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vovan
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quote: Originally posted by rah
You might as well eliminate all the turns the shortcut will help you avoid. They won't be used, since the shortcuts are easier to navigate. |
My reasoning for putting the shortcuts in was that it would take marginally longer to go around on the actual turn, but you go out with higher speed, since there are no sandbags there, which might have a certain advantage.
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vovan
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Makes sense. Actually I was thinking of a thinner track myself, but wasn't sure just how thin it would make sense to make it. Here's another idea for a track:
code:
*************************
***************************
** **
b** **
b** **
b** === s
b** *** a
b** *** n
b** *** d
** *** t
** *** r
** *** a
*** *** p
**** ***
** ** *** a
## ** *** l
** ** *** l
** ** *** e
** **** === y
** ****** **
** ******** **
PP ======== s/f **
** ******** **
** ******** **
** ******** **
** ******** **
** ******** **
## ******** **
********** **
********* **
******** **
****** **
**** **
** **
** **
b*****b
b***b
bbb
Here, most of the track is 2 tiles wide, except the start / finish straight, some of the steeper turns, which have banked surface, and the sandtrap alley. I was thinking about it, and it does actually sort of make sense to scatter the sandbags there randomly each turn. The track goes clock-wise from the start / finish line.
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