Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
870
93
I think I'll be taking a break from track making. Don't expect anything new until that time's over. My focus is now updating existing tracks.

1614232642439.png

However, this and Seattle will likely be the next two tracks I'll do.
 
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SprintRacer92

Well-Known Member
Hot Pass Member
Mar 9, 2020
574
93
92ryan67a
I still don't get anyone telling me what's wrong and what can be improved (other than cameras) since 99% of people who download a track (or any resource for that matter) choose not to review it,
I don't review the tracks yet because you post them as betas, so I expect unfinished work. I know how damaging a bad review can be, so I don't do that for something that should be classed as unfinished. If your looking for criticism, here's my harshest harsh I can throw you:

-SLOW DOWN. Your tracks have a huge amount of potential, but most of that potential is thwarted by your innate ability to pump them out like candy. If you were to make it a three day process instead of one day, your track quality would be boosted heavily. Take day one for skeleton work, day two for AI perfection, then day three for decorations. Almost every track of yours looks rushed and incomplete, weather its the AI lines being lazily duplicated for Cyclone (pre-update, haven't tried the bigger version) or just your lack of unique scenery in general. Take your time and really give each track polish, shine, and personal care. Your most agregous case of this has to be Complex String, where not only did you never add any LP lines, but you can also clearly see into the void, a huge nono when making tracks.

-All your tracks feel the same. I really don't know where to start with this one, as its kind of a hard thing to tap into. Long of the short, using other tracks assets isn't a bad thing by any means, but you use the same asset list across the board, giving your tracks a distinct connection. If that's what your going for, great! But would suggest to invest in making some custom wall or track textures.

-Stop releasing BETA, and either update tracks to finished works or upload finished tracks. I want to take a sidestep here and talk about my tracks to I can show by example on why uploading BETAs is not ideal. Three Seven Speedway was uploaded as a complete track, is has some bugs sure, but its extremely polished and had hundreds of hours from my beta testers to catch any goofs I made. Its reception with its high support and volume of downloads made it clear that I had done a good job. Air Base was uploaded as a beta, and it might as well have stayed that way. 90% of complaints about Air Base have been fixed already, yet I keep getting them because no one downloads updates. It also left a bad taste is some people mouths seeing the AI so unpolished. I still get messages about glitches I've fixed months ago. It just creates more problems than needed, and gives you a bad reputation as a track maker when people don't understand they don't have the update version.

I do hope this helps, and that you take this to heart here.
 
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Jonny683

ZRW Alum
Hot Pass Member
Jan 5, 2017
143
63
I don't review the tracks yet because you post them as betas, so I expect unfinished work. I know how damaging a bad review can be, so I don't do that for something that should be classed as unfinished. If your looking for criticism, here's my harshest harsh I can throw you:

-SLOW DOWN. Your tracks have a huge amount of potential, but most of that potential is thwarted by your innate ability to pump them out like candy. If you were to make it a three day process instead of one day, your track quality would be boosted heavily. Take day one for skeleton work, day two for AI perfection, then day three for decorations. Almost every track of yours looks rushed and incomplete, weather its the AI lines being lazily duplicated for Cyclone (pre-update, haven't tried the bigger version) or just your lack of unique scenery in general. Take your time and really give each track polish, shine, and personal care. Your most agregous case of this has to be Complex String, where not only did you never add any LP lines, but you can also clearly see into the void, a huge nono when making tracks.

-All your tracks feel the same. I really don't know where to start with this one, as its kind of a hard thing to tap into. Long of the short, using other tracks assets isn't a bad thing by any means, but you use the same asset list across the board, giving your tracks a distinct connection. If that's what your going for, great! But would suggest to invest in making some custom wall or track textures.

-Stop releasing BETA, and either update tracks to finished works or upload finished tracks. I want to take a sidestep here and talk about my tracks to I can show by example on why uploading BETAs is not ideal. Three Seven Speedway was uploaded as a complete track, is has some bugs sure, but its extremely polished and had hundreds of hours from my beta testers to catch any goofs I made. Its reception with its high support and volume of downloads made it clear that I had done a good job. Air Base was uploaded as a beta, and it might as well have stayed that way. 90% of complaints about Air Base have been fixed already, yet I keep getting them because no one downloads updates. It also left a bad taste is some people mouths seeing the AI so unpolished. I still get messages about glitches I've fixed months ago. It just creates more problems than needed, and gives you a bad reputation as a track maker when people don't understand they don't have the update version.

I do hope this helps, and that you take this to heart here.
I agree on the custom stuff. You use the same signs on all the tracks. Like, I also suggest mixing it up with new signs and such.

Like, I should of said this, but the walls in the banking of Salt Lake aren't leaning like they should. They act like ramps if the car goes into the wall.

You have gotten better, and I think that you should go back to your old tracks, like Capri, and make changes, like the cameras. I'll even make a placement list of where you could place them.
 

