it's been a pretty long time since my last RPG was released - and since nobody cared for anything I released, why not try a [beta/present] for the new one? The path is finished already, I will do one last betatest in the following days, build some scenery
and then it's gonna be released. I even think about a little weekend-compet for the release (so it's at least getting played...).We'll see about that (if you're interested in such thing tell me - but: so many cups ahead already...).
Vienna Morloch - the idea accured after I took part in a discussion about nowaday-tracks with "useless flow", "being more like speed-techies than RPGs", "too short", "quite always the same" etc., so I decided to build an old-RPG-styled track with nowadays methods, still new tricks/stunts, a non-fs-flow (meaning not every corner is made for fsing, many technique-cps, etc.) and really long without being as hellish as D2.
Let's just align some facts about it:
CPs: 90 (5 rings, pretty obvious or in the way, still with MT-reminder)
AT: 30 mins for the final beta, I hope to get it around 25 for the final version, "perfect" time will be something around 23 i think - first run times will be up to 4h.
CC: a little above 20k atm (8.6k blocks), i think with scenery and final fixes it will be ~23k in the end (so pretty much bm, still not messy and, ofc, with as less flickering as possible.
Time spent building: ~60h so far - not too much, many many cps are kept very simple - the first built 60 cps were made in ~25h, but since the structure of the track is pretty fucked up you'll get a nice mixture of building-demanding CPs and ones that were easy to build.
Difficulty is not too high, but still challenging for most of the drivers. I tried to keep it all on a very driveable level, tho there are, like always, some harder and some easier CPs, but the hardest part about it will be the pathfinding.
Mod: Rust Mod (The green hell) by stromek
Story: Not yet, will follow, but won't be too much InGame MT, mostly for Intro/Outro
I'll close with some pics (dont forget: scenery is not yet finished):
I don't want to go into too much detail - no single CP or no detail-view could represent a part of the track, so I decided to do 4 overviews (from every corner) and 4 partial views.
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