Icefall wrote:While working on my latest track I started thinking about ways to include checkpoints for races while keeping the terrain as uncluttered as possible. I wasn't able to accomplish this, but thought that the inclusion of invisible checkpoints would be a nice addition. They work just like normal checkpoints, just they are not visible on the track or terrain other than the appropriate marker on the mini-map. Not only would this be good for if you have a theme to your track that the current checkpoints don't quite fit into, but for off-road style courses it will add a touch of exploration since you won't see the physical gate guiding your travel.
Are you proposing having the option to get rid of just the gate model or both the gate model and the swirling effect in the center of the active/next check point?
How would you use these invisible check points as opposed to the current ones? You stated a clutter concern, so would having invisible check points make you inclined to use them more often than the current, visible ones (say using 20 invisible check points on a track you might otherwise have only used 10 visible ones on)?
Is the clutter concern primarily about the gate model or visual cues on non-active check points in general? In other words, if you could get rid of the gate model, which would you prefer:
- check points that still have some persistent visual cue, like a decal you drive over (a la Mario Kart)
- check points that only use a visual cue when they are active, like the swirling effect we currently play in the center of the active/next check point
As far as themed tracks go, what different models and themes would you like to see on the current, visible check points?