Battered Mansion 1

  • Download count 1719
  • Pageviews 2560
  • Unique foldername bmans
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2022-03-02
  • Version from
  • Version
  • RVW-ID 31692
  • Category
  • Score
    70/100 (16 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Medium
  • Track length 435 m
  • Reverse version available? Yes
  • Time trial times available? Yes
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    hello, after a long time i release something. i present to you the first part of Battered Mansion. in this track you will be driving inside of the mansion, as you can see it is really old and abandoned; THE IDEAL PLACE FOR A RC CAR RACE! holes in the ground open up for many interesting pickup strategies aswell as traps for the unprepared..

    as for the ai; its not really competetive but i tried my best. all in all i hope you enjoy and have as much fun with it as i did!

    fun fact: the track uses one 256x texture :)

    credits can be found in the readme.


8 comments on “Battered Mansion 1

  1. Could someone tell where the Star of the practical mode of this circuit is located? I have been looking for it far and wide but without success… If someone provides information it will be gratifying for everyone… Thanks
    Send a screenshot of the exact location of it..

    0
  2. It has an interesting theme, a bit horror-like. The graphics are cool, and especially remarkable for their using a single 256×256 bitmap. To me, the only thing that would suggest such a thing is the very pixelated warning sign. The gameplay is pretty good too, although the track is quite short.
    I like it, though! benderfan is a fairly new creator, and I hope he’ll stick around.

    Video: https://youtu.be/Hqc0eoNHCSI

    PS: Huh, I wonder why this track is not on RVZ?

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  3. Hey,

    this track is very cool but…
    where is the practice mode star? I search over 2 hours and i don’t find him.
    Are you sure that you can beat the time trial time? It’s too hard with a normal car i think…

    Greetings!

    0
  4. Same as Xarc and Adry53 I also think that limiting yourself to a low amount of 256px texture pages is not a good idea. Yes, it’s a nice personal challenge, but it’s also a big loss of potential. I guess ALL the persons who will download your tracks would prefer better textures compared to the fact, that you managed to make this track with one 256px texture page. I mean there is no advantage for the people who download the track – there are only disadvantages.

    Also same as Xarc said, the track is really missing some lighting/shading. I think you did it better at your last Horrormas track already, so I’m a little bit disappointed here. It’s really a shame, cause the raceline of both your Battered Mansion tracks are really good. Also the AI is not that bad as you wrote in your description – good work here!

    As beeing a creator myself I think it’s important to do what you personal like to do most. But in your case I would try to find some kind of compromise. If you would not limit yourself that much, and if you would invest some more time in polish, we would see some top-notch tracks from you I am sure.

    2
  5. Even though it is impressive that you managed to do these tracks with only 1 or 2 256x textures, I think that if you use the full potential that offers RVGL nowaday these tracks would be amazing because I like a lot the theme and the raceline on both tracks. Using more textures helps a lot for additional variety and details in the tracks, or just to avoid scaling down some textures preventing them from looking too low res.

    Regarding the track shading, I liked the use of the mig lights to make some areas of the track darker, it adds a lot to the atmosphere, But I feel like the track is missing some vertex paint shading, walls look too flat, a trick that I like a lot to add more depth to the walls is to make all walls facing a certain direction slightly darker compared to others and adding some ambient occlusion to top it off. Here is an image to explain better what I mean: https://i.imgur.com/mL7vQv1.png

    Another small detail is that the wet floor effect could be done better because as it is now it is too poligonal and shiny, maybe you can consider doing this effect with a premade wet floor texture.

    Other than that I think the AI is not bad at all. Good job on both tracks and thanks for sharing 👍

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