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Tracks that do not deserve a feature.

Discussion in 'Tracks' started by DeathBob1, Feb 11, 2018.

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  1. DeathBob1

    DeathBob1 Well-Known Member Official Author

  2. WheelieMaker

    WheelieMaker Well-Known Member Official Author

    Undertow, Enacted, octo and 15 others like this.
  3. Zycerak

    Zycerak Well-Known Member Official Author

    Phase and DeathBob1 like this.
  4. DeathBob1

    DeathBob1 Well-Known Member Official Author

    yeah, totally! I totally deserve being a feat mod. rather than a annoying reformist


    ur sarcasm was lovely though
  5. Ben_Ghazi

    Ben_Ghazi Active Member Official Author

  6. TallTexan

    TallTexan Well-Known Member Official Author

    Char do you consider this freedom of speech or????????
  7. Inversely

    Inversely Well-Known Member Official Author

    bruh pullup and let the man speak. just because everyone doesnt agree with your track being feat (i dont, using the grid is easy and thats the only thing your track does. everyone can draw rectangles with rectangles inside, but not everyone has enough time (huh nerd) to colour in an entire sky) doesnt mean you have to start snitchin. just be happy you got the feat and stop bragging everywhere.
    Resurrect, pylondude, bungo and 2 others like this.
  8. alexander

    alexander Well-Known Member Official Author

    This is edgy
  9. Slayed

    Slayed Well-Known Member Official Author

    this is truth
  10. TallTexan

    TallTexan Well-Known Member Official Author

    Now y'all made me mad enough to stop just accepting it!
    "bruh pullup and let the man speak. just because everyone doesnt agree with your track being feat (i dont, using the grid is easy and thats the only thing your track does{so you are saying there is no technique involved, no know how, just any random Joe with about two months of time could make a track just as good! No! Just look at the other citycape tracks, for example https://www.freeriderhd.com/t/527676-road-home now he was no pro at them but even if you look at the Wyatt's City tracks they are mostly squares undetailed unrealistic squares now that's nothing against Wyatt he makes more than just city's in his tracks they aren't the main focus point but mine are if you just zoom out and look at it you would see that it's still a good track without the shading} . everyone can draw rectangles with rectangles inside, but not everyone has enough time (huh nerd) to colour in an entire sky) doesnt mean you have to start snitchin. just be happy you got the feat and stop bragging everywhere." I'm not bragging anywhere I was just trying to say that this guy hasn't the athoraty to say what is worthy of being featured he doesn't know why they decided to feature it and nither do you. Or me for that reason but all I know is that the people who count the people who actually know what they are talking about say it is worthy of it and this little protest of yours will not change anything!
    And if you believe that anybody can make a track like this or better just you try it! But I'm going to make it even easier on you and say you don't have to spend the month and a half working day and night filling it just make a big city track like my downtown track and if you can manage to get it featured then we'll talk about this!
    Enacted and Stevie.T like this.
  11. TallTexan

    TallTexan Well-Known Member Official Author

    Here is a link to an athoraty on featured tracks http://community.freeriderhd.com/threads/featured-tracks-information.6291/
    And for those of you who don't want to look at a link here is the thread
    --this is the updated version on the "guidelines on how to have your track featured", for the old thread by Max007x, follow this link: http://community.freeriderhd.com/threads/featured-tracks-information.2907/ --

    Said I was gonna do this last year, finally got down to do it. :oops:

    I thought this would be an appropriate time to update this thread with some information. Many things have changed about the feature team along with our featuring process. This post will keep those who don’t follow along with this game religiously up-to-date. This post will also cover the thinking process behind featuring tracks.

    Right now, the feature team consists of Elibloodthirst , Max007x , Stig , and I(Maple). Along with Char who occasionally taps into the matter.

    The Workings
    Original process of deciding whether a track would be featured worked by consensus; track would have to be in accord with the majority of the team. Exceptions were made to older tracks(classics) as they were acknowledged for their own past uniqueness.