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
870
93
I don't review the tracks yet because you post them as betas, so I expect unfinished work. I know how damaging a bad review can be, so I don't do that for something that should be classed as unfinished. If your looking for criticism, here's my harshest harsh I can throw you:

-SLOW DOWN. Your tracks have a huge amount of potential, but most of that potential is thwarted by your innate ability to pump them out like candy. If you were to make it a three day process instead of one day, your track quality would be boosted heavily. Take day one for skeleton work, day two for AI perfection, then day three for decorations. Almost every track of yours looks rushed and incomplete, weather its the AI lines being lazily duplicated for Cyclone (pre-update, haven't tried the bigger version) or just your lack of unique scenery in general. Take your time and really give each track polish, shine, and personal care. Your most agregous case of this has to be Complex String, where not only did you never add any LP lines, but you can also clearly see into the void, a huge nono when making tracks.

-All your tracks feel the same. I really don't know where to start with this one, as its kind of a hard thing to tap into. Long of the short, using other tracks assets isn't a bad thing by any means, but you use the same asset list across the board, giving your tracks a distinct connection. If that's what your going for, great! But would suggest to invest in making some custom wall or track textures.

-Stop releasing BETA, and either update tracks to finished works or upload finished tracks. I want to take a sidestep here and talk about my tracks to I can show by example on why uploading BETAs is not ideal. Three Seven Speedway was uploaded as a complete track, is has some bugs sure, but its extremely polished and had hundreds of hours from my beta testers to catch any goofs I made. Its reception with its high support and volume of downloads made it clear that I had done a good job. Air Base was uploaded as a beta, and it might as well have stayed that way. 90% of complaints about Air Base have been fixed already, yet I keep getting them because no one downloads updates. It also left a bad taste is some people mouths seeing the AI so unpolished. I still get messages about glitches I've fixed months ago. It just creates more problems than needed, and gives you a bad reputation as a track maker when people don't understand they don't have the update version.

I do hope this helps, and that you take this to heart here.
So I'll be honest, a lot of what you said isn't particularly helpful to me. I am well aware of the quality of these tracks when I work on them 6-10 hours and decide they're good enough to be released. I haven't said this yet, so I'll say it now: the number one person these tracks are for is me. The fact that I enjoy driving on them comes first, and I am largely only concerned about that. I release them to the public because someone that's not me may enjoy driving on them too. I listen when people say certain things need to be fixed, and if I agree, I'll add it to my list.

The release of Motorland was my 25th track. 25 unique tracks I can drive on in my own custom championship, made by me. When I notice a particular thing I don't like and want to change about a track, I add it to my list. I never do AI races (races I watch and don't participate in) so cameras were always the least of my concerns, (sorry, Jonny.) and only recently I decided to teach myself how to make cameras for others' benefit. In addition, I'd like to add that I pretty much only like to race on my own tracks, with paints I made as my player car, and have even thought of deleting all the papy tracks because I never race on them, but haven't yet because I use the assets in them for track building.

I was never looking to impress anyone, nor do I care if my tracks are downloaded or not. If people like them, great! If they don't, that doesn't bother me. As for object variety, I'm not going to make my own 3dos, so I'm limited to what has been made for tracks already. I have made custom mips for tracks though (See: Pine Hills, Red Rock, Chalk Canyon, Test Course GT4) , and do that when I feel like it would help the track environment better suit my tastes. The best I can do willingly is stop making new tracks for a while and continue making updates for existing ones. I won't say mine will never be final, but I have made steps towards getting one closer to such on a fair amount of my older work. However, the beta posting isn't going to stop; it's my method, and I don't think it needs to be changed.

I agree on the custom stuff. You use the same signs on all the tracks. Like, I also suggest mixing it up with new signs and such.

Like, I should of said this, but the walls in the banking of Salt Lake aren't leaning like they should. They act like ramps if the car goes into the wall.

You have gotten better, and I think that you should go back to your old tracks, like Capri, and make changes, like the cameras. I'll even make a placement list of where you could place them.
Your second line is the most useful type of advice to me. I got that advice in a review for the track already and was working on fixing that issue, along with a few others I found.

If you wish to contribute camera placements for existing tracks, I'd be more than happy to implement them for you, but I'd rather not make an update that's JUST for new cameras.
 
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KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
870
93
Here is that list I keep talking about, by the way. It's the kind of changes here that matter to me the most.

