GJ's and I Spy's Workshop

Post your own tools and resources, as well as your cars and tracks.
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G_J
Posts: 11

Re: GJ's and I Spy's Workshop

Unread post by G_J » Fri May 14, 2021 11:05 am

Both home races are available for download in the main post, hope you enjoy them! :)

Hospital 1 and 2 will be starting development soon, at the same time we will be starting Downtown 1 and 2.
A couple of cars may be on their way too depending on how well production goes.
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kiwi
Posts: 554
From: Austria

Re: GJ's and I Spy's Workshop

Unread post by kiwi » Sat May 15, 2021 5:53 pm

My Home 1 + 2 review which I've also posted on Re-Volt World earlier today:

Most of you know I grew up with the tracks made by Gabor Varga in the early 2000’s and that his tracks always was “state of the art” in terms of stock-like custom Re-Volt tracks for me. His tracks even inspired me to start track making on my own. They influenced me quite a lot in terms of style and design.

With the Home tracks, G_J (and I_Spy) finally became my personal successors of Gabor. At Rooftops 1 I smelled something like this already. With the Fairground tracks it become more clear. But with the Home tracks it’s official now. There is not a single custom track made since 1999, which looks more “stock-like” than the pair of Home tracks. Even PetroVolt was more of a successor of the Hood tracks, than a stand-alone track. Quake! and Venice were, but the quality of modelling and textures was lacking a bit sometimes. Also they don’t came in “pairs” like Fairground or Home does.

At the Home tracks I am also very impressed when I look at the technics: Where I need 10-times the amount of polygons or effects, G_J needs only a handful to build an awesome and end of 90’s looking scene. Everything is spot-on. And everything is handmade. I love the fact that there are only very little re-used assets (like the milk box from the Supermarket tracks). The perfect example is the car inside the garage at Home 2: No, it’s not the typical Hood BMW as you maybe would expect. Things like this show how much passion and love the creators put into this creations.

Most impressive for me is the amount of small details, without letting explode the polygon count. My favourites are for example the spider-webs in the attic. And I am also impressed by the use of texture- and model-animations. They do not scream “Look, oh my god, I am a custom animated model!!”, no, they are just there without screaming. The clock (which actually works!), the Bugs Bunny scene in the TV, the raindrops at the windows – everything feels spot-on and natural.

Another thing to mention is the atmosphere. The lazy-rainy-sunday-afternoon feeling is awesome. I’m sure most Re-Volt players dreamt of RC-car races in their house/flat one day. But it stays a dream, because houses are not built in a way RC-cars could actually race in it. There are too much obstacles and there is too less space. The really impressive thing on the Home tracks is, that racing works just fine, with keep the house look realistic. Every room is designed in a way you immediately know where you are but racing through the room is also possible. That’s maybe the most impressive achievement of the Home tracks. The SFX is just the cherry on the top regarding atmosphere. Door bell, telephone ringing, rain outside – and everything with this 90’s feeling.

After the issues with the race-line the Fairground tracks had, the Home tracks are much more conservative. No oncoming traffic parts, no custom animations blocking the race-line. The races seems easy at first, but the awesome AI make your life hard. As there are no places where the AI can get stuck, it’s pretty hard to beat it. Singleplayer races are really fun. The AI take alternate lines to get pickups sometimes, which make the races very diversified. The Home 1 track has a very (very!) short race-line. Round 15 seconds with a Pro car. But I like it! There are maybe too many long custom tracks around anyway. Such a short track is really refreshing. Home 2 has a much more diversified race-line, with up- and down parts and tricky chicanes. It also reuse the Home 1 area in a very clever way, which give an extra-point from me.

That’s a lot of praising. But I really can’t think of any negative thing. If I have to find something, I would mention the music. The track by Qvarcos itself is nice, but maybe a more fast-paces track would have fit better.

All in all Home 1 and Home 2 are my favourite Re-Volt custom tracks at the moment, and I am pretty sure it will stay like this for a long time.
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G_J
Posts: 11

Re: GJ's and I Spy's Workshop

Unread post by G_J » Mon Jun 21, 2021 4:03 pm

Home 1 updated to fix small graphical error on the fish bowl. Home 2 AI has been fixed so repositioning errors should no longer happen. Also a new battle track has been released for the home theme.
Performance updates for the fairground tracks are still in the works despite having slow progress. Lastly the hospital tracks are entering the production stage, so hopefully we can roll those out in a reasonable amount of time. :)
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jeff.d.guile99
Posts: 5
From: Murfreesboro, TN, USA

Re: GJ's and I Spy's Workshop

Unread post by jeff.d.guile99 » Sun Nov 13, 2022 4:17 pm

It's been 510 days since this topic has been updated. I have a couple of questions, though:
  • How are Downtown 1 and 2 coming along?
  • Any new track theme ideas since Downtown?
  • Where in the hospital area would Hospital Battle take place?
:re-volt: Start your engines! :re-volt: Let's go racing! :re-volt:
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rodik
Posts: 12
From: Russia

Re: GJ's and I Spy's Workshop

Unread post by rodik » Thu Nov 24, 2022 7:25 pm

I never cease to be surprised by each of your tracks! Keep it up ! ;)
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