    Now consensus has been dropped allowing each of us to feature whatever we deem deserving. Note that a feature moderator cannot feature their own tracks.

    New system's paradigm shift:
    - a greater amount of tracks have resulted, leading to a more active featured list
    - less struggles with tracks that are on the borderline
    - more diverse list of authors and tracks through independent decisions
    - ultimately(though not exactly intended), requirements are much more lenient

    An immediate downside to this is that the standard is far more subjective and uncertain for everyone else since each one of us feature mods have differing degrees of expectations on elements of track.

    Why Does It All Matter?
    Remember, a track is no longer evaluated upon a group standard! You now just require one moderator to deem your track feature worthy for it to get a feature. Also know, each of us have slightly different standards, appeal to different aspects, and have our own ways of thinking. What I may find feature worthy may not resonate equally with Elibloodthirst , Max007x , Stig, or Char. Know the seemingly odd ones to you on the list is the possible resultant of each mod's unique deviation from the group's standard aspects classified as "good" or "great".

    The Elusive Yet Obvious Reasons
    Background reasons that persuade or dissuade me on deciding whether something is feature worthy:

    1. Seemingly the author's first extraordinary track, we are more lax with featuring these as it serves more to encourage future growth(motivation)

    2. The abundance of a track "type", imagine if the majority of featured tracks were autos. The abundance of featured autos would demand either greater ingenuity, better quality, or substance from future wannabe featured autos.

    3. The difficulty/ complexity of what is being made(drawn). Usually we refrain from pattern drawing/ silhouettes just to fill up space in a track, it is evident the author is attempting to add more significance however they currently lack the dedication, time, or skill so they resort to mindless, easy, and fast work. Certainly there are exceptions to this, an author with good perception and good ideas can make it come through looking professional.

    4. Poor detail consistency, the author's track here suffers from a lack of consistent art style or when zooming out the track as a whole has massive gaps of detail. Of course if the track's theme is changing/ developing detail then that is totally acceptable and awesome. Overall, if there is inconsistencies make sure it is intended and tastefully done.

    5. Doesn't retain enough track essence, the art might be top-notch but it just isn't a track, just a drawing.

    6. It isn't put together. The ride-able lines are there and there are drawings present, however, they are not incorporated with each other— too disconnected.

    7. Too heavily referenced from an alternate source. Just remember some of the artists in this game, the more we draw the greater our perception becomes to details. It is evident to us what has been too heavily referenced.This is why you have certain people who don't understand why a track isn't featured while others are completely aware of what is going on. Get inspired from other people's works and incorporate unique traits into your own work, that is good. Just be sure to keep it yours by blending your own characteristics in as well.

    8. Everything is too generic. Picture a track where there is detail, there is a pleasant ride(occasional jumps), and there is some heft in the length(15-30 seconds). Sounds like a good track, it probably is, but that isn't enough! The general critical flaw of a well-rounded track: the track is a jack-of-all-trades but is master of no particular aspect/s.
    Counter this with either one or several factors: exceptional detail, genius ride, track abundance(not weighed as heavily though), incorporating interesting themes and highlight areas, something different(originality), etc.

    Overall, these points are good to keep in mind. Beware though, it is best to not get too caught up in the feature title, rather just put more focus and time on making tracks. :thumbsup:

    Straight Up Obvious
    Quoting the parts of the original post from Max007x as that is quite sufficient in track aspects.


    Both the most important and the least important part of a track. Overall quality will be better than quantity, but a quality track without quantity isn’t a great track. Generally, tracks that are shorter than 15 seconds are going to have a really hard time getting featured and will most likely have to be truly stunning. I’d say 30 seconds is about the minimum completion time that you should aim for if you want to make a feature worthy track. Quantity is something that only matters if you got a great track going. Tracks that are just quantity are not what we’re looking for, but if you don’t have quantity at all then it wont be featured either. Tracks like Plasticorp and Caesium are examples of tracks that became better because of their length.


