- Download count 90
- Pageviews 369
- Unique foldername tech_world2
- Skin for
- Track Mod for
- Based on
- Release date 2024-12-07
- Version from 2024-12-09
- Version 1.1
- RVW-ID 41979
- Category Lego Track
- Score
- Unconventional car?
- Construction
- Engine
- Transmission
- Top speed mph
- Total weight kg
- Acceleration m/s²
- Construction Track Editor+ (Lego Extreme)
- Track difficulty Hard
- Track length 856 m
- Reverse version available? No
- Time trial times available? No
- Practice mode star available? Yes
- Online multiplayer compatible?
This lego-extreme track is a rework of my previous track Tech Industries in which i tried to fix some issues and moved my first steps with blender to modify some lego pieces for smoother racing.
The differences are:
- new textures, lights, fog
- less split paths, slightly different main racing line
- new instances/objects
- new song
- updated ai
- modified crossroads with blender to reducing obstacles you could bump into
- bugfixes
I'm aware there's a certain chance that 1 out of 8 ai cars will miss some node and fail a lap, it's probably due to interference with other cars or weapons though, playing with pickups OFF reduces this chance by a lot in my opinion and both play-styles are viable anyway, just with maybe more challenge without pickups and more random luck with pickups.
2024-12-09 update:
- waterboxes added in split paths and fixed existing one in the main green pool
- camera shorten triggers added in several sections
- pos nodes and ai nodes fixes and optimization, reduced chance of red X
- reduced zip file size (removed useless unused folder)
Thanks for the feedback and suggestions! I was unaware of camera shorten trigger existence and effect, I tried placing some around and even if I’m unsure about the result I’m glad I learned something new. I also tried to fix/improve all the rest that was mentioned, waterbox missed Y value and didn’t produce any splash effect, it was only present in the big pool though.
About the red X, there are 2 places in the original track and in this one where it’s possible to confuse the game, one is at the former 3-fork and one is around the pool, I should have fixed both enough that it is now highly unlikely to get X’ed while driving correctly. One possible path from Tech Industries is not present in Heavy Industries, trying to make that shortcut will result in red X (the triggers have been changed to tell the player to go straight so following directions should be sufficient to remain on track on that specific section).
Lastly, about the jump: jump_wall was not my intention for that obstacle because it could give too much advantage for a failed jump, instead the correct option after failing the shortcut jump and falling in the puddle of green water, is to turn left and go back to the main racing line, it’s supposed to be a high risk-high reward shortcut (even though it’s probably low reward to be honest) and can be taken only with Pro cars and a correct fast turn or with a Battery weapon used. Of course this was only clear to me (and ai, thanks to nodes) but not to the online player because it lacked information, now a direction trigger has been put in the puddle of water so that after a failed jump, the player gets information about what to do and doesn’t try to reposition.
I hope these improvements help the track!
Following on from Rodik’s comments, the camera should be shortened in passages with low ceilings:
https://re-volt.gitlab.io/content-tutorial/makeitgood/triggers/index.html#f-camerashorten
And a little splash as you enter the water is always nice. (water box in makeitgood.
Having said that, the general atmosphere is very good (it reminds me of the spaceman tracks).
Hi Bak, glad to see you’re back! I’m a fan of your tracks and they were an inspiration to me when I created Lego-Extreme Tracks. Tech Industries was one of my favorites. So I am very glad to see rework it from you. And definitely, this track is much more enjoyable to play on it.
But despite all the improvements, it can still be polished more. For example, one time when I was playing it, I got a red x. But I’m not quite sure where it was, unfortunately.
Another problem of the track is jumping. For example, in place where player has to jump over a puddle of water (where there used to be a fork in 3 paths, and now there is only one), it is very difficult to do even a Semi-Pro car. I would recommend adding a “Jump Wall” node there so that the cars are repos after the jump and not on it.
But despite all the flaws, I can definitely call it a fun track. It’s interesting to explore different paths and find the best one. I hope you fix some bugs and looking forward to new tracks ^^