[Pool] What does an add-on car need to be good?

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[Pool] What does an add-on car need to be good?

Postby KingAndy » Fri Jan 16, 2015 1:45 pm

To make an add-on car good enough so people will enjoy it and have fun using the mod, it's important to begin from the starting question: what people consider a good add-on car? I mean, what makes the difference between a car that capts your attention and you download it and a car you see in the main page and ignore it? What can make you like a car enough to keep it on your game directory, or deleting it?

I came up with this question while working on the DeLorean, because my idea with that car is to make a mod that could be fun to play for the most people.

This can be a great topic for car converters/ modelers, because I think everybody that is going to spend some days creating a mod would like to end up with a mod people will like to play with.

Starting by me, I like both low poly and high poly cars, since they are properly modeled. Tuning also makes a huge difference, a car that handles awful is not good to play with. I also love dashboards because I really like the first person view, to be honest I almost never download cars without a dashboard. Sounds can also make a big difference, but I understand how hard is to make a car with proper realistic sounds. Then the extra stuff makes the final thing even better, and I mean with that things like multiple colours, breakables, damage textures, or the awesome working wipers.

Now, I'm curious about your opinion. What do you look for in a add-on car?
Last edited by KingAndy on Fri Jan 16, 2015 6:18 pm, edited 2 times in total.
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Postby zoot » Fri Jan 16, 2015 4:42 pm

Good tuning, not some crappy simulator. It can be faster than the real car. Good sounds, ones that don't sound terrible. A good dash, keep it mm2 style, photo real doesn't have to be a thing.
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Postby sajmon14 » Fri Jan 16, 2015 4:48 pm

I like good sounds on cars, some people don't get that using Audi TT sounds everwhere (unless it's actually a TT) or vacuum cleaner sounds aren't fine :P

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Re: [Poll] What does an add-on car need to be good?

Postby e-cobra » Fri Jan 16, 2015 5:49 pm

I mean, what makes the difference between a car that capts your attention and you download it and a car you see in the main page and ignore it?
The way it looks, details and shading. It's hard to explain, but look at the way Jelly's Pontiac GTO is seen in the picture at home screen. It's left side is well-lit because the screenshot was taken during evening. I downloaded it because I like boxy cars in general and this looked neat.
Whether I'll keep a car in MM2 and play it regularly depends on the tuning and sounds. I like realistic tuning and appropriate suspension (neither too hard nor too soft) according to the vehicle and a realistic top speed. (The vehicles I released so far do not comply with this and I'm not satisfied with them lol)

Poly count doesn't matter that much but high detailed models are always preferred. FOV of dash camera should be slightly greater than other cameras because I think that sub-consciously gives a nice feeling of realistic view.
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Postby FXANBSS » Fri Jan 16, 2015 6:17 pm

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Postby BUGATTIMAN253MPH » Fri Jan 16, 2015 6:56 pm

I only like photoreal dashes, the dashes made from taking a pic of a 3D dash in Zmodeler look crap because they lack shading and are really dull and cartoon looking.
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Postby Franch88 » Fri Jan 16, 2015 11:44 pm

According to me, a good add-on car must have at least a good looking 3D model (doesn't matter the polygons count and the detailing), nicely made textures, realistic well made taillights (I look a lot at them), a good looking realistic dashboard (in the case of real existing cars), and an enjoyable handling. Then, great sounds, nice particular features and an overall details caring for everything in the package, make an add-on car greater.
If your goal is get a good number of downloads, for first, you've to release a car that catches the attention, and usually they're the famous supercars and tuner cars. The dashboard presence guarantees more downloads. In very few use to download every new released car add-on to try it in-game.
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Postby Seahawk » Sat Jan 17, 2015 6:18 am

For me, I choose low polys, mid polys and high polys, i.e. all. And the next type of choosing is by what vehicle it is.
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Postby e-cobra » Sat Jan 17, 2015 3:15 pm

In short, what everyone means: Every parameter thinkable of a car should be as good as possible. :P
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Postby BUGATTIMAN253MPH » Sat Jan 17, 2015 3:32 pm

I think that performance has to be a balance between realism and arcade. For example take a muscle car; oversteer, horsepower, spinning rear wheels! Not very easy to control, except in Hollywood films where they excel in performance. Just apply an arcade tune and add a little bit of realism to it, not too much or it won't be fun to drive.
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