GT5 Track Editor Thread

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Oh, don't get me wrong; I definitely do see the advantages to having such a feature. I played F12k2 and it's various mods, and the community brought us a ton of really quite realistic takes on circuits that just weren't available in the game (Kyalami, Zolder, etc). We even got a few GT tracks. My problem is that these are usually, literally, diamonds in the rough. For every thoughtful, hand-made version of a classic circuit, we'll have to wade through pages of gimmick tracks made by 12 year olds. You know what I mean; get as many disparate features together on one track as possible. I know there would be good ones, the same way there are some really well-done liveries out there for Forza... but there's also Nazi porn skins. You get my drift?

The idea you mentioned about connecting roads and user-created paths through it would be nice, but the amount of work in making something convincing like that, to PD's level, would probably delay it another 2 years, heh. Mapping out a good chunk of terrain, or even creating something convincingly realistic, and then giving us different paths... I dunno, I feel like PD would probably just slice it up into their own particular paths.

That all being said; if this is part of the package, I will take advantage of it, and I'm sure I'd enjoy it. My city actually has a network of roads dying to be turned into a street race, so it'd give me something to create (which is where GT4's longevity was, with Photomode, for me). I just feel like those who are very involved in the game, who take it as one of the premier sims for the consoles, are in the minority, and a lot of people who play GT are the more casual racers. With them, comes more casual creations.

We'll find out, though 👍
 
As long as the track editor can be easy to use (Like modnations) I find no reason why it could really be hard to incorporate..
Were not asking PD to biuld a whole new community (Because it just so happens, they usually already get created with custom content naturally, Look at modnation racers, They only put out an official community site recently(by The actual developers), whilst there were plenty of mod nation community sites months before the release of the game)
Remember, GT and Modnation are first party developers, Unitedfront learned alot from little big planet, and now GT could learn alot from modnation racers ( in terms of online organization) (Note. Kaz has released a Kart racer game before, He wouldn't totally puke in disgust by mod nation) and there online creations could be organized the same way, After all, its all at the hands of sony.

Tracks are easy to manage, as some people already said- Theres such thing as a "Delete" button, and an overall thumbnail of the course layout could easily be the deciding factor whether or not it could be good quality or not (Taking its a simulator, not Mod nation racers, where props can decide the gameplay- not the layout)

Im looking forward to tomorrow!
 
It obviously depends on how it would be implemented. Placing and dropping segments of a circuit within a pre-defined area would make the system easy to use and accessible, but would limit the possibilities. But giving players the ability to start from scratch and customise everything would allow for excellent designs at the expense of easy use and assessibility.
 
Oh, don't get me wrong; I definitely do see the advantages to having such a feature. I played F12k2 and it's various mods, and the community brought us a ton of really quite realistic takes on circuits that just weren't available in the game (Kyalami, Zolder, etc). We even got a few GT tracks. My problem is that these are usually, literally, diamonds in the rough. For every thoughtful, hand-made version of a classic circuit, we'll have to wade through pages of gimmick tracks made by 12 year olds. You know what I mean; get as many disparate features together on one track as possible. I know there would be good ones, the same way there are some really well-done liveries out there for Forza... but there's also Nazi porn skins. You get my drift?
Hey, I've been in the Forza community for three years. ;)

Besides, and maybe I'm made of some stern stuff or something, but I don't go all fetal if I see an unsightly livery. I just move along to the good stuff. And Forza's storefront is loaded with it. The official Forza boards have weekly livery competitions, and there is a section for livery showingoff and requests, which are a joy to browse. Aaand... uhm, just ignore the part about my 360 being disassembled since November because I don't care for the way MS (mis)handles everything. :P

The fact that the track creator is going to result in a lot of meh tracks and even garbage isn't exactly a newsflash. As analog mentioned, YouTube is full of poop too. But we all use the heck out of it, don't we? ;)

This is just like shopping for music, food or anything. You get a few bad apples, but you learn where the goodies are, and there will be the highly rated listings you can use as a shortcut to the better offerings. Plus, there would be a section here at GT Planet for people to show off their track making prowess... or lack thereof. But as has been said many times, the good modders are going to make stellar product, and most likely would be happy to tweak something that's close to perfection.

A few drawbacks? Certainly, as with anything in the hands of the public. But the benefits are where the love comes in.
 