    For me personally, this is the part that makes your track go from great to amazing. Doing stuff people have never done before, drawing locations no one has ever drawn, making crazy inventive layouts, stuff like that. This also includes having original detail (that doesn’t look too inspired by someone else) and generally having your own style. If we’ve seen it before but done better there’s a big chance that your track won’t get featured. Tracks like Aurora, Wooden Bucket and Super Mario Bros are great examples of this.


    The way your track is layed out is one of the more advanced aspects of trackmaking, but can make a track really impressive. This could be both the ride and the detail/art. Looking at the ride aspect, that would mean re-using ramps be hitting them with another speed from another angle or with a gravity active on you, getting teased by a star right next to you that you just can’t reach and a bunch of other stuff that I won’t get into here. For detail/art that would mean how the track would look when you zoom out. Composition would be a better word here. It includes the perspective and generally how the drawings feel connected to each other, making the track feel like a whole.

    A great example of an amazingly layed out track is Alice. The layout is generally the reason why this goes from an interesting fun to play track to an awesome track.

    A great example of an amazingly composed track is Dino World.


    One of the most subjective parts of a track. There isn’t really a right or wrong here. Generally you should try to avoid making your track frustrating. If a track is hard but feels fair, then that’s alright, but stuff like spammy boosts and gravities or generally a really bumpy track can make a track feel frustrating. The more controll the rider has the better usually. Besides that a track can be smooth, a trial or whatever. If it is fun to play it’s fun to play, but a lot of times that’s really subjective. For me the perfect example of a fun to play track is Future Roots.


    Probably the part of a track that can be anything and still be feature worthy. From an amazingly detailed nature scene to a minimalistic jumps track. This is all about style. It’s also the part where you have the most freedom as you can draw anything you want. A general thing to keep in mind when drawing detail or art is to keep the lines connected, making a track not look sketchy. Apart from that this is also pretty subjective. Some people prefer 2d tracks, other 3d tracks, but really this is all up to you and your ability to execute it nicely.

    When it comes to art, it’s important to try to have it work together with the rest of the track. Having a track that’s just about random art pieces is usually not as good as a track where the art takes place in a location that fits it. Like a drawing of a bear in a forest or something like that (you can be creative with this). Great examples of detail are Chillwind Woods, Black Magic.

    A great example of a track that’s more focused on art is Wrath.

    Generally, if a track is lacking in one of these areas it has to make up for it in another. Also, if a track looks unfinished it has a big chance that it won’t be on the featured list, unless it’s really amazing (see ‘black magic’)
    e; I got lazy on the last section, perhaps will go over in future.
  12. BattleBro

    BattleBro Well-Known Member Official Author

    Cooool down bro. It's just an opinion.
    pylondude likes this.
  13. TallTexan

    TallTexan Well-Known Member Official Author

    Do you agree with them or everyone else on the game?
  14. BattleBro

    BattleBro Well-Known Member Official Author

    I think your track was really really good. I'm your friend when I say it just wasn't very creative. You need to branch out stop using the grid. It was just a hair away from being feature worthy.
    Eryp, DeathBob1, Whisk and 1 other person like this.
  15. TallTexan

    TallTexan Well-Known Member Official Author

    Enacted likes this.
  16. TallTexan

    TallTexan Well-Known Member Official Author

    Enacted likes this.
  17. TrackMaker12

    TrackMaker12 Well-Known Member Official Author

    DeathBob1 and TallTexan like this.
  18. TallTexan

    TallTexan Well-Known Member Official Author

  19. TrackMaker12

    TrackMaker12 Well-Known Member Official Author

    DeathBob1 and TallTexan like this.
  20. TallTexan

    TallTexan Well-Known Member Official Author

    Strange there sudden silence???
    DeathBob1 likes this.
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