MM2 Ultimate Difficulty Racemod

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<t>Default professional time limit for Coit Nightmare is 49 seconds. Then, what should be the time limit for Coit Nightmare in Ultimate Difficulty?</t>

Poll ended at Fri Jan 17, 2014 6:27 am

49 sec
1
14%
48 sec
0
No votes
47.5 sec
1
14%
47 sec
3
43%
46.5 sec
1
14%
46 sec
1
14%
45 sec
0
No votes
Lower than 45 sec
0
No votes
 
Total votes: 7
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e-cobra
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Postby e-cobra » Wed Aug 28, 2013 3:17 pm

I've a crazy idea but I'm pretty sure that you're not going to do that. :P
There should be some traffic car or truck converted as a drive-able vehicle and it should be in place of some opponent. It will look as if the ambient traffic cars are racing with us.
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RohitXL5
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Postby RohitXL5 » Thu Aug 29, 2013 12:33 pm

I've a crazy idea but I'm pretty sure that you're not going to do that. :P
There should be some traffic car or truck converted as a drive-able vehicle and it should be in place of some opponent. It will look as if the ambient traffic cars are racing with us.
It's easy to place them as opponents in a race but they're so slow.
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Pujan
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Postby Pujan » Thu Aug 29, 2013 4:04 pm

Rohit will you gimme it's me Pujan?

Because i had never helped :(

Will you?

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Postby Seahawk » Thu Aug 29, 2013 5:06 pm

I've a crazy idea but I'm pretty sure that you're not going to do that. :P
There should be some traffic car or truck converted as a drive-able vehicle and it should be in place of some opponent. It will look as if the ambient traffic cars are racing with us.
It's easy to place them as opponents in a race but they're so slow.
But, you can open them in ZModler and then export them again with new tunings.
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Postby sajmon14 » Thu Aug 29, 2013 5:39 pm

But, you can open them in ZModler and then export them again with new tunings.
Why reexport? Just copy the files and add player tunings

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RohitXL5
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Postby RohitXL5 » Thu Aug 29, 2013 7:32 pm

I don't really care about putting traffic cars in races...
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Postby EnzoSkylineMiura » Thu Aug 29, 2013 8:12 pm

You could have random traffic cars as cops :lol:
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Postby dry_bones » Thu Aug 29, 2013 8:40 pm

nice progress =D
then circuit races. i cant wait for them :O
Just waiting...

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Postby The_Most_Wanted » Fri Aug 30, 2013 12:47 am

WOW Rohit! The last pic is awesome. :D

Off topic @Pujan: Hello man, welcome it's me The_Most_Wanted :D
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RohitXL5
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Postby RohitXL5 » Fri Aug 30, 2013 12:10 pm

Thanks guys.
I didn't really look at your post, Pujan. I don't know about you.
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Postby RohitXL5 » Sat Aug 31, 2013 3:23 pm

*Sorry for double-post*

Well I haven't started Foggy, Foggy Night yet, but I've reworked on some SF and other races because I thought that something is missing or bad in the races. So I've reviewed them and here're the final changes to the SF races and London.

Here's description with pictures:

City Tour,
Here, I've fixed two opponents' routes due to rain slips and slowed down a bit because their accelerations were much high than usual, now they're accelerated but not really high that they can't make a turn. The problem was of Opponent 1 & 5.

Image

Foggy Memory,
Now it has much change than previous one. I've changed its weather to foggy noon because I wanted foggy night for Look Out!, it had clear night and golden hour also had clear night so I didn't want to repeat that weather and also, it's not that hard with clear so I've made it foggy night. I had to change foggy memory's weather because it was foggy night earlier, if I had kept it, it could be repeated which looks sometimes bad. Now in this race, two more opponents are added and opponents are changed too. Opponent 1's start spot is moved to a new start spot which is better, routes are contributed to opponents in order to make them perfect. Opponents are a bit slowed down because they crash into wall with the new route due to too high acceleration. They'll not be slow, they'll accelerate higher, meant that they're slowed down a bit from their previous condition.

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Park & Ride,
What this race has new is just two changed opponents, they're two roadsters. Since, they didn't look really cool with just Audis and DB7s, I decided to put mixture. Now the race is sincerely harder than previous as the accelerations are better according to their condition.

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The Hills are Alive,
Now it has nothing but changed two opponents. Now two cops are placed on an Audi and a DB7 in order to make race interesting.
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Look Out!,
Nothing, but just changed the mustang and RSi with cops.
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Wanted!,
Added two more opponents and they're cops.
Image

After Hours,
That's final view of it.
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Bridge Bash,
Nothing changed but all opponents are changed to Mustang GTs, I noticed an alley crash issue with mixed opponents, it happens with fast cars. So I putted all mustangs as they're medium. But that issue can't be fixed by even slowing down opponents. But, it's a way better with GTs. That's why, there are now mustangs.
Image

I hope you like them.
I'll finish Foggy, Foggy Night soon.
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dry_bones
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Postby dry_bones » Sat Aug 31, 2013 3:42 pm

8O nice fixes wow!
im so excited to your final release. its still far away but im sooo excited :D
Just waiting...

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Postby NotoriousA » Sat Aug 31, 2013 5:19 pm

Nice fixes. Was a bit disappointed that Foggy Memory had to resort to Foggy Noon, but the opponents look interesting!
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Pujan
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Postby Pujan » Sat Aug 31, 2013 7:21 pm

Rohit nice screenshots and mod too!
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Postby Seahawk » Sun Sep 01, 2013 5:20 am

Nice!
And why the cop cars as racers have London paint instead of SanFransisco in SF?!:?
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