Btw, if anyone doesn't know what Sao Paulo looks like, here's a map:
Attachment 8333
Woot! 100th post!
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Btw, if anyone doesn't know what Sao Paulo looks like, here's a map:
Attachment 8333
Woot! 100th post!
You should add a corner sort of like the one at the beginning of Firestar in the original WipEout. Where there is slightly-banked a shallow right turn and a slightly-outward-banked sharper right turn, the sharper one being loaded with speedpads and being more difficult to navigate, but providing a better entry into the next corner. They would both lead into a double-helix split. Like the idea?
(Also, the shallower turn will have weapon pads.)
S. Paulo circuit is a campaign only street racing course, like on the streets of the city. Think Need For Speed Underground and you'll get close. Plus no weapons because the Thruster can't use them.
Campaign only!? WHY?! *calms down*
Because it's non standard and scripted. You can replay that campaign event as its own race mode.
You could at least make it available in racebox or something once you beat the campaign :(
I also had an idea for a track where the "starting grid" is actually above/outside the track, and the ships are on electromagnetic rails, being launched off onto the track at high speed. Just an idea.
That's what I said, you can replay it in the Event mode.
Also this thread is just for S. Paulo's circuit, which only needs a creative interpretation of the city in 200 years and not just a free track design.
Also try to keep in mind the current game mechanics. All those ideas are nice and all, but to put them in practice would require to remake some game mechanics and create specific models and we're not a 100+ person team.
This thread is for S. Paulo's circuit only.
Unrelated posts moved here.