Is Special Stage Route 11 in GT5?

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It could be anything. SSR tracks looked to be based on Japanese freeways, allowing for multiple different configurations. Eg, anything is possible, and I wouldn't be surprised if more SSR tracks pop up in additon to SSR5 and SSR13. Hey, there's 11 more numbers in there they havent covered.
 
It could be anything. SSR tracks looked to be based on Japanese freeways, allowing for multiple different configurations. Eg, anything is possible, and I wouldn't be surprised if more SSR tracks pop up in additon to SSR5 and SSR13. Hey, there's 11 more numbers in there they havent covered.

Has anyone thought that "Japanese Freeway" may be a scenery for the track creator? Just like Toscana.
 
^ Unlikely, as the what Gamescon conference stated, only the scenery from Italian and Belgian countrysides are the only options on the Course Maker landscapes.
 
Has anyone thought that "Japanese Freeway" may be a scenery for the track creator? Just like Toscana.

Yes, and that's why I think it doesn't really belong on the list. We don't even know what it is. Why is that on the list yet a bunch of other "tracks" we've seen aren't? There's the FT-86 mountain/hillside road, the California mountain road, and the 458 Toscana road. I don't think these belong on the list because we don't know what they are, and neither do we know what that Special Stage highway is.

Even Chamonix I don't think has been quite confirmed yet; just vague similarities and assumptions.
 
^ Unlikely, as the what Gamescon conference stated, only the scenery from Italian and Belgian countrysides are the only options on the Course Maker landscapes.

Seriously, 2 similar landscapes? Now that's very unlikely, that's what they could show but I bet it won't be nearly the amout of landscapes you can use, seriously, countryside and countryside, PD wouldn't do that!
 
I seriously doubt there will be only four themes in the Course Maker in the final game, as for example the rally championship in GT will feature completely random courses automatically made with the course maker functionality.

Maybe there were four themes available in the Gamsecom demo.
 
I don't know if in the 14 pages someone has said it, but could it be possible that all these videos in a city are part of one of the enviroments in the course maker?

EDIT: FAIL, I didn't read the last page LOL
 
-> ...
Seriously, 2 similar landscapes? Now that's very unlikely, that's what they could show but I bet it won't be nearly the amout of landscapes you can use, seriously, countryside and countryside, PD wouldn't do that!
^ So far thats the only news we have as of the moment:

photo04a-e1282210328819.jpg


GTP News Blog
The next big piece of news was, as first mooted by amar212 on GTP back at the start of 2009, the Course Maker. Kazunori pointed out that they didn’t call it a “Course Editor” simply because one is not able to edit an existing course, but create wholly new ones from scratch with an intuitive interface. The player selects from one of four themes (three – Toscana Sunset, Springtime Germany and Belgian High Fens – were named), adjusts the parameters of the course and the track is randomly generated from scratch. The parameters available include switching between a loop/circuit and a rally-style point-to-point track, selecting the weather, the time of day, the frequency of corners, the sharpness of corners and the bank angle. The track can be divided into up to four sectors and each sector given a different set of corner characteristics – so you can generate a long straight in one sector and a tight, complex series of corners in the next. Kazunori demonstrated all of these features and the track generation time was incredibly short. The track is limited to 6.5 miles/10km, but since that’s nearly twice the length of an average F1 track, even the most ardent future-Tilke should be happy! Though some might prefer a full-scale track editor to recreate their own Road Atlanta, Spa-Francorchamps or Bathurst – Kazunori included – at the present time the level of customisability combined with the scope and detail of Gran Turismo means it would require a huge editor program and, of course, the resulting track may not be accessible to everyone, whereas GT5 Course Maker tracks will be available to race online.

:indiff:

I seriously doubt there will be only four themes in the Course Maker in the final game, as for example the rally championship in GT will feature completely random courses automatically made with the course maker functionality.

Maybe there were four themes available in the Gamsecom demo.
^ I really do hope so. Four themes are just pathetic, even I'm not an avid course-creator. :nervous:
 
^ Unlikely, as the what Gamescon conference stated, only the scenery from Italian and Belgian countrysides are the only options on the Course Maker landscapes.

That was never said. There were three specifically mentioned: Toscana, Belgian High Fens, and Springtime Germany. Plus there's at least a forth in that course maker picture (bottom left). They are all different themes, not just different road types.
 
Indeed there is another pic which shows that might be more than 4 or 8 enviroments (if we look at the side bar):

C-01_ThemeSelection.jpg


The side bar is larger, it seems like there are 6 extra themes (2 up and 4 down).
 
