TSE Trackmaking Team

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dede
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TSE Trackmaking Team

Post by dede » Wed Oct 01, 2008 3:10 pm

The lack of good F1 tracks has pushed some trackmakers to team up for creating new good quality tracks. Those tracks will be released using the prefix TSE (Turbo Sliders Europe - obviously copied from TSB :P) so that it'll be easier to recognize them.
The main idea is to split the trackmaking process between two or more players, so that tracks can be completed "quickly" with the best possible quality.
At the moment we're splitting the work into two different processes:
1) creating the photoshopped track shape
2) creating the landscape using default tiles (basically, add obstacles and tiles around the track)

Currently the trackmaking team is composed by three members (Janne, Tijny and me), but we're searching for more good trackmakers so that we can make more quality tracks with less efforts than making them all by ourselves.
Any kind of collaboration is welcome, but expecially we're searching for good landscape creators.
What do we mean by good landscapes? Have a look at these tracks:
TSE_Shitamoto
TSE_Quadeburgh
TSE_Secondring
de_Canadring

Trackmakers would be free of creating any type of landscape (using default tiles). What we require is just that the landscape doesn't affect the track drivability (e.g. obstacles should be positioned quite far from track edges, even though cutting shouldn't be faster than normal lines).

If you are interested, contact me via e-mail/msn/this topic. Suggestions and comments about tracks are welcome also.
Last edited by dede on Wed Oct 01, 2008 6:03 pm, edited 3 times in total.

Tijny
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Post by Tijny » Wed Oct 01, 2008 3:19 pm

Please go easy on my tracks, I haven't done any serious landscaping since back in the 0.86b days. :D

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Etmil
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Post by Etmil » Wed Oct 01, 2008 7:33 pm

Yeah, this is a good idea. I've been thinking about creating a 'brand new' pack of tracks (around 20), which would serve as hosts to our own TS F1 Season (I wouldn't know which car we would drive, though..). And thus, we would have a full length race every other weekend or so, just like in real F1. The current idea is a good foundation for this.
About the tracks, well, they're definitely well-made and everything, but for me they seem too similar, all the curves are quite rounded and no sharp turns at all. It's a matter of taste, of course. I would like to see variety. Despite that, I'm willing to join your team of track-creators. I'd be most delighted to 'design' track shapes, although I've done landscape work too. Anything is suitable, really. So contact me when you need something.

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Post by Janne » Wed Oct 01, 2008 8:42 pm

I agree that some sharper curves would be nice even though it would obviously increase cutting/crashing possibility.

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Post by Mouse » Wed Oct 01, 2008 11:24 pm

I'm actually working on a F1 pack, actually. They will not be highly detailed, but the track itself will be accurate to the real life tracks (track length, width, asphalt hue, line width, curb width/style/length. Hopefully the tracks will resemble the real life ones, in more than just shape (perfect example are TSB tracks, they are all the same looking). They are also not made at max size (1000-1500 is my range) so that more cars will be able to use them (Anti included, so there can be Anti-F1 cups).

Just finished the design phase, now I'm moving to the photoshop phase. Not sure when I'll be done but I'm putting at least an hour per day into the pack so it will be sometime in mid October. I'm trying to push myself on that because LOTS of games come out starting mid October though mid November, so I'll need to finish this before then or it will not get finished.

Shall be all 18 tracks of the 2008 season, and shall all be done by myself.

---

OK, not that I spammed my track pack a bit (i guess it was on topic..) I'll give my response to team track making: please don't ask me. :D I have tried to work with others before and it only got me incredibly pissed off and frustrated. I can only work with my Cavallino Rompente teammate because he seems to like most of my ideas. :P But If you can agree with others on their ideas and styles, it's a nice idea to make a pack together!

The tracks posted here look very nice. :) Change the asphalt lightness on future tracks, so they look different from one another, and you will not get the TSB F1 effect.
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dede
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Post by dede » Thu Oct 02, 2008 6:20 am

Mouse wrote:perfect example are TSB tracks, they are all the same looking
I'd say that most of TSB tracks are really bad for F1 racing (Canada, Imola, Indianapolis, Melbourne, Instanbul, Monaco, Sepang, Spa and Suzuka, at least). In the F1 season it's quite annoying having people crashing more than couple of times per race. Those tracks don't really help.
It's quite obvious that some real life tracks can't be reproduced in TS for F1 racing, unless you make big changes to the track itself.

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Hengari
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Post by Hengari » Thu Oct 02, 2008 2:39 pm

dede wrote:It's quite obvious that some real life tracks can't be reproduced in TS for F1 racing, unless you make big changes to the track itself.
Just look Punatiainen's F1 tracks like Sepang and Swos's? 0.86 Sepang which are modeled after real F1 tracks but Turbo Sliders in mind. Usually the non-F1 racing tracks which are just invented are way better for racing than some existing tracks.
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Jarno
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Post by Jarno » Thu Oct 02, 2008 3:03 pm

When making F1 track to TS track people usually do it thinking how it should look. Not how it would be to drive. Usually straights are like planned but curves are usually just cosmetic part of track. Speeder has top speed around of 350 and if you can drive trough chicane which should be 80 with speed of 300 that isnt so good.
Jazzyclub tried to do better with those mini-f1 tracks but maybe he tried too much.
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dede
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Post by dede » Thu Oct 02, 2008 3:19 pm

Hengari wrote:Just look Punatiainen's F1 tracks like Sepang
That one is good, yes, but for default cars (and probably that's what Puna wanted to create). I wouldn't use it in a GPOR-Form1 season, though, because it has obstacles too close to the track for long races.