Special Stage Route 11 (Gran Turismo 3 )
-street lights, curbs, trees, and other additional details
-change track shot to match the theme of the other GT3 tracks
-change start/finish line texture

Super Speedway (Gran Turismo 3 )
-wind turbines behind turns 1&2
-windowed buildings above pit garages
-sponsor decals on red walls
-finish lightmapping track
-generic overhead banner for S/F line

Pine Hills Raceway (Destruction Derby 2)
-backstretch jumps
-jumboscreen on backstretch and straight between turns 3&4
-generic overhead banners
-fix backwards grid lines and full pace lap positions (done)

Test Course (Gran Turismo 4)
-track side objects - signs every 100 meters, special signs at 400 and 1000
-track surface decals - number every hundred meters
-obscure infield void somehow
-change start/finish line texture

SCA Motorplex (Destruction Derby 2)
-fix the pits somehow

Chalk Canyon (Destruction Derby 2)
-rock texture for tall canyon walls

Complex String (Gran Turismo 3 )
-trackside objects
-reflaps, rerecord pit lp or merge to pit line sooner?
-change track shot to machine test screen?

Red Rock Valley Speedway (Gran Turismo 2)
-add more custom textures to tall walls (elf, pirelli, etc.)
-add more lights around track

High Speed Ring (Gran Turismo 4)
-place water texture where bridge is
-general increase in detail
-add overhead bridges where they appear

Cocoa Beach (Nascar Thunder 2002)
-general increase in detail, mostly infield and outfield

Mid-field Raceway (Gran Turismo 3 )
-make first tunnel walls taller
-add grass to right side of first tunnel
-fix floating tree before first tunnel near tent
-fix collision on downhill section armco and pit wall
-fix turn 1 banking
-fix first frontstretch bridge height
-add similar building to straight before first tunnel
-lower frontstretch stands some?
-changed TV1 and Pit Lane 1 cameras a little

Grand Valley Speedway (Gran Turismo 3 )
-general increase in detail including doing something about the barren bridge section
-mark grass before 43rd place stall as pit stop
-change tunnel textures to something better
-add tunnel roofs
-change forest textures to opaque ones where they look like they would fit in, otherwise put the opaque forest texture behind the transparent ones

Caprio County Raceway (Destruction Derby 2)
-generic overhead banners

Shooting Hoops (Ridge Racer Type 4)
-try to make the walls nicer, fill them in somehow
-add additional details such as Galixian picture, overhead signs "Shooting Hoops", "Real Racing Roots '99"

Deep Forest Raceway (Gran Turismo 3 )
-add as much detail as possible
-fix full pace lap rows, they are backwards (done)

Test Course (Gran Turismo 2)
-move flat trees a little farther away from the track
-signs every 100 meters on the front stretch

Dustbowl (Nascar 2001)
-add any more detail possible

Salt Lake Speedway (Nascar 2000)
-marked one more section of apron before pits as "apron near pits"
-add dotted line in middle of pit lane
-marked walls on right side of track as perpendicular, but may need to change x-section position to include walls
-added some more infield decoration
-tried to fix pit lane unevenness and widened it some

Beginner Course (Gran Turismo 4)
-more track side objects
-track surface decals: GT logo on final turn, course logo on inside of chicane

Stadium (Destruction Derby Raw)
-changed distance between pit stalls from 12 to 15 meters
-changed outside fence wall type so cars don't get stuck in them
 
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KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
870
93
I've let another month go by again. I've been taking a break since my last update and the last two weeks I have been recovering from Bell's Palsy, which has been complete misery to endure. I updated the list of tracks I made in post #2 to reflect the phases I've gone through working on tracks. Series I now refers to my first batch of tracks ranging from September 28, 2020 to October 26, 2020, and Series II refers to the second batch, accounting for January 26, 2021 to February 24, 2021. The focus right now when I decide to get back to work is to start fixing up tracks and release 1.0 updates for them, but Series III will likely begin when I grow tired of making updates on existing tracks and want to go back to making something new. However, updating existing tracks will still be my number one priority, and the first thing I'll be doing; said updates/fixes are detailed in the list above. I don't know when I'll come back, since I just bought a lot of new games to play, but I still have to get better, too... here's to hoping this will end real soon.

Thank you all for following the development of my tracks and all the support I've received from you since joining Stunod.
 

Ongias25

Well-Known Member
VIP
Hot Pass Member
Jul 31, 2016
258
93
So sorry to hear about Your illness. No need to apologize. You've done a lot already and We all appreciate Your work and tracks!
 

Jonny683

ZRW Alum
Hot Pass Member
Jan 5, 2017
143
63
So, if you're working on tracks, Stadium could use some work. It's a mess just on the pacing lap, and the cars below a certain point are slow.
 

NASCARDalek48

Rookie
Cold Pass Member
Jun 7, 2021
0
1
I have the Texture files for the NASCAR Kart Racing Cars. I tried putting editing in the COT Mod, but I don't have the patience or time to actually make them. Plus I don't have much talent when it comes to making paint jobs.
 

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  • NASCAR Kart Racing Car Textures.zip
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KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
870
93
Lost 45 minutes of work when Sandbox decided to delete both my main save AND the backup of this track, but I was determined to remake it again so I did.
1624699513493.png
 
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