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Discussion in 'Tracks' started by Ness, Feb 18, 2023.

  1. Ness

    Ness Guest

    Aruarian Sandlands by Maple
    poll results: yea 10 / nay 0

    ---

    this'll be a little bit of an essay. generally feature feedback is meant to be a mix of constructive criticism, helpful advice, and highlighting the positives to help the trackmaker improve; as Maple has a firm grasp on what makes a track great, this will be more geared toward explaining how he does it and why it works so well to trackmakers who want to reach his level.

    since this isn't something like literary or film criticism, where there's a kinda common parlance or jargon that has been developed for explaining the art, I'm gonna just try my best to explain the gut feelings I have about the track the best I can and hope you guys can follow.

    I've been playing free rider since 2008. since the beginning, when talking about a track, there's been a clear distinction between ride and detail/art. simply, ride is how the bike interacts with the lines, detail is how the lines look. there's some interplay between the two. most noticeably in the riding surface, which generally is the outline of an object. the physics lines that make up the outline make up the ride, for example a beautiful 2D outline of a tree made of small brush lines can make for a hellish ride. bike movement, including smoothness, flow, acceleration/braking, all hinge on the ride surfaces.

    just as important, but maybe slightly less apparent, is the in the relationship between track layout and composition. where any negative space between objects is space for the rider to play, be it a jump or path for the rider, the empty part of a canvas is just as much of a ride element as it is a visual element. pathfinding/routing, recycling, verticality, flow, all come out of track layout.

    this is to say, this is a very unique art medium. there have been plenty of artists that have been drawn to the game, creating some of the best detailed tracks in the game. as well there have been plenty of gamers that love the bike physics and are intrigued by the bike movement and gameplay elements brought on by the ride.

    there's been some discussions around featuring concerning ride-oriented tracks. I'm a big proponent of featuring incredible rides, with or without detail. I've generally always focused on ride instead of detail. I've never been an art student, there's so much to detail that confounds me and I couldn't speak on it here. but I've always paid close attention to shape and outlines and composition, especially in terms of how the player interacts with them.

    there's been a few tracks lately that have stood out to me for how incredibly well-done they merged ride and detail. I can't overstate how incredible it has been to see, and I think it is unique to this era of tracks. I want to speak on one that does it so uniquely, that it practically highlights the merging in neon-green for you to see: Poseidon's Dock

    it is easy to take for granted rider movement. bikes ride on the lines, blah blah, everybody knows it. but take a look at dantexpress's track and see how the truck moves on the lines. the lines simultaneously form the texture and shape of the water along with the ride through the waves. it ceases to be ride or detail, it is simply both.

    now I think I've laid the groundwork for talking about Aruarian Sandlands.

    the first thing to point out: outside of a few connective scenery lines, the track is all black physics lines. immediately this creates a challenge for the artist: all the detail, all the lines drawn, have the potential to be ridden. all lines are a potential rideable surface, and all elements of visual composition must be made with consideration for the negative space a rider can inhabit. for example, a tree drawn is an obstacle and ride element, it does not have the ability to be strictly visual as a scenery tree would be.

    this is the first key point of the merging of ride and detail. using one line for ride and detail not only combines it visually, but also physically and mentally. I'll repeat: every line has the potential to be ridden. this causes a certain mindset for the player. it invokes an exploring attitude, where pathfinding is the central focus, and when paired with the theme and atmosphere the detail and art, it creates this sense of adventure. being dropped into a new world, where not only everything is beautiful, but everything can be a part of the ride.

    quick note: most of you know about Canvas Rider, it is worth it to point out that CR did not have vehicle powerups. there were no other vehicles outside of the bikes. in Free Rider 2, which is the precursor to CR, the heli, truck, blob, and balloon all were there, but not as powerups. you simply started with the vehicle, no timer or changing into bikes. vehicle powerups, as a result, are a new game mechanic exclusive to FRHD.