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Post by Hengari » Thu Oct 02, 2008 3:32 pm

dede wrote:
Hengari wrote:Just look Punatiainen's F1 tracks like Sepang
That one is good, yes, but for default cars (and probably that's what Puna wanted to create). I wouldn't use it in a GPOR-Form1 season, though, because it has obstacles too close to the track for long races.
Of course I didn't meant that it would be usable for F1 races but it's very suitable for default cars as Puna intended.
Jarno wrote: When making F1 track to TS track people usually do it thinking how it should look. Not how it would be to drive.
Exactly.
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Post by Jazzyclub » Thu Oct 02, 2008 6:49 pm

Jarno wrote: Jazzyclub tried to do better with those mini-f1 tracks but maybe he tried too much.
mmmm are you asking to finish a mini-f1 trackpack?? because i've a lot of template to do them...the problem is "someone like them? because i can restart the work on my idea of mini tracks :)"

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Post by Jarno » Thu Oct 02, 2008 7:17 pm

Jazzyclub wrote:
Jarno wrote: Jazzyclub tried to do better with those mini-f1 tracks but maybe he tried too much.
mmmm are you asking to finish a mini-f1 trackpack?? because i've a lot of template to do them...the problem is "someone like them? because i can restart the work on my idea of mini tracks :)"
No i mean that they could be better :)
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Post by Mouse » Thu Oct 02, 2008 8:48 pm

dede wrote:
Mouse wrote:perfect example are TSB tracks, they are all the same looking
I'd say that most of TSB tracks are really bad for F1 racing (Canada, Imola, Indianapolis, Melbourne, Instanbul, Monaco, Sepang, Spa and Suzuka, at least). In the F1 season it's quite annoying having people crashing more than couple of times per race. Those tracks don't really help.
It's quite obvious that some real life tracks can't be reproduced in TS for F1 racing, unless you make big changes to the track itself.
The car that is used on those tracks don't help very much either, incredible speed and soft breaks, it's why I was always pushing for change and eventually stopped playing on those tracks because of frustration. I agree though, those tracks (in today's standards) are not so good.

I'll post a few images of my track designs later, and you can see what I have done so far.
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dede
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Post by dede » Thu Oct 02, 2008 10:06 pm

Mouse wrote:The car that is used on those tracks don't help very much either, incredible speed and soft breaks, it's why I was always pushing for change and eventually stopped playing on those tracks because of frustration. I agree though, those tracks (in today's standards) are not so good.
Personally I like the car very much. If we don't consider ghost tournaments such as JJT or IRT, the GPOR season was the best one I played in three years. What makes it interesting is that you can't drive always the perfect line, which means that some players may come out with better speed from a chicane (and that speed difference will give them the possibility to overtake, because the car reaches the max speed in quite a lot of time).
Those tracks are bad mainly because they have obstacles too close to the driving lines. Crashing very often in a 60 laps race breaks the concentration of players. Wouldn't it be better if players can't crash at all? That's the main idea that should be implemented in TSE tracks.

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Post by Mouse » Thu Oct 02, 2008 10:35 pm

dede wrote:
Mouse wrote:The car that is used on those tracks don't help very much either, incredible speed and soft breaks, it's why I was always pushing for change and eventually stopped playing on those tracks because of frustration. I agree though, those tracks (in today's standards) are not so good.
Personally I like the car very much. If we don't consider ghost tournaments such as JJT or IRT, the GPOR season was the best one I played in three years. What makes it interesting is that you can't drive always the perfect line, which means that some players may come out with better speed from a chicane (and that speed difference will give them the possibility to overtake, because the car reaches the max speed in quite a lot of time).
Those tracks are bad mainly because they have obstacles too close to the driving lines. Crashing very often in a 60 laps race breaks the concentration of players. Wouldn't it be better if players can't crash at all? That's the main idea that should be implemented in TSE tracks.
Yeah I agree, but i guess we have different ideas on how to stop the crashing. :wink: Mine will simply be to slow things down.
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Post by Guest » Sun Oct 05, 2008 12:59 pm

you huys should make some real couses, like Long beach and Lemans

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dede
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Post by dede » Tue Oct 07, 2008 4:32 pm

I just finished my Creating a TS track using PhotoShop tutorial.
It also includes some tips about creating pattern files.

Have fun ;)

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Post by Scud » Tue Oct 07, 2008 5:08 pm

Thank you dede for that guide... Bad thing is that i am using Gimp2, but i think i can find some valuable hints on that guide anyway.
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