School 1 (THUG2)

  • Download count 1568
  • Pageviews 2125
  • Unique foldername THUG2 School
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2022-08-30
  • Version from 2022-08-28
  • Version 1.0
  • RVW-ID 34156
  • Category
  • Score
    80/100 (18 votes)
  • Unconventional car?
  • Construction Select an Option
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Remodel/Conversion)
  • Track difficulty
  • Track length 784 m
  • Reverse version available? Yes
  • Time trial times available? No
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    This here is a conversion of another Tony Hawk level, this time it's School 1 from THPS (this is the Underground 2 version).

    This one took me a little longer than I expected: First, it was that one slope I want to make it smoother, then I remapped the textures, then redid the entire lighting, etc...

    Well, I could also say that this is my first piece of content since I made the other THUG2 map, Downhill Jam... Which is about 2 years ago.

8 comments on “School 1 (THUG2)

  1. It’s a good track, of course it’s easy to get confused with corners and so on on this track, but that doesn’t stop you from making it cool, It’s unusual and cool, you can jump on these slides like in skateboards and so on.

  2. The track itself is really cool, the raceline is good and here it was actually the first time I made a grind-stunt followed by a jump in Re-Volt.

    But the direction arrows are really badly made. There is no visual graffiti arrows on where to go, so the direction triggers should be perfect. But sometimes there is none where they should be, sometimes it’s a hard turn when it should be a light turn, sometimes it’s too late, sometimes too early. This really pushes away from learning the track as in most places it’s possible and easy to make a wrong turn.

  3. Just got to pick this map, and gave it a go…
    A rather interesting track, with good visuals and the full “RC Cars having a blast” experience that comes with it, but it has some rather weighty issues at hand:

    The race line is an enormous train wreck, it’s all over the place, and lacks key visual indicators (like graffiti arrows on the walls to put an small exmaple) to tell you were to go, making it very unforgiving from the get go, and it has very little flow between parts making it seem way more convoluted than it actually is, and this applies to both Normal and Reverse versions of the map.

    Pickup placement is decent at best, with very sparse places to get a safe one, most of them needing to have you get out of your way to get them, which isn’t bad in itself, but makes it very tedious in slower classes like rookies to advanceds, while being fine for Semis to Pros.

    Some repos are not really forgiving, as Ahma stated comments below mine, the stairs could be improved, and so can the starting roof of the normal version as repoing near the area or below it will make you spawn on it, making you lose time due to airtime and the next point –>

    –> The starting grid on the normal version is rather special, not because it’s bad but because it isn’t a smooth surface and feels like going on dirt which some cars really don’t like, and have a clear disadvantage at the start of the races (or in the case of having a bad timing on the reposition).

    Overall the track is great and has passion put behind it, but the issues at hand are rather noticeable, yet it’s still very fun to play on it on the various gamemodes of the game, including Clockwork Carnage. It just takes some time to get used to.

  4. It’s a very good track, both textures and shading are very well made. Same thing for the raceline, except for some difficult cornes I didn’t like much. Other than that, it’s a great job! Like other people already said, it would be cool to have a stunt arena version too.

  5. Interesting map, but it is very confusing. In some places a ! direction trigger would have helped, but in other places the raceline is so unlikely that I think it would have been very hard to make it clear, even with great direction triggers and details in the modelling and texturing indicating the way to go. Perhaps this type of map is indeed better suited to a stunt arena.


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