    the first jump in the track is a jump over a teleport and two blob routes. one route is between outlines, and like in some of the more ingenious tracks that have come out in this era, the other blob route is ingrained into the detail. looking back at Poseidon's Dock, the blob weaves through bricks and building features. using a similar strategy, Maple does something incredible here: he enhances the sense of adventure to not just outlines of the 3D pieces he's created, but every nook and cranny, every blob-spaced path of negative space anywhere in the track becomes a potential path to explore. following that first blob route, inaccessible to the rider currently but not for long, you see a gorgeous-looking 2D path fall into a 3D walkway.

    soon after, you ride over the crystal objects ever so slightly in the foreground (something Maple does very well, layering so smoothly that 3D depth combines with 2D ride in such a clean way) and you come across a fork. drop down onto the top part of the walkway above the blob route, or make the jump. following the jump, you climb some hills. the hills by themselves are standard Maple fare, check out Mawr Pathway 4 to see clearly how well he works with the outlines of his rocks to make a fun ride without sacrificing visual depth.

    at the top of the hill, we see another new track element. this is where I get lost for words. somehow Maple manages to give us a fun tunnel in the negative space he carves out of his art. this isn't a cave in dirt, this is between a lushly detailed building, ornate vase/container of some kind, the spheres, and still going deeper/higher into the background. it's done in such a casual and smooth way that it might seem effortless. but this is a combination of ride and detail that is unparalleled and it doesn't happen without serious skill.

    following this, just as we climbed, we fall. let's grab the balloon powerup. we're given the option to either climb above the buildings and mountains or to follow the bike trail, if we take the latter we're treated to the potential for two awesome literal balloon pops (check the Balloon Challenge thread).

    Balloon Pops (open)

    Screenshot 2024-09-23 220721.png Screenshot 2024-09-23 220606.png


    check out the sword in the stone and the eyes on the archways. every location is a spot to explore and has something beautiful to see. following the paths either above or below with the balloon allows to explore another previously inaccessible part, with a bird hidden within on the mountain. with the balloon powerup and being mindful of negative space, Maple again enhances the exploratory aspect to include verticality and flight. with the potential for exploration, it's also important not to overstimulate the player with possibility. a helicopter here would be overkill, the balloon provides just the right amount of extra room to play.

    let's take this opportunity to zoom out. as was necessary, Maple has his 3D pieces separated with space in between for bike. the way he does this is varied, the very few times he uses scenery lines in this track is to connect these pieces (personally I don't believe these were needed, but that's a nitpick of a point). but seeing how these jigsaw pieces of tracks are placed next to each other is key to seeing how Maple sees track layout and 3d composition.

    anybody who has tried to draw 3D in the game knows how odd it is to do this with a scrolling canvas and a 2D bike riding through it, but never here does it ever feel unnatural. I won't speak on the magic of how he manages to make it look so amazing, but I can speak on how it uses verticality and the space between to hold onto the exploratory feeling of the track. Maple has made adventure through a 3D world so seamless and satisfying, and it's through the combination of factors mentioned above and how he uses both vertical and horizontal movement, instead of going flatly to the right, there's height and backtracking and jumps and vehicle powerups. all add to the track.

    once you make it all the way down the track, you can get the star or you can stay in this world and see one of the most insane pieces of trackmaking this game has to offer.

    now to circle back around to the blob routes. let's climb down the mountain and play off of the building structure and go left to the blob powerup. now we can enter one of the ornate vases (like the one Maple carved through earlier for a tunnel) with our blob and see something spectacular.

    we blob through tunnels, some kind of science/test-tube with crystals, that opens up to a breathtaking cave. the mix of technology, nature, and biology here is astounding. the mushrooms, the crystals, the hidden eyes, pots hanging from ropes, what looks like a brain in glass, all absolutely a worthwhile treat for the player who decided to explore more of Maple's creation.

    you have the ability again to pick a path, one leading you to one of the most creative pieces of art and landscape I've personally ever seen (death), and another that sends you back up to the first jump's teleport and blob route that ultimately leads you to a ladder to the deep, leaving you with more to explore (life).

