GJ's and I Spy's Workshop

Post your own tools and resources, as well as your cars and tracks.
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G_J
Posts: 18

GJ's and I Spy's Workshop

Unread post by G_J » Sun Sep 15, 2019 9:29 pm

Here my colleague and I share our creations.

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Uploaded 09/15/2019 Updated 1/26/2024
Download at Re-Volt World: https://www.revoltworld.net/dl/roof1/
Download at Re-Volt Zone: http://revoltzone.net/tracks/43467/Rooftops%201

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Uploaded 10/14/2020 Updated 1/26/2024
Download at Re-Volt World: https://www.revoltworld.net/dl/fair1/
Download at Re-Volt Zone: http://revoltzone.net/tracks/55030/Fairground%201

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Uploaded 10/14/2020 Updated 4/22/2022
Download at Re-Volt World: https://www.revoltworld.net/dl/fair2/
Download at Re-Volt Zone: http://revoltzone.net/tracks/55031/Fairground%202

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Uploaded 5/14/2021 Updated 6/21/2021
Download at Re-Volt World: https://www.revoltworld.net/dl/home-1/
Download at Re-Volt Zone: http://revoltzone.net/tracks/62217/Home%201

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Uploaded 5/14/2021 Updated 6/21/2021
Download at Re-Volt World: https://www.revoltworld.net/dl/home-2/
Download at Re-Volt Zone: http://revoltzone.net/tracks/62218/Home%202

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Uploaded 4/1/2022 Updated 4/3/2022
Download at Re-Volt World: https://www.revoltworld.net/dl/hospital-1/
Download at Re-Volt Zone: http://revoltzone.net/tracks/66089/Hospital%201

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Uploaded 4/1/2022 Updated 4/3/2023
Download at Re-Volt World: https://www.revoltworld.net/dl/hospital-2/
Download at Re-Volt Zone: http://revoltzone.net/tracks/66088/Hospital%202

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Uploaded 7/4/2023 Updated 10/14/2023
Download at Re-Volt World: https://www.revoltworld.net/dl/downtown-1/

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Uploaded 7/4/2023 Updated 10/14/2023
Download at Re-Volt World: https://www.revoltworld.net/dl/downtown-2/

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Uploaded 2/5/2024
Download at Re-Volt World: https://www.revoltworld.net/dl/elementary-1/

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Uploaded 2/5/2024
Download at Re-Volt World: https://www.revoltworld.net/dl/elementary-2/

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Uploaded 12/13/2020
Download at Re-Volt World: https://www.revoltworld.net/dl/roof_bat/
Download at Re-Volt Zone: http://revoltzone.net/tracks/56595/Rooftops%20Battle

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Uploaded 3/30/2021 Updated 4/22/2022
Download at Re-Volt World: https://www.revoltworld.net/dl/fairground-battle/
Download at Re-Volt Zone: http://revoltzone.net/tracks/60615/Fairground%20Battle

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Uploaded 6/21/2021 Updated 9/14/2022
Download at Re-Volt World: https://www.revoltworld.net/dl/home-battle/
Download at Re-Volt Zone: http://revoltzone.net/tracks/63176/Home%20Battle

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Uploaded 4/3/2023
Download at Re-Volt World: https://www.revoltworld.net/dl/hospital-battle/

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Uploaded 7/4/2023 Updated 10/14/2023
Download at Re-Volt World: https://www.revoltworld.net/dl/downtown-battle/

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Uploaded 2/5/2024
Download at Re-Volt World: https://www.revoltworld.net/dl/elementary-battle/

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Uploaded 1/27/2024
Download Track Mod: https://www.revoltworld.net/dl/supermarket-restocked/
Download Instance Pack: https://www.revoltworld.net/dl/extra-su ... instances/

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Last edited by G_J on Sun Feb 11, 2024 5:11 am, edited 35 times in total.
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kiwi
Posts: 557

Re: GJ's and I Spy's Workshop

Unread post by kiwi » Mon Sep 16, 2019 8:52 am

Hello GJ, first...be welcomed here at the new forum. :)

I just tested out your new track, and I am so hyped now. Here a copy of my comment from RVZ.
► Show Spoiler
I'm looking forward to your planned tracks. The Fairground themed tracks sounds very nice, I have already pictures in my head and can't wait to see something from you in the next time. :) Keep us up-to-date, OK?

