Sx Azure

Discussion in 'Reach Race Maps' started by THE Fuglystick, Dec 3, 2010.

  1. THE Fuglystick

    THE Fuglystick Ancient
    Senior Member

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    SX Azure

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    Creator: THE Fuglystick

    Map Name: Tempest

    Track Name: SX Azure

    # of Checkpoints: 9

    Average Lap - 1:04

    Best Recorded Lap - 0:59 - THE Fuglystick

    Update: Version two of this map is now out here. The tunnel rhythm section has been redone slightly, and the left side of the final split path has been made more even with the other path.
    The new tunnel section.
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    The changed split path section. The left has been redone, and the right has a wider landing area.
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    Description: This is my first attempt at a motor/super-cross styled track, as well as my first racetrack on the new DLC map, Tempest. I thought I had made a supercross track with this, but I've been told that it could also qualify as a nationals track. I'm not sure of the difference, but i know this map has recieved lots of good feedback from the people who have seen the earlier versions. This track's features include: berms, hills, whoops, jumps, rhythm sections, and split paths. In this final version, the map has only had some minor aesthetic updates, making the borders look nicer and more clean in some parts, as well as some small decor pieces.

    YouTube - SX Azure

    Pictures:

    The Start
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    You go through the cave, then up a rolling hill and into a whoops section.
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    After that, you jump down and head towards the cave(which includes a rhythm section) on the other side of the map. There's some fun jumps here.
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    You head out of the cave into a short straightaway right before the next rythm sections, which take racers over the central hill.
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    You take a wide turn around on the ground and head up to some back-to-back tabletop jumps.
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    You turn and take the hill down to the last checkpoints. The path splits here. The path on the left is faster, but I personally find the rightside jump to be more challenging and fun to take.
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    What Inspired your creation?
    SX tracks like ionized's Alpinestar. They're lots of fun to race and I wanted to see if I could make one.

    How long did it take you to create this track?
    I didn't keep track, but i've spent the last two-three days working on it quite a bit. at least over ten hours.

    What aspect of the track took you the longest to make?
    Probably either the tunnel or hill rhythm sections. i spent a lot of time testing and redoing those two sections.


    SX Azure
     
    #1 THE Fuglystick, Dec 3, 2010
    Last edited: Dec 4, 2010
  2. PeteTacular 42

    PeteTacular 42 Forerunner

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    Wow, watching that rendered video was amazing! I've never seen a racer move so fast and take turns without losing speed. You must of focused hard on making each turn consistent. I'm downloading it and trying it out.
     
  3. LT Claydohman

    LT Claydohman Forerunner

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    It's new, it's inventive, and appealing. A pioneer in the race/forge area of the Halo/Forge Hub Community. I really like this map bro. It's very creative considering the small and limited space. Great job! I'm Downloading it now. Keep on forging!

    BTW, I'll get a race or two in and post back with any feed back if I notice something amiss
     
  4. Cheshter

    Cheshter Ancient
    Senior Member

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    I Just managed a time of 58 Seconds however the bungie carnage report doesnt show lap times :(
     
  5. THE Fuglystick

    THE Fuglystick Ancient
    Senior Member

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    Excellent work Cheshter. You've tied CoookkieMonster for the fastest lap time so far. Was it on version 1 or 2?


    Also, @ LT Claydohman, I appreciate the praise, but this track actually doesn't break too much ground in racing. Halotracks has quite a few motorcross and supercross tracks floating around. As for tempest as a base map, it has a lot more room than people think. You just have to know how to work around the terrain.

    I'm glad you guys are all enjoying my map. I'll be releasing a second map on tempest soon hopefully.
     
    #5 THE Fuglystick, Dec 7, 2010
    Last edited: Dec 7, 2010

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