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Hot Shoe

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Posts posted by Hot Shoe

  1. File Name: SanMarcoArena2ndStop

    File Submitter: Hot Shoe

    File Submitted: 28 Jul 2012

    File Category: Tracks



    San Marco Arena – Author’s Notes
    By: Hot Shoe

    Thank you for downloading San Marco Arena 2nd Stop for RoR Sim-Monsters! I won’t keep you long as I’m sure you’d like to get out on the track. First, if I may, a little history and information:

    Extract the main zipped file to access the course layout picture and Author's Notes text file for important information. The file also contains the actual zipped file for this track.

    San Marco Stop 1 (or SanMarco Arena 2005) was a popular creation of mine in Monster Truck Madness 2. I even enjoyed the pleasure of racing on my own track in a league. I lost that race, sadly. However, San Marco was a hit. Thus as I did with many of my tracks, I decided to construct another creation. A “2nd Stop” in 2005. This was a trademark of mine for many of my tracks: to revisit a venue with each new version having a different twist to the layout, or setting.

    San Marco Arena 2 is an all original track that has been in re-development since its forgotten Monster Truck Madness 2 counterpart. I’m very proud to finally release this track! This track was originally created and mostly finished in Monster Truck Madness 2 before I left the game, and dropped the project.

    In bringing it to RoR Sim-Monsters, the track has undergone numerous changes in order to bring it up to date, as the original MTM2 version is now 6 years old.

    The first San Marco (a track I’m planning to re-create for RoR Sim-monsters), was a St Louis style, twin oval layout. This version has what I’ve come to call a Saran Wrap, or Wrap Around Chicago style course.

    Please refer to the course layout (saracinglayout) picture.

    At the start line (the Saran Wrap section), you accelerate forward to the first right hand turn through the “Alleyway”, and into a short straight section before making your 2nd long, wide right handed turn. Upon entering the Chicago Style layout, you’ll straighten back out, and fly across the first set of cars, into a tight left hand turn. Accelerate along the straight, and fly over the second set of cars, into another tight left hand turn. Again, accelerate along the straight, and across the final set of cars to the finish.

    A few additional notes: All the signs and poles on the track have been set with no-collide properties. The signs are for decoration. The poles are not necessarily meant for penalties. They are in place as a guide of where the racing course and direction is.

    For fun, the Truck Shop is in place for you to swap between your favorite trucks anytime you like.

    Credits (models and textures):
    Hot Shoe: Dirt textures, ramps, crowd texture, signs, wall banners, step van, cement floor, exterior arena textures, caution tape, turn, start and finish poles, Connex trailer, arena model.
    Casey Graves and LiquidFire: Cars
    Casey Graves: Exterior and Interior dome texture, Wall tarp texture: (Wall tarp texture re-colored by me)
    Mark Colineri and RockCrwler: RV
    LiquidFire: Vans, bus

    Thanks: Special thanks go out to my beta testers:
    RockCrwler
    John Cavallini
    Justin Olander
    Tom P.

    Enjoy!



    Click here to download this file

  2. File Name: SanMarcoArena2ndStopOffroad

    File Submitter: Hot Shoe

    File Submitted: 28 Jul 2012

    File Category: Tracks



    San Marco Arena Off-road Pack– Author’s Notes
    By: Hot Shoe

    Thank you for downloading San Marco Arena 2nd Stop Offroad Pack for RoR Sim-Monsters! I won’t keep you long as I’m sure you’d like to get out on the track. First, some information:

    Extract the main zipped file to access the course layout picture and Author's Notes text file for important information. The file also contains the actual zipped file for this track.

    This version of San Marco Arena features a challenging off-road truck, and side by side off-road truck/Autocross racing course. These versions can be lapped as many times as desired.

    For information on how to run these races, please refer to the specific pictures included in the the pack.

    For the one on one offroad course: saoffroadlayout

    For the side by side offroad/autocross course: sasidebysideautocrosslayout

    A few additional notes: All the signs and poles on the track have been set with no-collide properties. The signs are for decoration. The poles are not necessarily meant for penalties. They are in place as a guide of where the racing course and direction is.

    For fun, the Truck Shop is in place for you to swap between your favorite trucks anytime you like.

    These are my favorite trucks to use while racing on the off-road versions of this track:
    Toyota Hilux Truck: http://www.rigsofrods.com/repository/view/1278
    Chevrolet S-10: http://www.rigsofrods.com/threads/67421-New-rebuilt-Chevrolet-S10-now-without-crashing
    Ford Ranger: http://www.rigsofrods.com/repository/view/2451
    Burnside Off-road: http://forumold.rigsofrods.com/index.php?topic=23799.msg215015#msg215015

    Credits (models and textures):
    Hot Shoe: Dirt textures, ramps, crowd texture, signs, wall banners, step van, cement floor, exterior arena textures, caution tape, turn, start and finish poles, Connex trailer, arena model.
    Casey Graves and LiquidFire: Cars
    Casey Graves: Exterior and Interior dome texture, Wall tarp texture: (Wall tarp texture re-colored by me)
    Mark Colineri and RockCrwler: RV
    LiquidFire: Vans, bus

    Thanks: Special thanks go out to my beta testers:
    RockCrwler
    John Cavallini
    Justin Olander
    Tom P.