All the best, keep up the awesome work! Glad to have you here.
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Marv
Developer
Posts: 236
From: Europe 2

Re: GJ's and I Spy's Workshop

Unread post by Marv » Mon Sep 16, 2019 9:19 am

That looks great, can't wait to try it out! Welcome to the forums :)
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javildesign
Posts: 49
From: Holland

Re: GJ's and I Spy's Workshop

Unread post by javildesign » Mon Sep 16, 2019 3:48 pm

Hi GJ, your work looks awesome! Welcome to the forum!
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ZipperZbieracz
Posts: 306

Re: GJ's and I Spy's Workshop

Unread post by ZipperZbieracz » Mon Sep 16, 2019 5:43 pm

Rooftops 1 really looks great, I see you took inspiration from the Gallery and concept Re-Volt pics for this track (like the steam pushing the car in the air), I really like that. This track features a lot of forcefields and forces some of the racing paths previously available on Fiddlers on the Roof. Graphics are OK. The racing line is smoother that in the Fiddlers on the Roof, but also tighter and tricker due to the forcefields, as well as the opened windows force a certain path, unlike in the Fiddlers on the Roof track where people can go either left→right or right→left at the part before the antennas, after the water puddle.

Although the one thing I don't like is the name itself. It's another roof track, but the names are even more confusing now than before. There is the Dreamcast stock "Rooftops", there is the custom "Rooftops2", there is the custom "Fiddlers on the Roof" which also took a lot of inspiration from the gallery and concept photos, there is the "Rooftop Chase" and "Rooftop Chase: Redux" and "Blood on the Rooftops", and now we get all of sudden a track named "Rooftops 1", even though just "Rooftops" exists. I would prefer if you would go for something like "Rooftops 3" or "Fiddlers on the Roof 2". I understand why you did this: this track is the "closest" one to the Re-Volt gallery/concept sketches so it theoretically is like the most basic and stock-like roof track after the DC "Rooftops", but for clarity and chronology it could use a better name, like "Rooftops 3" or even better "Fiddlers on the Roof 2" (this name would fit the best) and nobody would mind playing a very good track just with a higher number after it or treat it as less stock-like, the same way people prefer "Hull Breach 3" or 3000 over the older ones or "WipeOut 2097" over the first "Wipeout" track itself.
MightyCucumber
Posts: 13

Re: GJ's and I Spy's Workshop

Unread post by MightyCucumber » Mon Sep 16, 2019 9:03 pm

Hey guys, welcome to this hub of the Revolt Community!

I have to say I'm pretty impressed with this first track of yours. Really neatly done, takes a little bit to get used to the little traps you'v set along the way, but overall makes for a decent challenge for both new and experienced players! :)

One thing I've noticed though is that lower class cars (or simply cars with low acceleration) have a really hard time making it through some ramps and jumps. This is more noticeable in the rookie class (which happened to be the first class in which I tried the track for some reason).

Having said that, cant wait to see more from you guys, maybe one of these days we can collaborate in a track. ;)
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ElvenAvenger
Posts: 2

Re: GJ's and I Spy's Workshop

Unread post by ElvenAvenger » Mon Sep 16, 2019 10:28 pm

Excellent track.

Feels like a stock track, as if Acclaim devs actually created some of the concepts presented in the gallery and put them in a track. I like the amount of detail put into it, how there's a water stream that creates the puddle we drive through on each lap and how the stream actually has an effect that pushes the car down into the puddle, the use of force fields, the sound effects that accompany the staircase high winds etc. just plays great all around.

I've played it a bunch, and found a particular spot that can trap you in a reposition loop: Image

When I dropped off the ramp here, I kept on respawning mid-air and had to restart the race.
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G_J
Posts: 18

Re: GJ's and I Spy's Workshop

Unread post by G_J » Tue Sep 17, 2019 6:12 pm

Kiwi wrote: Mon Sep 16, 2019 8:52 am Hello GJ, first...be welcomed here at the new forum. :)
...
All the best, keep up the awesome work! Glad to have you here.
Thank you! I'm glad that my track feels like a stock track, which was my intention :)
The force fields were difficult to mess around with, since Junior RC physics and Simulation physics are affected differently. I Spy and I found what we hoped was a happy medium that allowed all race categories to have it as an obstacle, even if some cars like sprinter XL react to it in a kinda cartoonish way.
Perhaps this can be chalked up to a bit of inexperience too.

I'll also try and keep everyone up to date on my projects, at least in terms of production stages if not more.
Marv wrote: Mon Sep 16, 2019 9:19 am That looks great, can't wait to try it out! Welcome to the forums :)

Thanks! I hope you like it

javildesign wrote: Mon Sep 16, 2019 3:48 pm Hi GJ, your work looks awesome! Welcome to the forum!
I'm really happy that it turned out after all that work. I'm also excited to be a part of the community. :)
ZipperZbieracz wrote: Mon Sep 16, 2019 5:43 pm Rooftops 1 really looks great, I see you took inspiration from the Gallery and concept Re-Volt pics for this track...
The track obstacles were difficult to get right and changed around a bit during development, so it's nice to see that they turned out well at the same time as making it stand on its own from Fiddlers on the Roof.

