Community Championship Routes

Dear PG,

Can i ask who made the choice to use the 2 Blueprints you picked for this weeks community championship, involving the Ken Block Focus Gymkhana? I’m not the only one that feels this way but the last race is absolutely shocking (to put it nicely) The AI are all over the place and as a result, they mess up the players race, there’s one really tight turn just out side the quay, that AI don’t even know when to brake. Not fun when you’re leading and you then get the whole grid piling into you, as you brake for the turn, then end up finishing in a random 8th place. 7 times i had to restart this race, in my 7th try, i literally pulled to one side and stopped, waited for all the AI to overshoot the turn and then carry on.

Adding players blueprints to the Championships each week, is a great idea and i get you’re trying to involve us all and inspire us to make blueprints and so on but can we please not add blueprints like this one again.

There is some drama behind this that we wont get into.

I recommend trying my submissions out though unless it is a non winner one. Both start by the quarry and designed specifically for AI stability and tested for use with a stock model and untuned focus 9.

The first is a circuit race using the starting point on west side of the quarry. A fun gymkhana four lapper that is under five minutes. Enjoy the lighting at night on this track. Careful on the hairpins.

(ERROR! The other starts at the cross country on east side of quarry). EDIT LOCATION CORRECTION: This other track is derwent reservoir, the start location north of the dam on the west side of the river: It is a high speed traditional rally with forgiving checkpoints and a fast drivertar performance. Enjoy the sun and environment as it slowly transitions from the forest and wet post rain to dry gravel in lightly wooded hills.

If my course is one of the three, or you try those two, I would most appreciate your feedback.

Not seeing any of your tracks showing from these locations (and your signature). What is your username in game as may be able to find them under friends\followed?

Edit: Found em, enjoyed the Block around the Rock, some nice turns where you can hang your arse out around them.
Very limited amount of actual tracks show in the various tabs which doesn’t help people to find new routes.

I love the exploit races they have been using.
Put it onunbeatable like it was intended. Avoid the AI and wait for them to wreck out. I admit, the sprint was a bit of a challenge, I had to run the event twice just to learn that track enough to win.

Those tracks were also done weeks ago so are deep down in the pile. Only way will find is if they start trending or if actively searched for.

Might go look them up and give them a shot, but I’m not a huge fan of letting my tail hang out there. That’s a little too slow for my racing style. Since they are dirt tracks some sliding is to be expected, but if you designed it for drifting then it’s not a race course.

Nope. Not designed that way. I prefer traditional rally style. The checkpoint setup took consideration of that type of driving style so those that want to arent punished. It is hoonigan so if couldnt do it would defeat the purpose.

@vaporisor … I am assuming you’ve done loads of custom routes? how many show in your creative hub? then when you open the routes in the hub, how many can you see? finally, if you search for your custom routes, how many results do you get?

reason I ask, my hub shows 54 Blueprints, open it and it displays 11 only. Do a search for my routes and I get about 17 results. Now, I have created over 200 custom events and I am puzzled by these numbers … why don’t all portals to my routes show all my routes?

road races alone, I have created 5 events at every start point click to view custom route road races

I seem to be sharing many routes that don’t actually get ‘shared’!

does anyone else have this issue?

I havent created that many. Maybe 27? I more do it just when inspired. In the crestive hub, last I saw was zero cause bug. I believe it only shows one blueprint per starting line only normally from when I was pondering that a while ago.

The second one from this week is my favorite so far, by far. It had more difficult and unique corners than others have had. Getting through it clean made me feel like I really did something, as opposed to the vanilla, not-very-memorable courses I’ve seen previously.

And I did it on unbeatable difficulty, as always, and it took more than half the race to take the lead. Up until that point, the AI wasn’t having problems. After I passed them, I don’t know what the AI was doing. If they bunched up, I don’t have a problem with that. If I don’t mess up, I’m going to be winning anyway, and I’d rather have a challenging course than have an easy course just so that the AI cars can handle it. The easier the course, the quicker they are going to be in the rear view mirror and out of mind anyway, and, besides, I saw AI cars having issues in previous weeks, too.

It was done well enough that I could have the driving line off and not get lost, and with the driving line on, the line didn’t lie to me. The only issue I could see with it was that a few of the checkpoints allowed for a lot of cutting, so I wouldn’t like it as much for a PvP, and at least one of the checkpoint could have been closer to make it less easy to get lost.

But for a solo championship, I liked this one so much that I ran the championship back just to do the second race again and tune the car a little better. I even liked the car on this course. I had zero problems with it, and after tuning before the second run, it felt like it was meant to be.

As for the choice to use these two, I liked the result so I didn’t have a problem with it from that perspective … but I also very much liked the choice to not have the same people do the routes 3 weeks in a row. I prefer more variety than having the community championship turn into somebody’s personal championship. I think that was the reason, and maybe they took from a previous week’s competition because of a lack of number of entries. Or maybe somebody just liked the routes as much as I did. Whether the case, I liked what we got very much.

2 Likes

I also really enjoyed the second race in the community championship this week, it’s a really well crafted technical course that actually requires a bit of delicacy and precision. I don’t use the driving line so I’ve become used to checking the mini map to see what’s coming up and if you do this, things like the tight hairpin bends directly after a jump don’t surprise you.

I just wish it was driveable with some proper rally cars.

@Abell and @Gibbons Alpha, I think your points are great one, specifically that you enjoy the tracks. This is an important weighting with custom routes. There are for me, five different considerations that all make a good route, we each have different values on what makes a good course for us.

  1. Theme
  2. Visuals
  3. Intended audience
  4. Readabilility
  5. AI effectiveness

This championship is can show how the different values can effect experience. We can ignore number 1 and 2 because those usually come at the end and are more for an inspiration of the route.

Intended audience is where your comments really fit in. The tracks are technical and with high stock tune S1. So no matter how anything else is done, people who like smooth flow/rhythm based fast tracks won’t like no matter what you do. It is a place where the wide range of different driver styles means that you will never have a championship that will please anybody.

4 and 5 are where the what a person values can really make a difference. Your two likes are potentially because the drive is most important and really want the drive. You will catch and appreciate details more like that great jump into the quarry.

while the dislikes tend to be more that a person cannot really read the course. Some people just are not wanting to have to memorize a track before they can make a run. Others want the challenge of the drivertars and pressure to their pace vs missing a corner because an airborne one hits you from behind. This was my experience with it. Checkpoints that create visual illusion or cause a misread of corners is no fun. Or specifically the one turn where I was leading and perfect line into a turn until a full speed drivertar smashes into me flying me well past the turn. First track winning by a huge margin because of drivertars missing the turns wasnt very rewarding or challenging. Having to restart the second track multiple times until could get a line that I could make that turn without losing doing to be smashed into a forest made it quite frustrating for me. Same route could be done with some refinement to give the same driving experience while also removing some of the negative experiences.