Have a some slight hope for a city environment in those areas yet unseen, but I think PD approach to the Course Maker to keeping it simple, was the put the tracks in a rural environment, so seeing a city or fixed type race circuit with buildings, grand stands, pit areas, etc.; might be out of the question. Though something like we seen on the night courses with the elevated roads might be possible. :)
 
Personally, I would prefer Polyphony to make a network of roads in a fixed environment rather than letting users generate similar tracks. First of all because, as you mentioned, landmarks and track features (underpasses, junctions, etc) couldn't be as detailed in a randomly generated course. The second reason is that it would be awesome for example to see in another section/variation of the "GT metropolis" a landmark visible in detail in another one (for example the SSR11 ferris wheel). Lastly, in this way PD could make them appear easily in next games and slowly "build up" the network of roads as time passes.

For example in this game we might see an extended version of Route 5, 11, and a few more ones. Then in GT6 the network would get expanded with other loops and roads, etc., and so on. If PD will allow free roaming over them at some point, the "GT metropolis" could almost become a game on its own (like the Tokyo Xtreme series).
 
Personally, I would prefer Polyphony to make a network of roads in a fixed environment rather than letting users generate similar tracks. First of all because, as you mentioned, landmarks and track features (underpasses, junctions, etc) couldn't be as detailed in a randomly generated course. The second reason is that it would be awesome for example to see in another section/variation of the "GT metropolis" a landmark visible in detail in another one (for example the SSR11 ferris wheel). Lastly, in this way PD could make them appear easily in next games and slowly "build up" the network of roads as time passes.

For example in this game we might see an extended version of Route 5, 11, and a few more ones. Then in GT6 the network would get expanded with other loops and roads, etc., and so on. If PD will allow free roaming over them at some point, the "GT metropolis" could almost become a game on its own (like the Tokyo Xtreme series).

The good thing about these randomly generated courses is that they provide an endless array of rally tracks. And if there are indeed 10 different locations, it would also have enough variation to keep it interesting.

Building a city where you can choose a circuit is much more limited. It would require a lot of work by the circuit modellers that's better spent on modelling actual stand alone circuits. Obviously developing the course maker has cost a lot of time as well, but it's more rewarding in the long run.

I've also seen this idea implemented in other games (PGR) and the quality of the circuits you create that way is generally quite poor. I think having a random course generator for rally circuits and regular circuits for other types of racing is just perfect.
 
They really need to include something like Coastal Highway 1 in California....now THAT would be awesome.

Since I'm not from the US of A... am I right in saying that is the Pacific Coast Highway? If so... HELL YEAH!!!
 
Although the "death chicane" was a SSR11 trademark, I think it was the result of poor track design. I don't think we will see anything like that again, it just doesn't make sense in a racing environment, even if fictional.
 
I like the idea of a chicane still, but the way that PD approached it in GT1 would be very dangerous in real life. One way to handle it might be similar to the chicane at Monte Carlo in the location after the tunnel. :)
 
Yes, that might be an idea.

However, seeing the track again, I feel that was pretty much placed randomly there "just because":



It might sound like a heresy but the track would have flowed better without it.
 
Although the "death chicane" was a SSR11 trademark, I think it was the result of poor track design. I don't think we will see anything like that again, it just doesn't make sense in a racing environment, even if fictional.

Actually it does make sense in a fictional racing environment, it's a chicane without the safety design of real life track like Monaco and Singapour.

Moreso, I personnaly wouldn't have any problem with a similar setup, chicane and rail, in real life, but that's me and I'd remove every curb on every racing circuit in the world as long as it wouldn't endanger the driver. It should be asphalt then grass/wall, you are either on the track or you're not, this chicane is a step towards that, I'm all for it. Furthermore, PD should remove guards and rails on all circuits, or at least the ones that aren't licensed, I don't mind a 3" sidewalk and invisible wall above that, or a rally type fence as in eiger, it's a videogame and it would improve the visuals, noone can die in a virtual crash, safety feature in a game is retarded.
 
That chicane in real life surely would have the purpose of slowing cars down, but there are other spots far more dangerous on the track, as for example the main straight which ends with a right curve with decreasing radius going on downward slope, immediately followed by a 90 degree right curve. This shifts weight balancement on the front of the car with all the immaginable consequences.

On the other hand, following the "death" chicane there are a couple of fast, but slight corners on an upward slope (which makes the car tend to acquire more stability and stopping power) followed by a proper right-left chicane. Without the chicane the maximum attained speed would be lower than on the main straight. That seems safer to me.

So, it's a videogame and therefore nobody is going to get hurt anyway, but the "death chicane" seemed pretty much random and pointless to me, not to mention source of incredible grief at times!

But does it add to the track personality? Absolutely.
 
-> I say we keep the "Death Chicane" only in the SSR11 '90s spec.

-> But on the proposed Special Stage City, they should eliminate the "Death Chicane" for it able to keep a good flow of the longer track:

ssr16std.png


^ What do you think Akira? :sly:
 
To tell the truth at the moment I'm way more exctited at the possibility of several longer "Special Stages" (not only 5 and 11) from different parts of the fictional GT city/metropolis that can connect one to each other in different ways. But yes, I guess that removing that chicane from SSR11 for a longer layout wouldn't be a bad idea.
 

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