Spa-Volt Diary

Post about the progress of your projects.
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Re: Spa-Volt Diary

Unread post by Instant » Mon Sep 03, 2018 10:59 am

yusufcihan wrote:
Mon Sep 03, 2018 10:55 am
I can't wait to play this map. :)
Last edited by Instant on Mon Sep 03, 2018 12:05 pm, edited 1 time in total.
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Re: Spa-Volt Diary

Unread post by Kiwi » Mon Sep 03, 2018 11:34 am

Instant wrote: It might be a good idea to use the spoiler tag for the images next time you do a similar topic, because it takes up a lot of space and you can only start reading the text after all images loaded.
Thx for the hint. I did this for the whole topic now, so it should be much better to read.
yusufcihan wrote: Also, when your map is finished, can you make Battle tag version of this map?
Yes Yusufcihan, I'm planning to do a Battle-Tag version of Spa-Volt, as well a Stunt-Arena version. :)
But different to my first plans, I will release them after Spa-Volt 2 is released.
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Re: Spa-Volt Diary

Unread post by Pyves » Sat Sep 08, 2018 10:17 am

I have been following your diary for quite a while, I was excited to try this out. Nice work, I enjoy racing Spa-Volt a lot! It's challenging and there's a great overall atmosphere and attention to details. Somehow, it reminds me on the classic "Quake!" track by Gabor. ;)

My only negative observation would be regarding the main sound track, I would have maybe expected something closer to the lounge genre, which would have possibly been a better fit here. But it's only a minor point, you've done a great job altogether!
Last edited by Pyves on Sat Sep 08, 2018 10:05 pm, edited 1 time in total.
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Re: Spa-Volt Diary

Unread post by Kiwi » Sat Sep 08, 2018 1:44 pm

Thanks Pyves, glad you like it :) It's such a big honor to me, that it reminds you of Quake!, because this is one of my favorite track since the beginning of the 2000s, and it was a big influence for Spa-Volt.

Regarding the soundtrack, it's interesting to hear your opinion, so I want to tell you a little bit more about the process:

I had 5 to 6 songs in the end selection. I had a very detailed idea of the song i wanted. It shouldn't be lounge-like. Yes, at a first look such a song would fit the Spa-theme best. BUT I think it doesn't fit the overall Re-Volt style, and this was also very important for me. Also, it's strange to race with a lounge style track, because it doesn't push you enough, when it has to low bpm (I tried this also). Instead, I wanted a fast song, which has some melancholic/gloomy atmosphere, fitting the rain, wind and darkness. I think it took me 3-4 hours, to decide which song it should be, so I really put some time into this, it was not an overhasty decision.

For Spa-Volt 2, I also have chosen the song already, it's a little bit different. :)
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Re: Spa-Volt Diary

Unread post by Pyves » Sun Sep 09, 2018 4:44 pm

Fair enough, I get your point about the music. Looking forward to your next creations. ;)
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Re: Spa-Volt Diary

Unread post by Kiwi » Sat Sep 15, 2018 8:27 pm

I've released an Update for Spa-Volt 1 today. (Version 1.1)

You can download it at RVZ.

Thanks to Wichilie for this awesome new AI-nodes! Singleplayer is now fun at Spa-Volt. :)

Also, the performance on older PC's should be better now, especially at the outdoor pool area.

Here the complete changelog:
- Corrected the zap spark bug (steam instead of electricity)
- Corrected the bomb spark bug (steam instead of sparks)
- Corrected the invisible wall issue at the technic room
- Corrected the startpostion bug (Y-axis)
- Corrected several clipping errors (ramps, obstacles)
- Corrected several mapping errors
- Corrected some pureblack issues (clocks, doors)
- Adjusted some trackzones to avoid unintended shortcuts
- Adjusted starfire.wav sound
- Adjusted time trial times to beat
- Adjusted indoor whirlpool spark effects
- Changed slippery signs to moveable objects (also in multiplayer)
- Changed some pickup positions
- Optimized outdoor pool spark effects (better performance)
- Optimized camera nodes
- Completly new AI-nodes
- Added pipe shaft coverages in technic room
- Added indoor pool spark effects
- Added some more camera shorteners
- Added some wine bottles in the restaurant area
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Re: Spa-Volt Diary

Unread post by Andor » Fri Sep 28, 2018 3:38 pm

After high demand, i propose my review and analysis of Spa-Volt.

Hello everyone, today im here to talk about Spa-Volt.
A track which stood out so clearly from recent releases that i could not not make a review on it.
But is this track really an instant classic, as most people claim it is?

Let us dive in.

1. The Concept

The concept of Spa-Volt is pretty self explanatory, the creator was inspired
by a spa he visited, and after pouring copious amounts of hours into it,
the community received the most polished, most detailed, and perhaps
The greatest Re-Volt track in recent memory.

It has everything a Spa inspired track could and should have.
From extensive detail in regards to the architecture, atmosphere and
lighting to game related tie-ins, this map really doesnt feel like a regular
old stock track from the game, it surpasses them far and wide,
putting itself in a whole other class of its own.

2. The Graphics

The Graphics are completely mind blowing, and play a nice compliment
to all the details that are jammed in this map. The track really immerses you
with great visuals so you never lose attention, and always have something
to look at especially when not racing.

The level of detail in this track is something that can not be left without
a mention, because it plays the biggest role in giving it the proper
flavor it deserves. From the Re-Volt themed towels to the custom made
informative posters, this entire map is oozing with originality.

However, these details never get in the way of the actual raceline,
as they should. The raceline stays clean and is always well telegraphed,
giving the player all the information they need, just by using visual cues.

3. The Raceline

The raceline is a perfect example of how a raceline should be done.
The twists and turns never feel overwhelming, and with 2 designated sections
giving the player a breather, its always an enjoyable experience.

But while in broad strokes the raceline is near-perfect, there are a couple of
issues that need to be pointed out. Sometimes a track-maker should sacrifice
flavor for a more leanient design. For example, the stairways used to connect the floors
dont give the player enough space to completely dodge an oil, or just move freely.
Quake is a track which is a perfect demonstration of how you can give up a small amount
of realism to make for a smoother and more enjoyable raceline.
All in all, that section would feel a lot better if it was just a ramp instead
of the awkward divide between the ramp and stairs.

Another small problem is right at the last turn, where you can easily run your
car into an obstacle just by taking a regular line. The combination of the
benches, the laundry, and the caution sign make for a very crowded area that
after a while just becomes a chore to drive through.

The last issue is the small stone road at the end of the outside section.
It not only has uneven terrain, but a surprisingly slippery surface, which makes
an otherwise insignificant part overly complicated for its purpose.

However, none of these issues ruin the track flow.

This track truly is in a league of its own, and its depth and level of design
are the golden standards when making a track.
I give it a rating of 4.75 out of 5.

Many thanks to Alex for volunteering as Co-Writer.
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