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PostPosted: Sat May 12, 2012 11:35 pm 
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***TRACKS BELOW***


Quick note: to make it easier to read my GT, I'm going to space it out: I N F 3 C 7 1 O N

Thanks for checking out my mapping thread. My name is Sam and I have been mapping for over 10 years on various games starting with Unreal Tournament 99, UT 2004, FarCry 2 and Trials HD/EVO. I really hope you enjoy my tracks, and I look forward to creating a lot more to come.

Map: Riverwood
Creator: INF3C71ON
Mode: Trials Track
Difficulty: Medium
Released: 05/20/2012

TESV | Skyrim | Interior/Exterior Trial's In and Over House's, Sawmill, Waterwheel and The Inn

PICS***

Waterwheel:

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Blacksmith:

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Top Down:

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Back:

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SKYRIM - Riften EVO

Map: SKYRIM - Riften EVO
Creator: INF3C71ON
Mode: Trials Track
Difficulty: Hard
Released: 05/12/2012

Backstory
His name was Mustardborn. He was the Fastest, most cunning & unruliest Trials rider in "ALL" of Tamriel.

...

And then he took an arrow to the knee...

***PICS BELOW***

Ratway's

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Riften

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Thanks for checking it out. Post your feedback below!

JURASSIC PARK 2012

"Hold on to your butts"

This is a more "modernized" remake of many film locations in the 1993 original movie "Jurassic Park" - Although not in chronological order.

Map: "Jurassic Park 2012"
Creator: INF3C71ON
Mode: Trials Track
Difficulty: Medium
Released: 05/04/2012

***PICS BELOW***

VELOCIRAPTOR CAGE

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Thanks and Enjoy!!!

:naughty: "NUH AH AH SAY THE MAGIC WORD NUH AH AH NUH AH AH" :naughty:

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Last edited by INF3C71ON on Mon May 21, 2012 4:23 am, edited 3 times in total.
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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sat May 12, 2012 11:39 pm 
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Hey just a tip keep all your tracks together in one thread :) btw your stuff is awesome!

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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sat May 12, 2012 11:42 pm 
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Looks cool, is it uploaded yet?

I can only see Jurassic Park 2012 at the moment.

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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sat May 12, 2012 11:51 pm 
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It is now Uploaded!!! Enjoy!

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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sun May 13, 2012 12:10 am 
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riften looked awesome, good job building that
not a fan of circular tracks and thight turn and sudden teleportations tho

loved the start, going into thieves guild :)

new track, same environment? :P

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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sun May 13, 2012 12:32 am 
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eflixxx wrote:
riften looked awesome, good job building that
not a fan of circular tracks and thight turn and sudden teleportations tho

loved the start, going into thieves guild :)

new track, same environment? :P


Thanks for playing it!. When I built the track I made the Entrance, Thieves guild and Riften about 2000 meters away from eachother to keep it a lag free map. Without teleporters, this map would be really unplayable. Sacrifices, Sacrifices. Its made circular because, well the structure of the thieves guild of course is a big circle and overall riften has many curvitures in the marketplace area.

Thanks!

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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sun May 13, 2012 2:23 am 
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I think you put a lot of time into this. But frankly, I hated the start. I almost deleted the track instantly because I crashed all the time thanks to this camera change (also thanks to the later camera changes)... I finished it and the remainder is better but the distribution of check points could be more frequently.

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 Post subject: Re: SKYRIM - Riften EVO
PostPosted: Sun May 13, 2012 5:50 am 
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Building maps on Farcry paid off. Did it not? Unfortunately people complain to much... Improve on what people complain about and I am sure your popularity on 'this game' will sky rocket.

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PostPosted: Sun May 13, 2012 9:34 pm 
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Renamed my thread and am now regrouping my maps into this one. Suggestions are welcome!

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PostPosted: Mon May 14, 2012 7:03 pm 
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I hope this doesn't sound harsh it's not intended. The design of the riften track is great, you have a very creative technique and it was surprisingly accurate too I was impressed and wanted to see what you had in store at the next corner.

It sprung to my mind that you are an avid map maker but not as much an avid trials rider? I say this because the track line wise was not enjoyable and didn't make me want to play it again. If you get a good line alongside your creative ability you will gain a lot of interest mate.

Good luck and Keep working :)

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PostPosted: Mon May 14, 2012 7:42 pm 
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emcee wrote:
I hope this doesn't sound harsh it's not intended. The design of the riften track is great, you have a very creative technique and it was surprisingly accurate too I was impressed and wanted to see what you had in store at the next corner.

It sprung to my mind that you are an avid map maker but not as much an avid trials rider? I say this because the track line wise was not enjoyable and didn't make me want to play it again. If you get a good line alongside your creative ability you will gain a lot of interest mate.

Good luck and Keep working :)



I appreciate your input very much and I do take it to heart. However I believe it to be personal opinion completely and mostly people who frequent these forums are used to 100% perfect driving lines. Which I admit I'm not perfect at. Ive recieved over 10 unique messages in my xbox live inbox from riders who absolutely love the track and they said its really fun and enjoyed playing it and please make more.

Also play the map longer and get really good at it. I'm personally addicted to it and it flows really well if you get to know it. I just dont think you're giving it a good shot really. I mean, look at my time on there. I zip right through everything and it is super fun.

Also I am used to mapping for FPS games UT99 and FARCRY 2 for over 10 years. so this is kinda new'

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PostPosted: Mon May 14, 2012 7:59 pm 
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Yeah man you're right, it's personal opinion and shouldn't be taken as fact. Im sure many people will love that type of driving line, I'm not a fan of the camera at the start or the instant teleport, but that's just me. For me if your line matched the quality of design you would have 5 star ratings...IMO, I gave it a 4. I'm no genius mate so don't take it to heart, it's constructive criticism not negative feedback. Keep the tracks coming!

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PostPosted: Mon May 14, 2012 8:26 pm 
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emcee wrote:
Yeah man you're right, it's personal opinion and shouldn't be taken as fact. Im sure many people will love that type of driving line, I'm not a fan of the camera at the start or the instant teleport, but that's just me. For me if your line matched the quality of design you would have 5 star ratings...IMO, I gave it a 4. I'm no genius mate so don't take it to heart, it's constructive criticism not negative feedback. Keep the tracks coming!


Im remaking Riverwood as we speak bro and I'd like it if maybe you wanted to help me test it sometime. ill add you on xbox and show you some beta's, its going to include a fully functioning sawmill, waterwheel and blacksmith shop. I do take your post above as a compliment because you do appreciate my skills with map making. I want to have all the help I can get to ensure that my next map is a smash hit and 5 stars (maybe even redlynx pick)

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PostPosted: Mon May 14, 2012 9:24 pm 
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He there..

I have to say riften is amazing, i really like a the artwork you did.
The driving line is not the best i have played, but the theme makes up for that.

I can see that this wasn't a 1 hour build and only for the effort put into the track i give it 5*.

people really have to check this out.

Keep up the good work.

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PostPosted: Mon May 14, 2012 10:19 pm 
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INF3C71ON wrote:
emcee wrote:
Yeah man you're right, it's personal opinion and shouldn't be taken as fact. Im sure many people will love that type of driving line, I'm not a fan of the camera at the start or the instant teleport, but that's just me. For me if your line matched the quality of design you would have 5 star ratings...IMO, I gave it a 4. I'm no genius mate so don't take it to heart, it's constructive criticism not negative feedback. Keep the tracks coming!


Im remaking Riverwood as we speak bro and I'd like it if maybe you wanted to help me test it sometime. ill add you on xbox and show you some beta's, its going to include a fully functioning sawmill, waterwheel and blacksmith shop. I do take your post above as a compliment because you do appreciate my skills with map making. I want to have all the help I can get to ensure that my next map is a smash hit and 5 stars (maybe even redlynx pick)


No problem man I'll be happy to do an mp test on your betas sometime! Btw your track is now 5 stars so just shows ya eh :) Not to mention that to get on redlynx picks you don't need a great drivin line, did you see that terminator 2 track? Sometimes they pick design over line....I thought that T2 track was nothing special but people lapped it up. The good thing (or bad depending on how you play trials) with TC is that all kind of creations get a chance.

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PostPosted: Wed May 16, 2012 8:10 am 
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INF3C71ON wrote:
emcee wrote:
Yeah man you're right, it's personal opinion and shouldn't be taken as fact. Im sure many people will love that type of driving line, I'm not a fan of the camera at the start or the instant teleport, but that's just me. For me if your line matched the quality of design you would have 5 star ratings...IMO, I gave it a 4. I'm no genius mate so don't take it to heart, it's constructive criticism not negative feedback. Keep the tracks coming!


Im remaking Riverwood as we speak bro and I'd like it if maybe you wanted to help me test it sometime. ill add you on xbox and show you some beta's, its going to include a fully functioning sawmill, waterwheel and blacksmith shop. I do take your post above as a compliment because you do appreciate my skills with map making. I want to have all the help I can get to ensure that my next map is a smash hit and 5 stars (maybe even redlynx pick)


Hey! You better not forget me...

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PostPosted: Mon May 21, 2012 4:24 am 
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Brand new track! Riverwood. Download and Rate. Thanks!!!