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Quick question guys. Does modnations created tracks have leaderboards for time trials etc. I mean the more created tracks would water down the leaderboards considerably.
By which I mean too many tracks and leaderboards splitting up the comunity. If you get my drift.
 
TD - Ah, fair point; I guess if it's set up well enough that I can add people who always make quality work to some kind of favourites list, then I'm basically set. I'm just worried about wading through all the garbage and wasting time I could be spending racing :).

Spagetti - Haven't played it, so can't say... but if there are created tracks in GT5, and if they have leaderboards... I don't see how that waters the whole thing down. Though I would assume created tracks wouldn't have leaderboards for a different reason; storing all of that data, when track numbers could end up in the thousands, would be a huge pain. And people would have #1 rankings on some self-designed track that only a handful of people use. It could get messy in that sense... so maybe I do see your point?
 
Thanks for the reply.
Yes too many leaderboards would create lots of leaderboard champions. I think being too spoiled for choice with too many tracks would deter me from doing time trials I guess.
 
Thanks for the reply.
Yes too many leaderboards would create lots of leaderboard champions. I think being too spoiled for choice with too many tracks would deter me from doing time trials I guess.

There are already incredible amounts of leaderboards... Think about it, for example in GT5, it may be like, What track- The number of tracks (70), your physics, and The car you could be using (1000),
that already creates thousands of different variants of each leaderboard..

Its pretty large as it is...
 
I agree, but not infinately large and managable. I would only tackle in pro physics etc. I'm not griping just making a comment on user created tracks that might spoil it.

I could just play for fun on user created content and concentrate on time trials etc in the main game.

Just seeing another side to the coin as it were.
 
I agree, but not infinately large and managable. I would only tackle in pro physics etc. I'm not griping just making a comment on user created tracks that might spoil it.

I could just play for fun on user created content and concentrate on time trials etc in the main game.

Just seeing another side to the coin as it were.

I can see what you mean, maybe If they set time trials as Performance points, they can even it out, Say multiple different cars but the same performance points. I would personally hate that idea, But I can't help but say that it could answer leaderboard (#) problems alot. Although A car could have different handling characteristics (original Suspension types) that couldn't be altered by performance points and could be an unfair advantage/disadvantage (Depending on the car).... Who knows what they will do!


To also answer your question earlier...
Its actually alot better handled in modnations though, because you cannot mod the cars to be better than one another (Only preferences, in terms of accelleration vs. top speed), so All the karts are exactly the same, and theres only one leaderboard for each track.
 
Being a more serious racer, GT5 could segregate the stock PD made tracks from the user made tracks. That way, if you made a killer version of Grindelwald, you could still see who had beaten your records on your track without having one huge board which grew by the minute.
 
The only problem I see with tracks being available as DLC (besides the fact that Kaz said GT will ship as a complete game) is that there wouldn't be any way to incorporate them into the events that already exist in GT mode, meaning you could only really use them for time trials / arcade mode.

Ummm.... no. Some new/modifications of race events to include the (downloaded) track, belive it? :dopey:

Besides, in GT4's GT mode there's a free race (spot race).
 
Nothing at E3, But Hopefully tomorrows "Closed-doors" will give us info if there is a track editor.
Now, I'm beginning to wonder. The reason being, GT5 is now 4.5 months away. According to the Playstation Blog, goodies are going to be revealed up to the time of release. Also, the Tokyo Game Show will be in September, and they will want a big GT5 expose too. I'm thinking a few big ticket news items like Livery Editor and a Track Creator might be too good to spill so early...

I could be wrong, but I have a hunch that what Kaz will discuss will be along the lines of highlights of included cars, glossing over some damage details, number of tracks, how gameplay will differ, a good hunk of the online structure, what benefit it will be to have a Prologue and GT PSP transfer, and maybe not much else.
 
Now, I'm beginning to wonder. The reason being, GT5 is now 4.5 months away. According to the Playstation Blog, goodies are going to be revealed up to the time of release. Also, the Tokyo Game Show will be in September, and they will want a big GT5 expose too. I'm thinking a few big ticket news items like Livery Editor and a Track Creator might be too good to spill so early...

I could be wrong, but I have a hunch that what Kaz will discuss will be along the lines of highlights of included cars, glossing over some damage details, number of tracks, how gameplay will differ, a good hunk of the online structure, what benefit it will be to have a Prologue and GT PSP transfer, and maybe not much else.