    Aruarian Sandlands is quite possibly the best track in Free Rider history. Maple combines ride and detail masterfully, and the result is nothing short of magic. all this and I didn't even speak on his detail skills, I'll leave that for another great detailer. but as someone who makes rides, this is the one. Maple isn't a god, he's simply a guy who put serious time and effort into making something everyone can enjoy. he's created something that just isn't possible in any other medium. and it is a blessing, a gift, an honor, whatever you want to call it, that he has spent his time here with us and made this for us to play.

    hopefully you learned something, inspires you, motivates you, increases your appreciation for what has happened here. if you didn't read it, then it wasn't for you. thank you Maple.
     
    Zycerak, Innominate, CK9C and 19 others like this.
  2. Maple

    Maple Love to draw VIP Team Balloon Trackmaker Of The Decade Official Author

    Awarded Medals
    Wow this was such an interesting and thoughtful analysis, so much of what you've brought up was exactly how I viewed/felt about my own design and intent behind my trackmaking(sense of exploration/adventure and sightseeing). Even the balloon pops to the helicopter being too much were spot on to my own thoughts during the making of this track! One of the spots was originally an intended portal path too:
    upload_2024-9-27_19-23-9.png

    I also really enjoyed reading what you brought up in the section about the black physics line in trackmaking, it reminded me of a similar discussion w/ Stig year ago during the making of BLACK MAGIC on how much redesign and thinking(challenge) goes into track layout when working w/ all black, so happy that the meshing of ride and detail came through enough for acknowledgement.

    Admittedly, the concept of death and life you used to describe the paths were beyond me:oops: but such an interesting interpretation, makes me regret not continuing further w/ a portal to a subsection for the cave-ladder-entrance.
     
    Zycerak, Innominate, Spare1 and 17 others like this.
  3. alexander

    alexander Forum Legend VIP Team Truck Official Author

    Awarded Medals
    Deus Ex Machina by Drndemi
    Final vote: 15 yes -- 0 no. Congrats on the feature & what a track!
     
    FIREBEATS, Spare1, Ness and 10 others like this.
  4. Ness

    Ness Guest

    as you guys probably noticed in the post above, we’ve invited Elite Authors to vote and give feedback on features! they’re doing great so far and it’s very cool having extra feedback for trackmakers.
     
    AfterImage, Uniior, FIREBEATS and 3 others like this.
  5. Ness

    Ness Guest

    Brownstones by nasrani
    poll results: yea 5 / nay 1


    congrats on your eighth feature! two more til VIP! you've got some people getting antsy lol
     
  6. Cerulean

    Cerulean Legendary Cheater Ghosting Legend Official Author

    Awarded Medals
  7. Volund

    Volund ithring VIP Official Author

    Awarded Medals
    Wah by loge_0 (https://www.freeriderhd.com/t/987553-wah)

    Final vote: 4 yes, 1 no - decision, FEATURE. congrats to loge, who earns his fourth feature with a great sequel to Wahoo!

    Feedback, comments, CC:
     
  8. Volund

    Volund ithring VIP Official Author

    Awarded Medals
    Underground Run V by TrackMaker17 (https://www.freeriderhd.com/t/573721-underground-run-v)

    Final vote: 2 yes, 5 no - decision, no feature. though this was not featured, i really encourage everyone to give this a play, like, comment etc; it's a really impressive track.

    Feedback, comments, CC:
     
    Spare1, Egona, Nitrogeneric and 9 others like this.
  9. Elibloodthirst

    Elibloodthirst DeadRising2 VIP Team Helicopter Forum Member Of The Decade (2014-2024) Official Author

    Awarded Medals
    HI GUYS TODAY WE'RE DOING SURVIVING BY DEADRISING2

    VERDICT 2 YAY 3 NAY

    SORRY MATE deadrising2 BETTER LUCK NEXT TIME CHAMP, BEST OF LUCK. AS YOU CAN SEE TOO SHORT, ENTRE TO OTHERS YEAH?
     