I can also see where you're coming from with the name problem. When I decided on the name it was done so considering mainly the stock tracks since I don't collect and keep many custom tracks around for long, and I developed it from the perspective that it was a stock track that just needed to get finished up. With the context of all those other rooftops tracks I realize that for people that collect lots of tracks the name can be tedious, which is unfortunate but hopefully it isn't too annoying.
If I ever get around to fixing up Botanical Garden 2 hopefully I can make it not as confusing for people with different track collections.
MightyCucumber wrote: Mon Sep 16, 2019 9:03 pm Hey guys, welcome to this hub of the Revolt Community!
...
Having said that, cant wait to see more from you guys, maybe one of these days we can collaborate in a track. ;)
Hey :)
It was really tedious to get the cars of different classes and physics to race in a way that made a circuit possible without making the higher end stock cars act weird. Although we were mostly sucessful I think we missed a few issues mostly when a car like when Phat Slug gets pushed off course in some places.
Maybe someday a collaboration can be possible, for the foreseeable future it seems as though I'm bogged down with stuff I want to make. :)
ElvenAvenger wrote: Mon Sep 16, 2019 10:28 pm Excellent track.

Feels like a stock track,
...
When I dropped off the ramp here, I kept on respawning mid-air and had to restart the race.
I'm glad you like it!
I Spy is currently working on a patch for the ramp issue.
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607
Posts: 388

Re: GJ's and I Spy's Workshop

Unread post by 607 » Tue Sep 17, 2019 6:35 pm

Yeaaah, I thought the music would be different, and I love that it's actually not! :D
It looks so good!! :o Very nice. The bit before the satellites, with the red beams, feels amazing.
I also like that you made the long straight before the satellites more challenging with the force fields and some other obstacles, although the greenhouse section now seems extremely difficult to do perfectly. Still, it's not actually that hard to do it somewhat okay, so maybe that's actually good. :)
If I ever get around to fixing up Botanical Garden 2 hopefully I can make it not as confusing for people with different track collections.
The first Extreme track ever created is called Botanical Garden 2, so yeah, that could cause some confusion. :P
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ZipperZbieracz
Posts: 306

Re: GJ's and I Spy's Workshop

Unread post by ZipperZbieracz » Wed Sep 18, 2019 5:32 am

I think (not sure though) that the track name could be changed just in a text file with an update without messing with alll the files and the filename itself and the name would be better, but I'm not pushing you to do that.
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607
Posts: 388

Re: GJ's and I Spy's Workshop

Unread post by 607 » Wed Sep 18, 2019 3:38 pm

ZipperZbieracz wrote: Wed Sep 18, 2019 5:32 am I think (not sure though) that the track name could be changed just in a text file with an update without messing with alll the files and the filename itself and the name would be better, but I'm not pushing you to do that.
I considered that possibility but decided against suggesting it, as the track has already gotten quite some attention, and the name is likely to stick around in some way anyway. So if it is changed, we will have even more names for Rooftops tracks. :P
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ZipperZbieracz
Posts: 306

Re: GJ's and I Spy's Workshop

Unread post by ZipperZbieracz » Wed Sep 18, 2019 5:32 pm

Well then Rooftops 1 would become again just Rooftops, the "DC-stock". If the name should be changed, it's better to change it right after it's release rather than later.
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I Spy
Posts: 5

Re: GJ's and I Spy's Workshop

Unread post by I Spy » Fri Sep 20, 2019 3:29 pm

I patched the AI. Junior RC rookie cars (especially Phat Slug) should no longer get stuck forever on the satellite jump. Also, fixed the reposition loop that ElvenAvenger pointed out.

After a discussion with G_J, we decided that the name Rooftops 1 is here to stay. While I personally agree with ZipperZbieracz that the name is a mistake, changing it post-release would cause confusion.

On a similar note: the working name for "Botanical Garden 2" has been changed to "Zen Garden."

Lastly, development on our next tracks have begun. Currently, we are working on textures and track layouts. We'll keep you posted about our progress.
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ZipperZbieracz
Posts: 306

Re: GJ's and I Spy's Workshop

Unread post by ZipperZbieracz » Fri Sep 20, 2019 8:50 pm

:( People would adapt to the confusing change after 2 weeks, but with the current name we will stay the confusion will for 2 years and for forever :(
Off Topic
Still the biggest confusion is with the DC "Rooftops" track.