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PostPosted: Wed May 23, 2012 3:50 am 
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INF3C71ON wrote:
Brand new track! Riverwood. Download and Rate. Thanks!!!

Downloaded and this is defiantly a 5* map. Congratulations on your hopefully successful creation.

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PostPosted: Wed May 23, 2012 4:11 am 
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Nice work on these tracks. Riften is a fun journey and riverwood is a pretty solid track that I could see getting competitive. The roof panels disappearing as you enter is really clever and works great.

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PostPosted: Wed May 23, 2012 6:20 am 
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Doh! I saw riverwood earlier and thought I had it. But thats riften I have. lol

Riften was a big improvement over Jurassic (the lag killed that for me) and shows once again that you really have an artistic eye and capture your idea well. The driving line was ok, but could have been better imo. Also, the "teleport" is something I'm not a fan of, so I'm glad it was only necessary the once! I felt the track should have been ended sooner though, the final section (which kind of leads out of riften) was unnecessary and spoiled the end of the track a bit. Sometimes less IS more and when the rest of the track looks so good, the final section looks a little out of place. All in all, I enjoyed the track and showed it to my mate who also enjoyed it. The biggest upside to it, was that it was CLEARLY Riften we were in!

I'll be sure to download Riverwood next time I'm on and see how that came out. If it shows another improvement then it should be pretty damn good! :x

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PostPosted: Fri May 25, 2012 2:07 am 
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I played all of your tracks and they are visually awesome, definite keepers. Some of the camera angles and tight landings/spaces leave something to be desired, like the cages in Jurrasic and that trailer you have to squeeze through. And the saw in Riverwood is ridiculous and killed my 1 fault run up until there. It was a blast up until that part though so I would say the flow was good. Still great looking tracks and hope to see more from you!

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PostPosted: Fri May 25, 2012 3:41 am 
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I seen your tracks and they are very beautiful.
Especially the second one about Skyrim, "OMG I'm in Skyrim!" :-o . Even though I'm not a fan of passing through roofs disappear.
I think it would have been better if the bike pass through openings in walls (windows, balconies, hole), and make the roofs disappear to see inside.
it's just an opinion, you surely have good reasons and your map are worth visiting.

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PostPosted: Sat May 26, 2012 11:29 am 
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Staggering attention to detail on the visuals. :o And the fully 3D nature of them shows.
The driving line is evolving and was quite fun on Riverwood. It's almost a shame it's a fast driving line as you could miss some of the many marvellous graphical touches.

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PostPosted: Mon May 28, 2012 4:38 pm 
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I stumbled my way into this thread via the Bethesda Blog.

http://www.bethblog.com/

Great work!

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PostPosted: Mon May 28, 2012 8:37 pm 
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riverwood was great! just like riften it looked really good, and this time a funny raceline. highly recommended :)

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PostPosted: Wed May 30, 2012 4:10 am 
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Well thanks alot guys!, I do appreciate your good comments and feedbacks.

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PostPosted: Wed May 30, 2012 6:28 am 
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Played all 3 tracks and played Riverwood for about half an hour.

Not going to beat around the bush here, visually awesome, amazing attention to detail in all 3, wonderful work. The driving line in all of them is woeful. Riverwood made me rage so many times and I would have taken #1 several times over but kept getting constantly frustrated by things out of my control. The tight turns in the driving line are awful. Not being able to see the rider at any point during the track is extremely irritating. I also found the log at the end very inconsistent. This is just from a speedrunners perspective though :) if you could implement solid driving lines into these tracks they would be some of my favourite customs ever.

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PostPosted: Wed May 30, 2012 9:06 am 
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i disagree about riverwood, i felt this about riftem, but riverwood i grew to love during the session. it rides well, and the final log in hte saw is a nice ender, wish it could be dont without fully stopping hto :)

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PostPosted: Sat Jun 02, 2012 2:03 pm 
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2 Skyrim ideas for you that I think you could pull off brilliantly and would help with some of the riding line issues.

- Whiterun. Being so large, it would be possible to run up from the blacksmith to the market and turn left, back down the "high" path to the blacksmith and back to the market on the other side of the "street" (the side of the weapon shop, forgot the name) and turn left to run up to the castle. This would limit the number of curves and make them gentler/smoother while still providing plenty of scope for obstacles. It could even be split into two seperate tracks. One going via the market and one going up the high route.

- A dwarven ruin. This would allow you to roam free, all you would need to do would be to capture the atmosphere of a dwarven ruin and would allow the option of including physics events as if they had been left behind (like spider bots were). So you could go mad with whatever track you liked, no restrictions like with a town's layout.

But thats just my 2 cents worth, so feel free to ignore those ideas!

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