    Spare1, pawflix, alexander and 10 others like this.
  10. loge_0

    loge_0 ‮‮� VIP Team Truck Official Author

    Awarded Medals
    downfall (eli and astra)
    7 absolutely 3 no way
    good job elizabeth
     
    pawflix, Spare1, Volund and 4 others like this.
  11. Elibloodthirst

    Elibloodthirst DeadRising2 VIP Team Helicopter Forum Member Of The Decade (2014-2024) Official Author

    Awarded Medals
    Volund, Cerasium and TPlacella like this.
  12. SirHuman01

    SirHuman01 Well-Known Member Team Blob Official Author

    I would like to know who the three were that voted no. it has absolutely nothing to do with my career as an assassin teehee don't worry ;)
     
  13. Egona

    Egona Active Member Team Truck Official Author

    Awarded Medals
    Congrats!
     
    Cerasium likes this.
  14. alexander

    alexander Forum Legend VIP Team Truck Official Author

    Awarded Medals
    impact garden by Eryp
    12 yes / 0 no

    Congrats Eryp on a phenomenal work of art.
     
    Eryp, Nitrogeneric, TPlacella and 6 others like this.
  15. bladee

    bladee Active Member Official Author

    yay good job eryp!!!!!
     
    pawflix and Cerasium like this.
  16. Elibloodthirst

    Elibloodthirst DeadRising2 VIP Team Helicopter Forum Member Of The Decade (2014-2024) Official Author

    Awarded Medals
    Hi guys,
    A critical and controversial 6 YAY and 4 NAY which has earnt yourself a feature.

    Congratulations Bladee. Longer defined track next time yeah bb?
     
    pawflix, TPlacella, Uniior and 2 others like this.
  17. bladee

    bladee Active Member Official Author

    Thanks for the feedback guys, I recognize the ride is not up to par so ill keep that in mind next time. Also scale is something i gotta work on cuz i know that horse was wayyy too big LOL. Thank u for commenting on the consistency of detail thats also something i need to perfect bc lowkey yeah i switched styles halfway thru. i did alot of this on a wacom which contributed to the bit too messsy style but imma clean it up next time fashoooo

    also next track will be longer. i rly appreciate u guys yall r goated
     
  18. alexander

    alexander Forum Legend VIP Team Truck Official Author

    Awarded Medals
    The abyss by Eli
    6 yes / 2 no

    We didn't have a lot of feedback so I also grabbed some EA quotes from the track comments:

    Congrats Eli!
     
    Volund, pawflix, Cerasium and 2 others like this.
  19. Volund

    Volund ithring VIP Official Author

    Awarded Medals
    hi all ! ive seen some comments wondering about the featuring of the Wall of Fame 2024 track, and the implications of this being featured. there was some great discussion about featuring it started off by Eryp, as Wall of Fame tracks (among other community collabs like the Ghosting Collabs, for example) were featured on Black Hat Rider once upon a time. ultimately, consensus was that these community collabs and other important community 'announcement' tracks (such as Ness' track editor 1.1 track, and Stig's OFFICIAL FRHD CONTEST track) should be featured as they are unique, important and rare occurrences in our community that are deserving of extra attention, but with the stipulation that they do not count towards players' feat track counts (as Eli put it, it counts as a '+0' on the forums' feat track leaderboard). this is essentially the tl;dr of the below discussion, but i recommend giving it a read yourself! it was a great discussion

    with that out of the way...

    Wall of Fame 2024 by Free Rider HD Community (https://www.freeriderhd.com/t/992375-wall-of-fame-2024)

    final vote: 12 yes, 0 no - decision, FEATURE.

    discussion:
     
  20. Maple

    Maple Love to draw VIP Team Balloon Trackmaker Of The Decade Official Author

    Awarded Medals
    Barrier ft Weem by Eli
    Votes: 9 yes, 0 no
    Congrats on the feature you two!
     

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