Hey its Xx ZOR xX, im finally uploading my tracks to forge sites, this is my first reach racetrack. Its called Anti-Track Bot, because it features a massive robot that is meant to seem like it is destroying the track. It includes, smooth turns, 3 banked waves, a spiral turn, a gap jump, and a large teleporter jump. I'd like to thank chung wii for teaching me how to finally upload things, and all my forge buds for their help testing. Thanks to HJ117 for the video! YouTube - Halo Reach Racetrack "Anti-Track Bot" On to the pictures... Starting spawn and checkpoint 1 Checkpoint 2 Checkpoint 3/ banked wave Checkpoint 4/spiral and wave Checkpoint 5/big wave Robot taking piece of track=gap jump Checkpoint/turn into hill Big turn after hill Checkpoint 7/teleporter(send) Teleporter jump(in air) Tunnel back to start If you forgot to DL, click here.
... I don't get it, but it looks awsome for a rookie racetrack. But I'm not sure if the teleporters maintain motion as in when you drive or fall in the sender, you fall. I sorry to complain about this now, but I don't want to dl this and find it doesn't work then complain about it afterwards.
Teleporters maintain velocity. I'm not exactly fond of teleporters being implemented in race maps, (host/non-host issues) but it's definitely not the worst thing to have in a race map. This map looks really interesting, downloading now and will get back to you. Looks great, plays great, definitely a keeper. Love the aesthetics, some of them I didn't notice until I was in forge, such as the robot holding a piece of the track, but even if you don't notice them in game its great that you put the effort forward. I deleted the juicy filter because it makes everything look like vomit, but that's just a personal opinion. Overall this is a great race map with an excellent theme.
Momentum, a function of mass and velocity, is conserved between teleporters. In layman's terms, speedy thing goes in, speedy thing comes out.
Look, if you're not sure how the teleporters work, or if they work, THEN DOWNLOAD AND TRY IT, other than leave a comment on someone's map that doesn't help the maker, other than the fact that it displays the fact that you'd rather bash a track you haven't raced on. Download then give feedback is the best way to do it. I will come back later and post my full review of the track soon.
Well, first off, im not actually a rookie. ive been forging tracks since halo 3. You can search my GT (Xx ZOR xX) into youtube and find about 4 or 5 vids of my tracks. All along i was told that i need to post my tracks on websites becuase im too good to not let more people see them so i finally got around to it... and about the teleporter.. if u maintain full or almost full speed when going into it you make the jump perfectly. So if u really want to find out, actually download it and give it a go.. you'll find that your comment was pointless.
*FACE PALM* watch the damn video the teleporter works fine, if you had watched the video you would of known that, also there is a screen shot of the teleporter working, and with the track being so smooth why would there be a poor teleporter at the end to mess the flow of the track up? (which is dose not). 10/10 overall
great track ZOR! glad your finally posting your tracks so you eill become more popular! and awesome track i love this one
Review for Anti - Track Bot by Xx ZOR xX Anti - Track Bot Enjoyment: This map is very enjoyable, not only is it perfectly forged, it's creative and gives you something to look at as you're driving around. I could drive the track over and over again and it doesn't really get boring. I'd love to see how it plays with Battle Track if it is ever set up for it. 9/10 Flow: The track flows pretty well, no bumps along the way, no massive juts in the road, nothing really gets in the way. The only thing that made the flow change is the gap jump, the take off and landing peaces are at opposite angles and the left side of the jump doesn't land correctly often times. no big deal though. 7/10 Durability: Well, it's very durable, you have the entire width of the track to drive the entire time, the only thing that prevents you from having the whole track to yourself is the wall double banked wave, it's REALLY hard to take the outside, but lets be honest, who's going to need to take the outside anyways. haha. 9/10 Aesthetics: Very creative, a friggin. robot. in. the. middle. of. the. map. enough said, the only aesthetic thing that I don't LOVE is the thing after the gap jump. I think the half circle thing that is at like a 45 degree angle could go without, but the large walkway things look tight. 10/10 Originality: with the robot, very original, with 3 banked waves practically right after each other, very original and hard to do. The robot takes the bait for me, it's truly creative. I wouldn't have done it, but the fact that you did and still have like 1000 bucks left is pretty cool. 10/10 Enjoyment: 9/10 Flow: 7/10 Durability: 9/10 Aesthetics: 10/10 Originality: 10/10 Total: 9/10 Ultimately, this an amazing track. I don't really see any improvements that are needed, just keep making tracks like this and keep making AMAZING waves like this and you're going to get one featured in no time I bet!
