This racetrack was made by RKN DRIFER and I, PZYCHO FIRE, as stated in the description. This is how to complete it: You start off by going off the ramp at the beginning. You then drive down the ramp, and up the one in front of it. after that, you'll drive a little bit, then go around a small trail. after that, DRIVE SLOW into the grav lift. Drive down and onto the sharp turn. DON'T drive fast into the man cannons. Drive slow into the middle one, and just hold back on the left analog stick, so that you don't flip. After that, just drive through the map until you see the grav lift in front of you. Just drive slow into it; you won't fall. After that, drive straight into the man cannon. If you make it, just drive through the rest of the map. It's curvy, and the first part is just thin wooden bridges. Then it's T walls with ghosts on top of them -for some odd reason, DRIFER put them there for decoration. After that, you'll be finished, after you drive of the wood bridge. Screenshots: No gametypes are for it, except slayer. Sorry. Download Link: Bungie.net : Halo 3 File Details Hope to see some comments.
not bad, but no gametype but slayer? will it not work even for racetracks? because thats a standard you need in. Also one tube corner makes me think its not so great... why not a banked corner? it'd be much smoother turning, plus more then one mongoose can battle on it whilst the chance of falling out.
nice spam. i hate it. i'll report it. check out the rules. This track makes no sense at all, will you please provide something to help us understand how you drive the track? also, it seems as if you dont know how to interlock items together. If you do I suggest you do it on the large starting turn, if not, look here.
This seems like a obstacle track rather than a RACE track. Not much effort seems to be put into the actual forging and it really doesn't look that appealing. Sorry to be harsh but this really isn't that great.
Lol, it's called merging, and I used it on one of the turns. I also provided an ENTIRE description of how to drive through the map. Also, could someone provide me w/ the RACETRACKS variant?
Wow man you need to look a bit harder next time. The sticky at the top of this page has all the links to the game variants. FWI It can also be refereed to as interlocking. This is the joining of two or more pieces together. "Merging" is more for like geo-merging. This is when a piece is actually merged with the geometry of the map. Anywho, the map it self is just ok. There is not much interlocking. Interlocking is very important when making a racetrack. This is what gives the track a smooth feel. I do admire the effort you did put into this map, so I won't discourage you from making more maps in the future. It's just that I prob won't DL the map because maps like this are a dime a dozen and most members want to DL tracks that are: interlocked, double wide & are set up for some of the common racing game variants. Edit: Also the title of your thread has to just be the name of the map. Not added other stuff like this is my first map.
nice spam. anyways, looks bumpy and unoriginal and easy, sorry to break it to you. try setting your track up for racetracks, interlocking, bank turns, and the more advanced methods. most of which can be found in our forging 101 section
I think the map is a little weird because of the really thin wood part and the tube corner... but I disagree with the fact that race maps need merging/interlocking. For turns if you have a little space between the blocks it feel basically just as smooth as merging and it takes about a quarter of the the time. If it's aesthics everyone is looking for and not actual gameplay I would suggest you rethink yourselfs.
That makes a lot of sense. And slow down to think about it. How far does "little space between the blocks" get you? In order to actually turn the track, you need to turn the pieces more. With no interlocking, making a turn "basically just as smooth as merging" would take up 20 blocks and about a quarter of the sky bubble. Bottom line: no interlox = inefficient turns. As toward the actual map; it's a start, and at least its better than half of the racetracks posted on the forum in the past few months. For your next track I would definitely suggest refining your interlocking skills and possibly do some skytrack. Also try to think about something new that sets apart your track from all of the others. That will get your map a lot of attention.
you know i think that this track would be good for a duck hunt kinda thing.anyways the tracks alright.
It looks like a pretty solid and fun track.Maybe you could try spicing it up next time with some more advanced architecture though.