Jongmyo Revisited

  • Download count 1107
  • Pageviews 1902
  • Unique foldername pmt_jongmyorv
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2023-06-25
  • Version from
  • Version
  • RVW-ID 37082
  • Category
  • Score
    78/100 (14 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Hard
  • Track length 1345 m
  • Reverse version available? No
  • Time trial times available? Yes
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    Hello :)
    This track is a remake of my first track.

    you know my first track was 'Jongmyo shrine' from 2022 RVW Birthday contest

    At that time, there was a lot of feedback.
    - The straight section is too long
    -It's not fun because there's only flat land
    - Lack of decoration throughout

    So, in this remake, I tried to organize the race line in various ways.

    I realized that the track composition could be varied by applying the theme of the construction site, so I decided on the track concept to be 'Jongmyo under renovation'.

    btw, I hope you enjoyed it :)

    "It's completely different from when I first visited."

    -a RC who visited last year-


2 comments on “Jongmyo Revisited

  1. An interesting track for sure, and whilst I never cared for the original it’s very neat to see the Then and Now transition between the two. Visuals are fantastic, and the raceline is fun!

    I do wish the track was a bit more, err, ‘temple-y’ I guess I’d call it. The construction bits are beautiful, Paperman is the master of that kind of visual, but they get to be a bit too prevalent at times and you can honestly forget that there’s the original temple beyond them, if that makes any sense. This one is personal taste though, the next issue is the important one.

    Another thing is that the AI isn’t very competitive at all, you won’t have much difficulty scoring first even when it’s your first time through, and that hurts it a lot. They don’t seem to handle the slopes very well, and given the amount of them your lead will come on quick unless you’re REALLY screwing up.

    A massive improvement on the original, and a track that’s on the cusp of greatness. I would very much like to see it get that little nudge it needs to be truly fantastic.

    0
  2. Many aspects have been improved since the original Jongmyo Shrine. Like with your other recent releases, the visuals are phenomenal and really add to the experience.

    While I found Bridge Mayhem to be a bit repetitive to drive, I really enjoy Jongmyo Revisited – The racing line offers a variety of turns, ramps, jumps, and scenery that makes it feel refreshing to drive like other excellent long tracks i.e. Skating Toys Redux, Subway 2, Schools Out 2.

    However, I find a couple aspects that I feel detracts from the driving experience. There are two sections that I feel are poorly optimized – the mesh is very choppy like the slopes of Toyworld 2 and actively prohibits a smooth driving experience. This is a similar issue to some section on Bridge Mayhem feeling rather choppy to drive even after you smoothened out the slop a bit in your drafts. see linked discord images: https://cdn.discordapp.com/attachments/286627023273721858/1122721523841642568/screenshot_2023-06-25_19-31-28.png https://cdn.discordapp.com/attachments/286627023273721858/1122721524751814666/screenshot_2023-06-25_19-32-28.png
    A more minor gripe: the AI pathing leaves much to be desired whether for rookies or super pros. Sections such as steep downwards slopes tend to make cars spin out since the AI will try to steer towards the next node. In other sections, AI seems to take wide lines or very choppy ones i.e. on grass that make them lose a lot of time compared to the player.

    Overall I’m really amazed with how your track building has improved. I look forward to your future stuff.

    4

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