I think the problem with that is also in the way it was initially set up to find and use them. There would be no icons on the map for these custom start points, and without a decent search feature it would be even more impossible than it already is for others to find and play them. I suppose they might be able to create and show a custom event icon within your own game world for these custom routes, that could be helpful. But they really need to implement a new and specific section in the menus devoted entirely to your custom routes and searching and finding all others’ custom routes, regardless. Tacking it onto the current blueprint search function is not good enough at all.
There seems to be additional logic for the starting points already in place, I think it’s more complex than just dropping checkpoints or else we’d be able to do basic things at the very least like reversing the starting direction from the ones that already exist. That’s another aspect which was unforeseen and wound up being extremely limiting.
Whether any of that happens, they should at least add the custom route option to the unused event icons and starting locations on the map, like the ~20 Street Scene locations that are currently worthless for custom route creations. And why not add Street Scenes with traffic as a custom route type while doing so? Still a huge letdown that it’s not an option.
Is there any way to change the direction the route starts? I tried turning around while creating the route but it wont work, it starts in the original direction, i want the oposite direction
It is odd you can’t choose your starting direction. If you just turn around and make one you do get a god head start though. Watching the ai crashing into each other trying to make a 3 point turn is quite fun though.
I checked how many checkpoints you can add when painting a route, and it seems to be a maximum of 249. If you add one more, it won’t let you add another checkpoint or a finish line.
It seems to be buggy this way. When you’ve placed the max number of checkpoints it should still let you place the finish line, but at 250 checkpoints you can’t. You might still be able to drive back through your last checkpoint to remove it, and then be able to place a finish line.
Regarding swapping the direction of the starting grid, you can’t. They might add it in a future update, but for now it’s not possible.
One more problem I want to tell about route creator. When you setting up a blueprint and don’t want to limit other people in car selection you choose “anything goes” - it’s OK but when you start the co-op race in open lobby and choose a car for example in A-class how do other people would know what class to choose??? It should be additional limitation after you chose the car like with other races in compain! So if you chose A-class other people you invite should be able to choose anything but within A-class limitation.
And this problem is the same even with seasonal events. Yesterday I chose A-class Dutsun to complete PvP seasonal event and ended up with two guys usind stock D-class Dutsun. Really?
I’ve just spent a few hours plotting out cross country races on maps I printed out. When going to the games options to make checkpoints and routes I came to realize that there just isn’t the ability to do a good job. You should be able to place checkpoints first and then when they are placed correctly go back and make the route. Being able to delete or move an awkward checkpoint would be a great help, as would being able to save a work in progress so you can participate in Forzathon events and then return to plotting races.
The route creator is definitely buggy. I tried creating dirt round tracks the whole weekend. Here’s the two biggest bugs:
“CHECKPOINT MISSED” BUG:
Not capable of going down a dirt road, then go somewhere else and return to the same dirt road to drive it in opposite direction. Doing so will ultimately lead in a ton of “missed checkpoint” alerts and a reset loop with no escape.
Those missed checkpoints aren’t there, supposedly the engine tries to either count the opposite direction’s checkpoints or those from Playground’s original route, the created one shares the starting point with. I think it’s the latter as it showed impossible to reverse parts of an official route, whereas at times I could go back and forth one dirt road as long as no segment is part of an official route.
INFINITE COURSE BUG:
Sometimes, after finishing creation of a round course, during testing it shows the engine forgets the last couple of checkpoints (or occasionally some inbetween) AND the finish line, rendering an endless round course with no means of saving the work.
Bug 1) is really rendering the route creator useless for dirt fans like me, especially for round courses without excessive amount of street/road inbetween dirt section. Other than roads and streets, dirt roads are losely spread across the map with only few interconnections
There’s more, like missing miles/km counter, checkpoint counter (you can run out of checkpoints, losing hours of work as it happens with either very long routes or tricky ones), real function to delete checkpoints…
I love how you can just drive and build the route while doing so, it’s brilliant imho. Just not usable as is for creating seamless dirt round courses without road/tarmac in them.
