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Herr Otto Partz says you're all nothing but pipsqueaks!

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Messages - Duplode

#3691
Racing Games & Other Competitions / Re: EA F1 2002
September 22, 2007, 02:04:34 AM
So here is my ranking, based on GP4. Order is loose, and I don't fancy numerical marks (after all, I sorta like most tracks).

A1 Ring FTW! (there is something special about it, don't know quite what)
Spa-Francorchamps (what to say... Malmedy-to-Fagnes stretch, split 2, is as fun to drive as the legendary parts)
Montreal (fast chicanes with inch-close walls - raw excitement!)
Magny-Cours (so little love for it... quite a number of unusual, technical corners for such a short track)

Hockenheimring (ancient layout rules... 8) )
Suzuka (Difficult and distinctive tracts, worth the effort)
Interlagos (a model for slow infield sections)
Nurburgring (pre-2002 layout, the rhythm used to be very nice before they put the damn slow first section and tightened the final chicane...)
Hungaroring (the karting feel can be a nice change of pace contrasted to  the other tracks - in a game, that is)

Silverstone (OK track, those fast round corners in split 1 remind me of IRC-Stunts...)
Imola (The Tosa-to-Acqua Minerale section, split 2, is lovely. Too bad new Tamburello/Villeneuve is that sterile...)
Monaco (can be fun when I'm in the mood)
Monza (Ascari/Parabolica is great, but oh how I *hate* the first chicane, it is so easy to get punished for shortcutting there...)
Indianapolis (Fine, but slightly bland other than the banking)

Albert Park (pseudo-street circuit, not my cup of tea)
Barcelona (talk about conventional...)
Sepang (damn complicated track, tires the hell off me)


#3692
Stunts Drivers Races / Re: RH - R8/2007 - "CUTS"
September 20, 2007, 01:07:39 AM
Damn, racing is all that sharper this month and I won't have time to follow the action properly...
#3693
Month`s Tracks - USC / Re: Mak?
September 20, 2007, 01:04:37 AM
Quote from: CTG on September 19, 2007, 03:43:45 PM
This time I won't publish the full replay, because the original goal is to help less experienced or just slower pipsqueaks. But I don't want to help those who fight for the victory (we have quite a lot of good pipsqueaks now). From now only pipsqueaks out of TOP6 or 8 can get whole replay help from the manager. Do you agree with this?

Full agreement. It sorta reflects a change of status for USC...
#3694
Racing Games & Other Competitions / Re: EA F1 2002
September 20, 2007, 12:54:47 AM
I could do that - in GP4, though (where handling feels rather more on the low sensibility side). Never got past ~15 laps anyway...
#3695
Month`s Tracks - USC / Re: Mak?
September 15, 2007, 08:13:38 PM
Quote from: CTG on September 15, 2007, 10:00:40 AM
Trick around 20 seconds: http://www.youtube.com/watch?v=Dyu2S50lR_Y

I knew there had to be a way to cut that...
#3696
Racing Games & Other Competitions / Re: EA F1 2002
September 14, 2007, 03:34:37 AM
Oh yes, F12002... if you're afraid of shortcutting, you might as well check stability help and the likes. Too liberal settings and you won't be really obliged to drive IRC-style  :D
#3697
Competition 2007 / Re: ZCT 79
September 10, 2007, 08:15:18 PM
Ok, in that case they might pick P962  ;D
#3698
I'd take it  :P ah, good ol' times...
#3699
Competition 2007 / Re: ZCT 78 - Brain work
September 08, 2007, 01:09:19 AM
The problem with the damn black sections was they broke so much lap fluency. That's why I had to put it at the end...
#3700
General Chat - ZSC / Re: Future of ZakStunts
September 08, 2007, 01:04:16 AM
Quote from: CTG on September 07, 2007, 01:56:41 PM
Yes, I also want to design a cruel track. Come on! :)

Yay, I'm eager to bring hell in the form of a GTO track... :D
#3701
General Chat - ZSC / Re: Announcement
September 08, 2007, 01:00:16 AM
Seeing one join the "elder gods" makes me, from the other end of the spectrum, (i.e, newbie racing hard to master the basics and gain fluency, thus learning how to do the same in less time) quite reflexive... anyway, I am sure CTG will keep provoking us to higher standards, whether on or off track  ;D Grats for all...
#3702
Competition 2007 / Re: ZCT 78 - Brain work
September 08, 2007, 12:42:10 AM
Alas, I also did Blue, Green, Red (swithcing into Blue) and Black. Either I lost too much speed on entrance and exit of Black or you managed to keep ~170mph while entering Red. The split screen video would be very cool  8).
#3703
Month`s Tracks - USC / Re: Mak?
September 05, 2007, 04:42:16 PM
Newbie lesson #46: Friendly joke jabbing gets even better when CTG is caught off guard.

J/K as well  ;)
#3704
Month`s Tracks - USC / Re: Mak?
September 04, 2007, 03:25:58 PM
O RLY?

(newbie lesson #43: CTG's winning time predictions are actually output from a random number generator)
#3705
Stunts Chat / Re: Stunts sequel projects
September 02, 2007, 05:31:20 AM
Finally got to see Ultimate Stunts v0.72 . Didn't spent much time on it, mainly due to god-awful framerate while driving through some elements at current configuration. Even considering it's still far from finished, some observations are already pertinent, so I'll attempt an improvised pre/review.

First thing to look for was the track editor, which looks cool but is still rather featureless (no critcism intended, evidently), so I wasn't motivated to design a track. There is some really cool stuff at the sample tracks: cliffs, mountain underpasses,  A-to-B tracks (Krys will surely find use for this) ... the editor will be my main reason to play (or not) the game when it's ready . Importing tracks from Stunts works pretty fine - except for fast chicanes (they get loaded as a pair of normal 90?s, probably because corner radius is/will be adjustable) all default elements are present. And even though it's possible, at least while collision system is not implemented, to drive underwater ;D),  drowned tracks of course do not work as in TB. I would say this will be a minor issue, however, as the game flow is very amenable to IRC-rules. Most objects have higher walls than we are used to, handling still has rather high sensibility and penalty system is strictier in that one needs to miss less track pieces to take punishment (at least there are no ridiculous ten seconds losses for a piece of straight road...). One last observation is that tile desing is still rather rough at places, particularly banked corners which are almos too bumpy to be driven at reasonable speed.

Overall, it still looks quite promising. If in the future the powerful track editor gets matched by precise, yet simple enough, physics we will get lots of fun...