For example when people say "witcher 1", people always refer to the game "The Witcher", even though it's name has no number and it's sequels do. In case of Rooftops, the number "1" will make a huge difference when talking about the tracks and choosing them…

Indeed stock Re-Volt track do have numbers, if they have a stock sequel. They don't have a number, if they don't have a stock sequel. Custom sequels to the tracks with the same name (like Toy World XYZ) have something added to their name, a bigger number or a slightly more custom name.
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Kipy
Posts: 128
From: Confirmed 7am

Re: GJ's and I Spy's Workshop

Unread post by Kipy » Tue Sep 24, 2019 8:09 am

Track's name is terribly secondary imo. Authors' right to give name to their creations, and they have the right to name as what they find the best.
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G_J
Posts: 18

Re: GJ's and I Spy's Workshop

Unread post by G_J » Sat May 02, 2020 4:35 pm

Rooftops 1 has finally been patched, major track issues have been resolved. See the readme for the full change log.

Fairground 1 and 2 are in full production again. Track layouts have been finalized, final geometry and textures are in the works. Plans are to finish them by early July, hopefully not much later than that.
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revolting1
Posts: 60

Re: GJ's and I Spy's Workshop

Unread post by revolting1 » Wed May 06, 2020 2:58 am

Sounds great
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Durtvan Ludwig
Posts: 17
From: Mushroom Kingdom

Re: GJ's and I Spy's Workshop

Unread post by Durtvan Ludwig » Wed May 06, 2020 1:11 pm

Will the Fairground tracks contain references to RC Revenge?
Owner of the Durtvan Waiting Room
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607
Posts: 388

Re: GJ's and I Spy's Workshop

Unread post by 607 » Fri May 08, 2020 6:49 pm

I'm looking forward to the Fairground tracks!
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EvgenKo423
Posts: 27

Re: GJ's and I Spy's Workshop

Unread post by EvgenKo423 » Mon May 11, 2020 10:44 am

Apart from the tracks, I have to say that your post design is actually awesome. That's what RVZ should look like! :idea:
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G_J
Posts: 18

Re: GJ's and I Spy's Workshop

Unread post by G_J » Mon Jun 22, 2020 5:51 pm

Durtvan Ludwig wrote: Wed May 06, 2020 1:11 pm Will the Fairground tracks contain references to RC Revenge?
The tracks are mostly inspired and based on fairgrounds I've visited. I actually hadn't seen that game until recently (about a week or so ago). Looks like fun though
607 wrote: Fri May 08, 2020 6:49 pm I'm looking forward to the Fairground tracks!
I'm anxious to get them finished, the development process has been a lot more rough than I anticipated but I'll try to make sure they don't get delayed too much longer. Luckily progress has been steady despite setbacks.
EvgenKo423 wrote: Mon May 11, 2020 10:44 am Apart from the tracks, I have to say that your post design is actually awesome. That's what RVZ should look like! :idea:
Thanks! As I was putting it together and figuring out how I would frame the thumbnails I realized it would be pretty cool to make it look like the frontend menus. :)
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G_J
Posts: 18

Re: GJ's and I Spy's Workshop

Unread post by G_J » Wed Oct 14, 2020 5:02 pm

Fairground 1 and 2 are finally out! (Download links on main post)
We spent countless hours building and iterating, hope you guys like them :)

Home 1 and Home 2 have moved to the production stage, and the Hospital theme is now in pre-production.
Some cars will probably be started soon too.
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kiwi
Posts: 557

Re: GJ's and I Spy's Workshop

Unread post by kiwi » Thu Oct 15, 2020 2:01 pm

When I first saw the Rooftops 1 preview picture, I already knew that this guys are knowing what they do. And this tracks confirmed this once more. For me, The Fairground tracks are the most impressive pair of tracks since the original Re-Volt tracks were released in 1999. In short: The tracks combine 2 things, which let me think so: 1) They combine stock-like low-poly design, without copying parts from already existing tracks. 2) The tracks spice-up the overall very conservative approach, and use modern features RVGL introduced over the last years in a perfect way. And all this, with considering small details like having a short (and easy), and a long (and harder) track. Even the time-trial times take care of the original stock tracks system - only the Fairground 2 time is made to be beaten with Pro cars.