I don’t think there’s a time limit at all for the creation process. Spent hours trying to get my dirt routes done and went to have lunch, then to the grocery store, playing with my cat… hours later I came back to my car that was still sitting on the gorgeous dirt road waiting for me to hit the pedal and continue the route I was in the middle of creating. So as long as your machine (in my case the original Xbox One) keeps running, you should be fine
Theres nothing quite like making 40 mile gymkhana all around the map which takes quite a while. Then, you test drive it and 6 checkpoints in it says you missed one when you didnt. Bugs out and there goes an hour or so for nothing. What fun!
Can you put in a request to increase the amount of blueprints shown or give a reason why It seems to be 15 max and 1 for any given starting point. and we should be able to delete blueprints.
Is there a limit to how many blueprints can be shown in your own creative hub?
My latest track wasn’t showing up, then I played it and it showed up but now another one is not showing up. And the worst part is I don’t remember all the starting points for my tracks so it could potentially be lost now.
Also will we be able to delete blueprints we don’t want soon? If there is a 20 blueprint limit it’d be nice to get rid of ones we don’t want to make space for ones we do.
And, I’ve found a long way round to finding my friend’s creative stuff that just isn’t showing up in the friends tab under the blueprints section: you have to pause, creative hub, photo gallery, search (button on controller), creator, enter player’s gamer tag, creator info (x on controller), view creative hub, blueprint events shared.
That’s really long winded.
It’d be nice to be able to have an option on the map to see our own, friends, favourited blueprints. Like how you can change to see road, cross country, etc events. And be useable ‘offline’ too (I don’t play in ‘horizon life mode’).
So yeah, a few improvements I hope are now brought to your attention, especailly the blueprint limit/missing issue.
Ive been playing around with the route creator to see if i could essential trap drivatars at the start so i could drift a gymkhana style course with out ai messing it all up. So i did some routes around the docks by goliath and started the race. All were stuck, no movement. They were under the dock while the checkpoint was on top. I pulled aside to watch and they started teleporting up to the top.In another case, they were all stuck, absolutly no way to complete. Instead the drivatars were teleported back to the track skipping two checkpoints and trying to get back to me. So as long as your watching theyre stuck and stupid. You turn away and all of a sudden what previously was the ultimate obstacle, is now done like it was nothing. In conclusion, even if you cant complete a route, drive away and come back and the ai will have you beat. I understand that without this system you could farm in a way. If only you could make a route and just try to do time trials on it. Hhhhhhhhmmmmmmmm
For the love of God, please do something about the route creation system, specifically the check points bugging out, I was in a self made race for an hour and 45 minutes and on the 10/10 lap my last check point didn’t work, even thought I did it close to 30 times prior. The “drive as you make” route creation is stupid, the AI follow the driving line as it’s being created so if you slow down to make a good checkpoint, the AI follow that, It’s stupid. You should be able to open your map while creating a route so you can see what kind of path you want to take instead of guessing with the mini map. you should, in all intents and purposes, be able to just create a route by drawing one on the map and then test driving that. You guys need to make a ton of severe quality of life changes with the route creation system, TL;DR: Checkpoint glitching, AI drive line, different ways to make routes, new ways to place checkpoints, access to the full map while creating, and also (just a nit-picky thing), give the player influence and normal race rewards for test driving the race, it’s still a race just like all the others, we should be rewarded for it.
I’ve tested this extensively and they only follow the line to a point, tight hairpins just don’t really work properly. The AI seems to either follow the laid down driving line or turn about halfway round the corner and then floor it at a wrong direction completely off the road and normally missing a checkpoint. Whether they take it properly or not seems to be completely random, car choice and drivatar seemingly make no difference to when they mess up. I’ve tried laying down various approach lines to hairpins in every type of car from D class to S2 and some hairpins always give a chance of breaking the AI.
Yeah, it’s the player influence bubble as I call it, once the AI gets outside your bubble of a few hundred metres they stop being impacted by the same physics as the player.
If you know the route that you want to take already then you can send the AI off on their own little adventure while you complete your own course. Just make sure that you don’t place any checkpoints and that the finish line is where you want it to be. Then set the AI route to be either much longer or shorter to get to the finish so that they don’t end up in your way. I’ve made a few rally stages and hill-climb courses using this method and it works essentially as a time trial (set AI to unbeatable to start from the back of the grid to minimise chances of getting crashed into at the start as well).