    Click here to download this file

  3. The only single faced hits are the blue van stack (the bread van as I call it), the yellow bus stack on the opposite side of the track and the rv hit are single faced. These obstacle are challenging enough being right against the wall. Both stacks also trip the rear of the truck and throw the nose down and forward realistically, and the rv is easy and fun to trip over, while the side hits for the rv are easy enough at lower speeds. Just don't hit those ramps at high speed and you'll be alright. Slow down and setup the jump like you would for a jammer.

  4. On which jumps are you talking about? I don't mind looking into it but I've had no complaints from my beta testers (Rock, Tom P., and John Cavallini among others)...

    After seeing Rock's post, the pic's probably don't do this track justice. It's hard to get a good track shot on a venue this big with these many obstacles without risking spamming the topic with numerous shots from every angle.

    Beta testing has gone off without a hitch. On to the last few final steps.

    Thanks for the input and interest, though! :D :D :D

    And monster jam fan, that's a sweet looking track! I like the racing layout!

  5. Well just look at the download section hot shoe... give me 10 tracks are are not mj chicago style... world finals or what other monster jam tracks are there... There arent many.... There may only be what three or 4 that are not...

    Custom Series Finale

    Fayette

    SM Fall Madness 1

    Custom Louisville Figure 8

    Daytona (Daytona Straightline)

    Stafford Motorspeedway S-Track

    All Monsters Eve 1

    All Monsters Eve 2

    MTN Dew Arena

    RCD Stadium

    ORL Summer Smashdown

    Newland Field

    12 tracks, if not more in the downloads section that I missed.

    And im sorry i would but i dont have the time anymore to jump in and do it or i would....

    Then you don't have much room to complain.

  6. Crwler, your custom actually looks quite amazing. Who cares about it being show worthy? That looks like something out of MTM2 for sure!

    is there is personally too many monster jam style tracks out there... wheres the orginality??? mtm2 was full of that with the custom tracks... the classic tracks and other wacky creations... IMO

    I don't doubt for one moment that any of these guys have a lack of originality. What you have just said is basically like saying there are too many monster trucks out there currently when it is basically what this version of RoR is all about. I don't think there is too many MJ tracks out there at all.

    There are many talented creators here. They build what they like and make what they love. Some prefer the actual venues you see on a monster truck tour, or what you see on tv. Others (like myself) prefer building custom and fictional venues. It's a matter of taste and preference.

    If you feel that there is a so called "lack of originality", or "too many mj styled tracks and not enough customs", then I'll tell you something that I've always maintained over the years: jump in the sandbox, and make your own content.

    • Upvote 3
  7. Looks amazing, obsessionracing! Wasteland looks like a very fun track to just bomb around on. Dunno if you plan on releasing it, but that track looks like a blast. I also like how on your world finals track, the double jump has that kind of vert ramp look to it in the middle. Love it!

    And Tom, love what I see with that track, man. Looks great!

  8. Make what you like, build what you love. That's what I say. I thought both SKP and Blender would be to complicated for me to ever figure out. I proved myself wrong. I latched onto blender since it appeared to be the tool of choice by most of our developers and builders here. Blender seems to add more in depth control and ability to build what you like and make it as crazy or as mild as you like. Some SKP tracks I've seen look like they came out of, well, Minecraft (no offense to any minecraft players). Lol. Still, make what you like and build what you love.

    • Upvote 3
  9. Lets not start a war on whether back flips should be in monster trucks. Not meaning to be a dictator, or whatever word you may wanna use. I'm just saying. :D

    As far as making a truck do a forward flip, or roll (if I think that is what you mean by front flips) I've never had a problem pulling one off when one occurs in my freestyles...

    MAKING a truck more capable or able of front flips would possibly require tweaking the build and meshes of the truck. It's kind of unnecessary, and a bit of a cheat. Back in MTM2, we added vertex's to the rear so the truck could wheelie straight. Kind of an aid back then as the weird physics of the game took over and would make you wheelie at an odd angle other-wise.

    It's all about the ability and skill of the driver, and a little luck.

  10. Hello. Some of you know who I am by now. I'm David, or "Hot Shoe". I hail from the old MTM2 days, and can be considered a "veteran". I don't much care for the title or feel I earned it though. Lol. I raced numerous leagues with some of the best drivers and friends MTM2 had to offer, and built many hit tracks for the game. I hid in the shadows for about a year checking out the scene and watching the community here at Sim-monsters. My first post wasn't here in Introductions, but probably in the Help forum asking for guidance in dealing with Blender. Now I'm fully in the development of re-creating one of my unfinished projects from MTM2: San Marco Arena 2nd Stop (which I've posted previews on in Show Your Projects). I've met and gotten re-aquainted with many people who also played MTM2. So there you have it: my formal greeting, since I failed to make one in the first place. Lol!

  11. This MTM2'er made the transition. I recently realized I've been here on the forums over a year. I recently jumped full bodied into track making and have recreated San Marco Arena 2.

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