Haha i appreciate the overall report you did on my track. I like the feedback. You explained yourself well and really took your time with it, and i cant really argue with anything you said. Thanks man
Anti-Track Bot Enjoyment Anti-Track Bot easily lives up to the standard set by all the other decent race maps out there. Its winding race track has been built to be one of the smoothest out there, and the towering robotic structure acts as a focal point around which players quickly familiarize themselves with their surroundings. But no matter how well the map is polished up visually, the track itself is considerably bland and featureless. A player can often find themselves numbly holding down the same button as the mongoose turns in the same direction along the monotonous track. Only one or two jumps in the entire map show that it’s pretty tame for the most part, and offers very little difficulty for those looking for a challenge. With such stunning visuals on offer, the quality of the track itself is overwhelmingly disappointing. Balance But it comes down to the fundamentals, the map is absolutely flawless. There is simply no way that any player could gain any unfair advantage over another. There are no alternate paths through which anyone could get a lead, and every racer spawns in a line in which no one person has any initial lead over another. Simply put, there is only one way to win, and that’s through sheer skill. Durability Similar to its level of balance, Anti-Track Bot’s durability is impeccable. At the points on the map where a higher section of the track passes over another, a player cannot gain the lead by dropping down or hopping across, due to the hard kill zones placed at every imaginable gap. Never once will a player find themselves riding around in an area of Forge World outside of the intended playing area. All exits have been blocked off, and only death awaits a player hoping to ride off the edge of the track. Aesthetics Clearly, the greatest appeal of Anti-Track Bot is its aesthetic quality. In the center of the track’s twisting structure resides a gigantic robot whose tentacle-like limbs are in the process of taking apart sections of the map. It's likeness is very realistic and works well with the rest of the map. It almost looks as if the track is winding around the colossus robot in order to trap it, while the robot takes apart its winding structure piece by piece. The level of accuracy and perfection present in the hills and slopes of the track is uncanny. Where the average map might look wonderful, but still have a few bumps here and there, Anti-Track Bot’s surface is absolutely and completely smooth. Aside from the robotic structure in the map’s center, the rest of the track fails to be consistently decorated. There are some checkpoints at which small structures wrap around the track, and these do help the player orientate themselves, though everywhere else it is just the player, and a line of pieces. No railings line the track’s edges nor is there a grassy hill or rock wall to the keep the players on course. Originality The concept of a map deconstructing itself it pretty clever, and is done very well. However, the use of large antennae pieces for the robot’s claws was very unoriginal. That being said, it’s not like there are any obvious substitutes which could have been used in their place. It's just that not much was done to go above and beyond when it comes to the creation of the robot's fine details. After the initial wave of admiration a player feels for the look of the giant robot, there is very little which makes Anti-Track Bot stick out from the other race maps. While it does its job well, really it’s just another set of winding roads and easily landed jumps. [floatleft]Enjoyment Balance Durability Aesthetics Originality[/floatleft]4/10 10/10 10/10 7/10 6/10 [floatleft]Average Score[/floatleft]7.4/10 Although Anti-Track Bot nails the fundamentals of race track creation, it fails to provide an over-all enjoyable experience. Apart from the aesthetic glory in the map’s center, there is nothing to set the map apart from anything else when it comes to game play. Regardless, if you aim to impress with visuals, this is the one to show off. Understanding the Review Hub's Ratings
You bub, are not understanding the purpose of sky tracks. Sky tracks, are supposed to not have many jumps, they're supposed to not be difficult, they're not supposed to have double back flips. The point of a sky track, is to have a general track with aesthetics. The point of skytracks were kindof tainted by the inability to have Battle Tracks gametypes. There fore making skytracks almost pointless. For a track that has come oout before the new Battle Tracks gametypes, it's flawless. It isn't supposed to be difficult. It's supposed to be made for battletracks. Sky tracks are not stunt tracks, motocross tracks, or tournament tracks, they're sky tracks for the reason they are sky tracks.
A track is a track, no matter what you want to call it. Considering you gave the map an overall 9/10 rating, you obviously aren't very experienced at the judging of maps. A racetrack in Halo, no matter what name you choose to give it, is supposed to be challenging, creative, and fun. This map was almost completely lacking in that. Skytrack or not, the challenge creates more fun.
There's no sense trying to make a point to people who don't understand different types of tracks and how to judge each specifically. I think the track is fine the way it is. It would support battle tracks very well had the game type been available at the time of release. The track has 0 bumps and everything works flawlessly, couldn't ask for anything more of a SKY TRACK made Pre-Battle Track Reach Era.
Dude, I apologize for my total arrogance back there. I think it's good that you were wanting to offer feedback for the map, and it was wrong for me to put you down for it. As for the review itself, I was simply judging it on the basis of it being a race map. No where in the initial post did I find anything about Battle Tracks (and I hesitate to say I'm not familiar with what that is anyway...) though I might have missed something. Again, everything in the review was purely my opinion, especially in the Enjoyment section, and can vary from person to person. However with the people I tested with, we all had a unanimous opinion.
Respect status = regained. I wish to let you play some battle tracks sometime. I just finished a track that I will be posting up sometime in the near future. Xx ZOR xX and I both colabed on it so you can see what it is there.