Fairground 1

Look how many polygons this tracks needs, to let it look like this. Not many. This is something also the stock tracks did. Yes, in 1999 this had technical reasons. But this is also something I expect from a custom Re-Volt track in 2020. It's not necessary to let a track look good by using stuff like modelled fences, add extra layers of shadows, or having HD textures. It's not easy to do so, but G_J and I Spy did this in perfection. Kudos for that. This is something I also want to reach for my next tracks. I already tried to do so at my previous tracks, but the Fairground tracks motivated me to try even more.

Another thing I am very impressed of, are the textures. I can't remember when I saw hand-crafted textures like this the last time. Maybe it was at Jailhouse Rock. They are completly fresh, and I think I never saw such a perfect mapping before. I wasn't able to find a single mapping error until now.

Having good looks by using well made meshes and nice texture is one thing. But adding athmosphere to a track by placing fitting SFX is another thing. All the sounds on this tracks are awesome. The sounds made me smell the popcorn, and all the other typical tastes you can smell at a fairground. And the pigs. Yeah, the pigs. Custom animations allow cool stuff nowadays, but seeing this animated animals made me smile so much.

Besides the absolutly fantastic visuals and sounds, Fairground 1 is also fun to race on. It has an easy to remember raceline, but you also can make a lot of mistakes. This makes it very fun in singleplayer. In multiplayer the races can be a little bit more frustrating, especially because of the oncoming traffic section. But other than that I like the flow of the track. The pickups are placed well, the AI is good enough.


Fairground 2

Fairground 1 is a nice and small track. Without knowing Fairground 2 you also could be kind of disappointed, cause all the typical stuff you would expect from a fairground track is missing. But after playing Fairground 2 everything make so much sense. Fairground 1 seems to be kind of an introduction to the fairground theme. You smell the popcorn, eat some ice, and you can already see the Ferris wheel in the background. This will be a perfect sunny sunday, sometimes in your childhood. Time flies, evening is already coming.

Fairground 2 blow your mind when you play it for the first time. It's like an overkill on impressions. Colors and sounds will float in your head, and you don't know what is happening. Is this still Re-Volt? Everything is moving. Everything is blinking. And everything looks so damn good. I can't stop smiling.

Yes, the most impressive things are the custom animations. Nearly every attraction is animated. And not in an amateur way. In the most professional way you can imagine. Until now I wasn't that impressed from custom animations other custom tracks were using. But now I want to try out everything myself. It seems nothing is not possible anymore. But G_J and I Spy didn't used the track as a sandbox for animated objects. They put them in an overall impressive concept of a track, filled with other eye candy like texture animations and very well made shading and lighting.

So - everything is bigger and better? Nearly, but not completly. At singleplayer races, the only negative aspect is not that annoying. The AI is not the best, so you can crash at one of the many moving obstacles pretty often, without loosing the race. The AI itself have very big issues with the moving objects. My first race I won with 200 meters difference to the second, the races afterwards between 200 and 500 meters. So I was hoping the track will be more challenge when playing it online. But sadly, racing the track in multiplayer mode makes it even worse. It's nearly impossible to drive a lap without crashing. Some of the moving objects you can't avoid. It's like the Toy World 2 train, multiplied with 100. Don't understand me wrong: It's still very fun to race the track. But there are also this moments, where you could cry, cause you crashed the 10th time without being able to avoid the crash. I am not a competitive player, so I can be pretty relaxed at situations like this. But I am sure there will be a lot of yelling and whining from other online racers. It's sad, cause avoiding this things would have been possible.

Time will show, if the track will also get a multiplayer classic. Visually it's the most impressive custom track ever released. Together with Fairground 1, there is a huge gap to the other custom tracks released since 1999.

Overall 5/5, Graphics 5/5, Challenge 4/5
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607
Posts: 388

Re: GJ's and I Spy's Workshop

Unread post by 607 » Thu Oct 15, 2020 6:42 pm

I am very impressed with the moving attractions in Fairground 2!! I also like the pigs in Fairground 1. :) I'm curious about how good the flow is in both tracks; I'll have to play it more to find out (and also with faster cars, perhaps).
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G_J
Posts: 18

Re: GJ's and I Spy's Workshop

Unread post by G_J » Wed Mar 31, 2021 12:07 am

A couple of battle tag arenas have been added to the main post. Rooftops battle (released in December) and the long delayed Fairground Battle, which takes place after the park is closed.
Home 1 and Home 2 are starting to wrap up production, which means hopefully they will be released within the next 2 months (perhaps with a home themed battle tag in the bundle).

After the home tracks are published, full time production will begin on Hospital 1 and Hospital 2, a track theme started by MightyCucumber and kindly donated to I_SPY and I to continue and finish. Something else to look forward to: our next track theme (after Hospital) will be announced and start pre-production once the home tracks are completed as well.
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