On my blueprints the other players were able to drive through the objects I placed; they can't see them nor collide with them. AFAIK I was the only player, as the blueprint creator, who was able to see and interact with the placed objects. So I received some complaints from people who did not see certain turns or chicanes coming. Which sucks because I spent quite some time carefully placing arrow signs and stuff at every turn I considered to be somewhat hard to see for drivers while approaching.
Could you provide me with some of your share codes that're active so I can have a look? That's a serious bummer if that's any sort of widespread issue.
EDIT: Never mind. Just noticed you already posted one. I'll check it out when I get off of work.
So, I finally had time to do the track and here are my thoughts while racing it:
Right out of the bat, I have to say I like your choice of season and the starting position. I miss the snow season from FH4 actually, even though I got the feeling many hated it.
Yeah, sadly, I think the snow is a bit too tame in 5. I'm glad it's there, but I definitely think the seasons felt more substantially different in 4.
I like the jump and the track so far has a good flow. I missed the corner after the "Dunas Blanca's" rubber tire (the "gate" on the dirt track). Perhaps that's just me though. Maybe an arrow where the white flag is would be neat, if some like me are missing the corner. I got rewind so no worries and actually if you pay attention you can see the next checkpoints. So it's probably just me xD
You know, that's actually one area I'm considering redoing, as I think I want to add a bit of length to the course in that area so you don't have to take that corner. Out of curiosity, how'd the exit for that area feel to drive through? I thought maybe it was a bit too tight, even to the point that I was considering completely removing that area by simply having you turn left right before the big jump into the track. I just thought that huge jump was one of the coolest portions from the game's "story" missions, though, so I really wanted to leave that in.
I like the fact you included parts of the FH track and even the festival. Looks really cool. I also like those hard corners you put in there.
In the area where you cut across the drag strip, do you feel that the transition through the festival gates and onto the open road killed the pace at all? I'm kind of divided on that one, as that's the best spot to go through to get to the better dirt routes without passing over too much asphalt.
I am now at 55% and I just can repeat myself. The layout you've chosen here is very fun to drive around and I like the flow with those fast corners and slow corners. The checkpoints are positioned very well so far, so I couldn't cut corners. Well done!!!
Thanks! That's why it's so hard for me to not use as many checkpoints as I do. I definitely used a bit of discipline in holding back on using them as much as I would, but I think most of the checkpoints present are necessary for either helping players know where to go or to protect the route integrity.
At 61-63% before the lake the corners is nice, but I almost missed it again, because I looked at the asphalt road where the next checkpoint is. It's a bit nitpicky I admit, but putting a truck on the road would've probably helped me there.
I'm having a bit of trouble picturing this one, but I'll take a lot at it once I get home from work and see what I can do. Thanks for listing percentages, by the way. That's extremely helpful.
Just finished the track with a drift, because you put the finish after a corner. Looked good and the track in general is just amazing. If you said to me this was Playground Games biggest DIRT track I would've believed you. Thanks for sharing the track, it's a joy to drive!
What's funny is that I hadn't noticed just how much of the map my route spans so far until I took the screenshot of the route itself. I almost want to make it go from coast to coast and somehow loop, but I suspect that'd require me to remove the volcano, as I know the trek up the volcano is gonna take a big chunk of miles of my limit. That said, yeah, there's just something really relaxing about a nice, long dirt route in these games, and I really hope I'm able to complete this one and make it a circuit so I can maybe make it a 3-lap race that's designed to take an hour or so.
I think the harsher turns are great. It's just that 1-3 turns would probably benefit from some visual clues where to drive next beforehand or perhaps there is even a "harsh turn ahead" sign somewhere. I don't know.
Yeah, I'm debating whether I should go for more straightforward routes without those harsh corners, as they'd allow me to cut down on my checkpoint use. They're just so hard to "mark" properly without wasting too many checkpoints, and what
Arrahant is saying about obstacles not appearing for other players is seriously concerning to me. It's a huge time sink doing even a single run of a route of this size, and adding more complexity that may not even show up is something I'm not so sure I want to bother with unless I know Playground Games can fix it retroactively for tracks already submitted.