#FullSpeed01-BigHill
1 messages · Page 1 of 1 (latest)
Gps should not be "do nothing"
causes confusion
Unsmooth transition here + route is not clear
Very hard turnover for beginners
Wallride too long for the speed you have
Super blind jump, speedcheck, no checkpoint before
camchange to early + not in correct cam (you are stuck in cam 1)
To revert to default cam just place an empty trigger, no camera inside
biggest issue of the map is this here, very very very hard oversteer in this wallride here, way too high, exit is blind
This loop here also very blind
Boosters here unnecessary, stuck in cam 1 again, wallride entry too short
wallride exit is a huuge oversteer, flat to banked platform afterwards is super easy to crash
Map is also too long for FS beginner
My suggestion for you is to play a bit more of fullspeed, understand how maps work better, get better at fullspeed in general. Then start building more maps
Thanks for your submission though 🙂
So just a couple notes bec I want to get better at mapping:
- yes, I will definitely make my gps either a fake finish or drive backwards, followed a tutorial on how to do the thing for the first time and I know how to make that part better.
- Wasn't really sure how to make the route more clear, the goal was to create a section that you would repeatedly come back to that focused on keeping wheels on the ground. was sorta hoping that the gps would just show the player where to go but I'll be sure to prioritize better understandability.
- I know this turnover is not very beginner friendly, but I'm a big United Forever player and that's just how I was raised. I could have added an inverted corner piece but for my first map I wanted to focus on theming it on what I know from United Forever. Will keep in mind that it isn't beginner FS friendly
- Definitely too long, didn't feel great in testing but figured it was just me
- Jump is pretty blind if you don't assume you're jumping forward, maybe higher environment walls would have been a good choice? also no checkpoint before the jump was so that you would have a better chance at gathering speed in the previous wallride using the flying respawn.
- May have set up the cam wrong? does setting the player cam to default lock you in cam 1 or does it reset your cam?
7 and 8. Definitely got too ambitious with this one
9 (final wallride). the biggest problem with this that I had was that the route was pushing up against the buildable area wall. How to I overcome this?
Thanks for giving me excellent feedback, I'm already in the process of making a new one