try to create the entire series. Which no one has ever attempted. I was addicted to DIZ_NO_REBASE'S replicas. However, and some of you will take this the wrong way, I didn't like the fact that you could launch 100's of  feet in some certain sections. My love for his tracks hasn't changed, And I still routinely ghost, and zone race the DIZ stuff. I LOVE it. But, again, I wanted mine to be different. I still feel that he is a magician when it comes to disp maps. The 9 rounds that he had duplicated were awesome! And, the few he had done with DMH13 were incredible! 

     As for my 1st replica. I knew nothing about custom textures, or objects. So I tried to swing it with just what Armadillo had to offer. To this day, I really like most of how the disp map turned out on my round 1. Except for the spot where RC tent staked himself. I didn't get that section close enough, so you can LAUNCH well into the whoops.  The biggest complaints I got were regarding the width being too narrow. It does in fact make it more of a challenge, but after learning what I have since then, I agree.  I think the spline width was something likes 30 to 35 wide. I have since settled with a reasonable 45 to 50. 

     When it came time to do round two. I think I had the flu, and took too much Nyquil that day. Not sure how I came up with that lay out. Any how lesson learned. I still ride that track a lot, cause it's really challenging. I have yet to see any other SX track like it. Long story short, I don't think I really got it down until right around number 10 or 11 (11 being my all time favorite).  As for next year, I will lean towards the tighter technical feel like rounds 11 and 15. EXACT replicas will not my goal, for the reasons I've stated above. So as real as I can get it, and at the same time maintaining the video game fun factor. 

Should be a lot of fun. 

    

     OTHER REPLICA BUILDERS

     Something I have never seen before is creators going berserk trying to out do each other. I personally LOVE it and think it's the best thing for our beloved hobby. The harder us creators work, the better tracks we put out. And there by increasing the fun in game play. Every one benefits!..    Below is a list of other creators out there making SX replicas.. They can all be DL'd here>> www.rfjzone.com

 

YZnolimitsYZ & Mxracer 

NFR_MotoHeadKX

Tk_Mikemach

FMX_Colon

3D-Designs

FenderBender

MxAdDiCt25

PROMX_Motoman

MX3 Designs

Pokey Chuck

Daniel Hitchcock

 

 

      PARTING WORDS

     After a drought of replicas just after DIZ called it quits. How nice it is to see so many guys banging out replicas. Who's are better? Who's are more fun or more realistic?. Well that's up to the individual right. Personally I think the first thing recognizable is the way the track first appears. If you pop into a new track and the first thing you say is " Yuk", cause is looks lame, or down right bad. Then your fun factor just got knocked down a few pegs before even riding it. So they need to look good!. Right?..The rest is all rideability, object choice, and placement. Good luck and have fun everybody!!!!

 

 Looking forward to next year 2003 EA SPORTS SX SEASON!!

SPODE.