Horrormas 3

  • Download count 949
  • Pageviews 1544
  • Unique foldername hormas3
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2022-01-09
  • Version from 2021-01-09
  • Version
  • RVW-ID 30991
  • Category
  • Score
    44/100 (5 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Extreme
  • Track length 403 m
  • Reverse version available? Yes
  • Time trial times available? Yes
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    This is the third continuation of the Horrormas series. This time it is not so easy as the track features a variety of difficult corners you have to take fast yet cautiously to keep up with the opposition.

    I have reworked the layout of the one 256x texture i use, so it features more in the limited space. This change made it possible to add more scenery to the track whilst keeping it as close to the original atmosphere of the series. In the future tracks I am planning on expanding the texture even more to the actual limit while still keeping it at 256x.

    As for the ingame stuff, the track features a reverse mode, a time trial time and a practice star. Compared to the previous track these are rather easy. There are also two stars instead of the usual one to open up for strategies. I have also tried using the ingame lightning for better immersion in the track. The ai nodes are not as good as I wanted them to be but because of the terrain and complexity of the track I could not make them as difficult to beat.

    That is all I have to say about the track, a bit more information and credits can be found in the readme. Feedback is welcome, enjoy the track and have fun!


4 comments on “Horrormas 3

  1. To be honest, I didn’t really like the series of these tracks, and there are too many parts, it’s monotonous. For me, they seemed boring and not very atmospheric. But it has its place. However, I would like a new section, less like Lego cards. Sorry

    0
  2. Hi
    I got a X while driving this track. I think it the issue is caused when you exit the conduit on the right side and go to the right afterwards. If you drive on the left or nearer the middle as you exit into the garden you dont get the X later on.

    LC

    0
  3. Congrats, benderfan. This track is a huge improvement to “Horrormas 2”. The use of lights is excellent here, and add a lot to the surrealistic and gloomy atmosphere. You even used custom texture animations, a custom starting sound, and a music track this time. Also the raceline is nice (again) – I had a lot of fun at the bumpy terrain, and the fun chicanes and corners. The AI is really not the best, as you also stated in your description. The raceline offer some alternate paths (especially at the R-version), which is great. I like the star locations a lot. Overall, a fun track you made here. And this with only one small texture sheet… :)

    Here some suggestions for your next tracks:

    1. Maybe you want to try a different theme next time? The Horrormas tracks were nice, but I am curious what you can achieve by not limiting yourself to this one scenario.
    2. Try to improve the AI-nodes next time, so also Singleplayers have more exciting races.
    3. I spotted an error with the difficulty setting in the hormas3.inf file. The setting has to be between 1 and 4, but you used 20 instead. So the difficulty setting in RVGL don’t work for the track.
    4. The track has more beautiful places as the one shown on the preview pic. :) I think the preview you have chosen, let people download your track with a less chance.
    5. Try to find out how Visiboxes are working. At some areas of your track, I had some pretty hard FPS-drops. Visiboxes can avoid this. You can look at tracks like Supermarket 1 or School’s Out 2, if you want to see how other tracks use them. (Use the “Visiboxes” Edit Mode in RVGL’s DEV-Mode).

    But all in all you make an awesome job, keep it up!

    1

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