Results 1 to 18 of 18

Thread: Sao Paulo Circuit

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow Sao Paulo Circuit

    I formed this thread for development ideas for the Sao Paulo street circuit. I know Xpand and Oryx Crake are the ones that will develop it, but I simply wanted to have somewhere to submit ideas for the circuit itself.

    Firstly, Xpand told me that this track would only be run on at night. After playing (and beating) WipEout XL, I thought of an interesting addition to the night: Thunderstorms. Part of the difficulty of Spilskinanke is the blinding lightning flashes throughout the race, and it has been made clear that Sao Paulo will be a tough circuit. Driving rain and lightning flashes would only add to the unique difficulty of it.

    I also liked the idea of Mike458 of having an underground section, sort of like the sections in Subway in 2048. It wouldn't have to actually be a subway, but it would add some interesting height and visual variation to the circuit.

    Finally, I was just wondering out of curiosity if you guys were planning to implement skillcuts and track splits on this circuit, like the style in 2048. I think that would be another great addition to what will already be a unique and exciting circuit.

    Edit: Nice DC ground textures, the leaves really add a lot of believability to the forest section. (screw you forum for thinking believability isn't a word! )
    Last edited by DDD113; 3rd December 2013 at 12:40 AM.

  2. #2
    Join Date
    Feb 2012
    Location
    HE, Germany
    Timezone
    GMT + 1
    PSN ID
    docfo4r
    Posts
    1,044

    Default

    Hey there

    Sao Paulo will have rain, we experimented with this in Unity already. I dunno about lightnings and thunder rumble but the idea isn't bad so I am curious what Ric thinks about it. Bruno [BrunoDG] was in Sao Paulo this summer and filmed some sights and streets, it also included an underground section so I see no reason why we shouldn't include it...
    So, yeah. Would be nice if Ric and Theo can maybe share their ideas and visions in here aswell since I am also not fully aware of that and it would be great to collect some ideas together!

  3. #3
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    Cool, I'm ready to see what they're thinking; there's nothing like a good street race! The lightning/thunder was just something I liked from 2097 (and I'm nostalgic about those old games ), so I thought I'd just mention it here.

  4. #4
    Join Date
    Oct 2013
    Location
    United States
    Timezone
    GMT -5
    PSN ID
    pp-123
    Posts
    199

    Default

    Well then, I have made a track plan!

    Sao Paulo.png

    KEY: Green: Start/finish line
    Blue: Checkpoint/sector mark
    Red: Underground section

  5. #5
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    Same comments as on the other track plan thread, too long, too complex, simplicity with style is the name of the game here.

  6. #6
    Join Date
    May 2012
    Location
    Adelaide, Australia
    Timezone
    GMT + 9.5
    PSN ID
    dreadofmondays
    Posts
    314

    Default

    Tracks are not just squiggly lines! Wipeout tracks are designed over many iterations. In our case, we put a focus on particular elements that are fun to fly and match the mood of the track. We also focus on landmarks and setpieces in the design; for example, Cassy's chicane and underground sweep. If you're going to design a track layout, start first with the type of gameplay you want to enable through it (in saopaulo's case, street-racing) and start considering elements that are fun to fly and work well with this concept.

    Keep in mind that Sao Paulo is going to be a new player's first introduction to actually racing, and it's entirely possible that it won't be that difficult to seasoned players. The first proposal of the track was quite tame, and the inclusion of civil traffic that needs to be avoided means that this map can't really be approached from your average Wipeout perspective of tight corners that require precision to do well in.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •