Nova's really good circuit layouts (Blackwood TC ver)
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2017-09-19, 13:38
(This post was last modified: 2017-09-20 13:56 by AOR Nova.)
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Nova's really good circuit layouts (Blackwood TC ver)
Thank you all for your support for this series. It means a lot to me in terms of progress and motivation and it is of great help.
Moving onto from the well requested layoutting series on the LFS forum (https://www.lfs.net/forum/thread/90485-N...it-layouts) which have provided tracks for the acclaimed Rony's Tuesday Fun Race, 9397 and Lo Events, I'm now here to revitalise some layouts for you. Thus... presenting.. Blackwood Ver 1.3 Blackwood always had space for amendments and interesting facilities. It's no wonder it's been appropriately and affectionally nicknamed "Boringwood", and not just because of it's map size. I've taken to task to revamp Blackwood with the mentality of Sydney, and I do hope everyone enjoys what I'm about to present right below! The changes that have taken place : > Industry Lane* (Junction and Road) EDITED BELOW IN VER 1.4 The current Industry Lane is a tad messy to say the least. With 7 out-of-place parking spaces strung out on either side, the raised cheverons and the recently added central armco, it's an accident magnet. Not only that, wrong waying is encouraged due to, simply - the design. A "Z" obstruction would just make people want to go around it, and with the armco, there's no way of backing out. Single lanes don't help chases, either. With the new design, the street has been much more opened up. Several, more simple soft-bump central marking seperates the lanes along the street, and widens the lane gap between lanes. With the soft humps, chases can have space to manoeuvr in traffic, as well as allow cars to duck back to the right lane should they find themselves in an awkward situation! This should drastically reduce wrong-waying incidents as well as reduce clumsy incidents. > Storage Yard -> Industry Lane EDITED BELOW IN VER 1.4 A lot of thought went into this particular area. The "triangle" has been ditched for a more conventional roundabout! Still the same time taken if you wish to U-turn back to Industry Way, while reducing the risk of heavy accidents from speeding cars on Storage Yard. Filters the traffic much better, so that both Industry Lane traffic and Storage Yard traffic may have an equal merging rate! > Spawn Zone A formalised carpark has been bordered around the Safezone, which will encourage less stunting in the vicinity of the spawning area, and of course clearer left/right exits so you don't end up accidently headbutting a car leaving the spawn. Paddock area is still intact and cut-throughable on the right side from Pitlane, out of frame. Simple! > Connection Lane Horizontal -> Dawson Road The previous T junction has been ditched for a more refined 4 way junction, with greater lane spacing and a less acute turning angle, which will reduce awkward right turns off Dawson Road (which people avoid, and go WW). The extra junction lane goes for.... > Blackwood Carpark The Blackwood Carpark has now been divided into two seperate areas with purpose! On the top you have a scaled down drifting arena, which only just recently made an appearance on the servers! In the main frame, is what I shall now call "Event Arena". This area is meant to be used either for stunting (the obvious), or, for one-off events such as drag, car darts, or banterous... banter (Ay, Chuck! ). In doing so, Connection Lane has now got proper armcos on either side - making it an actual street! Hoorah! > Storage Yard (Let the entertainment stations commence!) Several interesting stations have been introduced to the Storage Yard. No more boring times around the yard now! Car Chess Presenting, the "Chess" high-element course. Named with a meaning, the peril of height and unstable containers coupled with multiple angry (or just plain mean) players will all be against you as you fight to stay on the containers. A up/down ramp is provided out of harm's way at the side of the fence, and I personally recommend no more than 6 players! King of the Hill Ahhh. The classic. King of the Hill, TC edition. Rules are simple, jump, stop, stay on container for as long as you can. Extra challenges include : gaping holes between containers, busted suspension, maniacal rivals, banana peels... - oh wait. You get the point. No player limit on this station! Keep your car on top for as long as you can. Balls of steel recommended. > Storage Yard Pit Boxes With fun games comes the need to repair. Certain areas have been improved! Refinement made to the North wing Pit for greater pitting ease, as well as resting parking spots, just in case. Anti-ww humps have been added to the perimeter of the Central Pit to prevent dangerous rejoins onto the roundabout, and just to keep things clean! West Wing Safezone and Pit have been left untouched. - - With all these changes, comes great effort. A great amount of hours were spent not just on creating, but on ideation as well. Several ideas were crushed, torn and binned in the process. A tough few days but I'm pretty pleased at the outcome. I hope all these new changes will go down well with all of you guys! As usual, I am open to any feedback you may have. Simply pop them down in the comments and I'll take a look when I can! Your opinions mean greatly to me, thank you! Cheers! AOR Nova (Courtesy of Nova's Really Good Circuit Layouts) https://www.lfs.net/forum/thread/90485-N...it-layouts // Ver 1.3 has been given to Spark for review and forward. tq |
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