As far as I know, Kaz is still having the "closed door special", to reveal lots more about the game tomorrow.. I guess Kaz is generally a face-to-face guy, and likes smaller conferences. The main reason would probably be because he can't speak english, For him to stand for even 10 minutes on the E3 stage would turn into a disaster, Like Ubisoft with Pele (In football academy), So I think we should all wait till tomorrow.
If we get no word of a track editor then I highly doubt there will even be one, this is a very significant feature being rumored about GT5 and PD need to take advantage of the shock from E3 to make it all even better.

Since I have a great feeling they will actually stick to this release date, They will need to gain hype and excitement to make it last through the summer and through the "4.5" months.
 
If Microsoft had put on a decent show, I'd agree that Kaz would pull out a couple of aces. But, he sort of did already. We have a stunning trailer and even a demo which has a painfully visible day/night transition, time compressed to a ridiculous extent so only a blind person would miss it. The trailer hints at weather. We got a glimpse of damage on a street car. We know there's going to be DLC after all.

Also keep in mind that the game is a little more than four months off. If the planet was inhabited with people as patient as me, Kaz could spill almost everything about GT5 and I'd be in heaven, and just fine with a four month wait. But people these days have the attention span of a flea. You're right about needing to keep people's attention on GT5 to an extent. But sadly, you do that by holding back some juicy tidbits and laying them out every so often. This could be done by showing new videos periodically, and releasing a few new images of new cars and tracks now and then. But I have a feeling that we're going to be teased about customization such as Race Mod, the Livery Editor, Track Creator, some kind of Season and Career Mode, the cool features of Online, and who knows what else.

And we still don't know for sure that any of these things will be in. We STILL don't even know if there will be freaking used cars! :lol:

But this is The Big Show, and Kaz will no doubt reveal something to us. I'm hoping it's going to be at least hints of the above treasures, but we'll see. Over the next four months though, it's going to be a trickle once again that becomes a flood, and that will be a good thing. :D
 
Whole track editor thing could be opening those paths often blocked by cones on existing circuits at best. Nobody can imagine designing new tracks, make thousand polygon terrain, track surface and import his own textures when tracks in GT are so carefully manufactured by lot of people for months on powerful PC's.
 
Whole track editor thing could be opening those paths often blocked by cones on existing circuits at best.
"Hey guys, look what I did! I opened up these roads on Grand Valley East so that it's not got two hairpins and a section over a bridge!"

Nobody can imagine designing new tracks, make thousand polygon terrain, track surface and import his own textures when tracks in GT are so carefully manufactured by lot of people for months on powerful PC's.
What is there to stop Polyphony creating a system where you can download pre-made textures? You lay out your circuit and then apply the textures when and where you want them. The game then renders the circuit based on what you've created. Of course, it would limit the amount of flexibility you would normally have if you were developng it from scratch, but I don't see why it's impossible.
 
If the track editor is restricted, the only thing that would be cool is if PD modeled a region and allowed you to string together streets to form a race course. I don't think anything less would count as a Track Creator.

Over the course of the next four months, we'll know for certain. Here's hoping. 👍
 
I would take a Track Editor over Damage, Part Swapping, and a Livery Editor every single time. Different people have different wishes. 👍
 
Well after 5-6 years of development, you would think we would get all of that. lol It should all be included after spending this much time on the game.
 
Just thought I would bump this thread. The Sony bloke in the IGN interview (now on news page) has mentioned an 'undisclosed' feature as being his favourite. Could this be the Track editor? I would love a track editor, it would be incredible. I hope GT5 has a track editor, afterall, Sony are marketing "Play. Create. Share" a lot.
 
The Sony bloke in the IGN interview (now on news page) has mentioned an 'undisclosed' feature as being his favourite. Could this be the Track editor?
It could be dynamic weather for all we know; Kaz said it "might" appear in the game.
 
both dynamic weather and the track editor might pop up. When asked once, Kaz said he could say whether or not there was a track editor. So...who knows.
 
Track editor could work similar to ModNation Racers.

Now, bare with me, you get a basic tool to draw out the track, adjust elevation, take it from start to finish... then, you get more options to set up barriers, sand, cones, road markings, whatever. Fill in some around track details and it MAY work... it could be an ever bigger graphical difference than the "standard/premium" debate though.
 
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