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    Track Editor FAQ by Crono801

    Version: 0.8 | Updated: 12/06/00 | Printable Version | Search This Guide

    
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                                            By Crono801 (Crono801@aol.com)
                                            Copyright 2000
    
    Disclaimer
    -----------
    This FAQ should only be found on www.gamefaqs.com. If you see this anywhere
    else on the internet, please E-mail me at Crono801@aol.com. If you want to
    use this on your site, ask first. I will (probably) gladly ablidge. Thanks
    a lot.
    
    
    
    
    A little info about Re-Volt
    ----------------------------
    This is a racing game made for the Sega Dreamcast by Acclaim. Sadly, it
    is not very popular. A good side to that though, is that it can be found
    at Wal-Mart for $10. TEN BUX!!! Well, anyway. you race remote control cars
    in it. The three (main) modes are Tournament, Multiplayer, and Track Editor.
    This FAQ will focus on the Track Editor of Re-Volt, as it is very confusing,
    and took me literally _weeks_ to figure out. I hope this helps.
    
    
    
    
    Version History
    ----------------
    0.7 - Created the FAQ (12/5/00)
    0.8 - Made section III and IV (12/6/00)
    
    
    
    
    Purpose of This FAQ
    --------------------
    So, you wanna make a track for you and your friends to race on Re-Volt, huh?
    Well, you might have a little problem there! See, the Track Editor mode on
    Re-Volt is, IMO, _very_ confusing. Well now, you say all you can figure out how
    to do is set 100 different start positions? Ah, I see you had the same problem I
    did. Well, used properly, the Track Editing mode in Re-Volt can be a blast. This
    FAQ was designed to help you make your own tracks easy. I hope I can help.
    
    
    
    
    Table of Contents
    -----------------
    I. Track Editor Basics
     A. Controls in the Track Editor
     B. Vocabulary
    II. Menu
      A. Menu Controls
      B. The Menus
       1. Modules
       2. Pickups
       3. Adjust
       4. Save
       5. New
       6. Load
       7. Export
       8. Quit
    III. Modules
       A. A Little Bit About Modules
       B. Modules and Their Variants
        1. Start Grid
        2. Straights
        3. Dips
        4. Humps
        5. Square Corner
        6. Round Corner
        7. Diagonal
        8. Bank
        9. Rumble Strip
       10. Narrow Strip
       11. Pipe
       12. Bridge
       13. Crossroad
       14. Chicane
    IV. Other
      A. Thanks
      B. Future Versions
    
    
    
    
    -------------------------------------------------------------------------------
    I. Track Editor Basics   Track Editor Basics   Track Editor Basics
    -------------------------------------------------------------------------------
    
    
    
    
    A. Controls in the Track Editor
    --------------------------------
    
    Up - Raise height of a module
    Down - Lower height of a module
    Left - Change Variant
    Right - Change Variant
    
    A - Place module
    B - Erase module
    X - Rotates the module
    Y - Take module that is under cursor and copy, kinda like you copy and paste
    X+Y - Bring up help menu (if you forget the controls)
    Start - Bring up the menu (you will be using this button a _lot_)
    Left Trigger - Rotate the view of your track
    Right Trigger - Rotate the view of your track
    
    Anolog Stick - Move the cursor
    
    NOTE: These are controls on the edit screen, not the menu.
    
    
    
    
    B. Vocabulary
    --------------
    
    Module - This is a piece of the track, such as a straight, bumb, etc. You will
    be hearing this word a lot, so get used to it.
    
    Variant - Some modules have variants, or different ways of being placed. Eg. the
    straight has the most used variant, allowing you to change it into a slope of
    different sizes. Not all modules have variants.
    
    Cursor - The flashing box that you are using to place a module, etc.
    
    
    
    
    -------------------------------------------------------------------------------
    II. Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu
    -------------------------------------------------------------------------------
    
    PRESS START TO GO TO THE MENU!!!!!
    
    
    
    A. Menu Controls
    -----------------
    
    Up and Down - Selcect items in the menu
    Left and Right - Change texture in the Module Menu
    A - Confirm
    B - Cancel
    
    
    
    
    B. The Menus
    -------------
    
    1) Modules
    
    See section III, Modules
    
    2) Pickups
    
    The pickups menu is used to place pickups along the track. You are allowed to
    place up to 20 pickups on a track. This menu is pretty simple to understand,
    you are given a zoomed outview of your track, and all you have to do is place
    the cursor where you want the pickup, and press A! Personally, I don't like
    pickups, I leave them out of my truely competitive tracks, so it's 100% skill,
    0% luck.
    
    3) Adjust
    
    This is a _useful_ menu. It is used to make your track bigger or smaller (but
    who would want smaller?). All you gotta do is use the analog  stcik or digital
    pad to risize the ring, it's pretty self explanitory.
    
    4) Save
    
    As simple as this seems, save is a really, really hard menu! Once you choose
    save, you are presented with a menu with lots of letters. Most people can
    tell it is for naming your track, but the question is: how? See, the thing
    is, once you type something in, you don't know how to erase it. There is no
    delete button. The thing that seems like it would backspace actually spaces.
    There is a little arrow near the lower-middle right corner, and it deletes.
    But it so little!!!
    
    5) New
    
    Starts a new track, but prompts you to save your game if you haven't already
    done so.
    
    6) Load
    
    Just pick the track you wish to load and hit A!
    
    7) Export
    
    This is used for exporting your tracks for single race and multiplayer. It can
    also be used to see if your track has any errors in it, such as it doesn't form
    a loop, or there are two track sections that are different heights next to each
    other (excluding ramps).
    
    8) Quit
    
    If you can't figure this out you might wanna go back to first grade
    
    
    
    
    -------------------------------------------------------------------------------
    III. Modules   Modules   Modules   Modules   Modules   Modules   Modules 
    -------------------------------------------------------------------------------
    
    
    
    A. A Little Bit About Modules
    ------------------------------
    
    Most modules have a few things in common. Most of them can have their texture
    changed from sand to dirt and back. Some of them have variants that can be
    changed, and all of their heights can be changed with up and down.
    
    
    
    
    B. Modules and Their Variants
    ------------------------------
    
    1) Start Grid *NO COLOR CHANGE*
    
    This is the module that you start with, and it is where you start. When you
    start the race, this is where you start. It looks kinda like a bridge, and
    has a arrow on it. Only place one of these on your track, or it won't work.
    
    2) Straight (Variant: Ramp)
    
    This is the most important module. Not only is it the main section of a
    track, but it has the most important variant: the ramp. If you want a good
    track, this is _important_! The ramp can connect two sections of track that
    are different hieghts. Hit right to get to it, you can raise it up anywhere
    from 1 to 6 units from the first.
    
    3) Dips (Variant: Shallow Dip, Deep Dip)
    
    The dips are another important factor in a good track. The shallow dip can
    be used as a small pit hole, while the deep dip can be used after a high hump
    for a giant leap! The normal dip, however, can be placed in a series of rumble
    strips and will sometimes catch unsuspecting racers.
    
    4) Humps (Variant: Low Hump, High Hump)
    
    Humps are best when followed or procedded by a dip. A small hump can randomly
    be inserted for a speed bump, and a high hump can be placed after a rumble
    strip for a treacherous uphill climb. Humps are just good to have.
    
    5) Square Corner
    
    Square corners are wider than round corners, but offer more of a surprise.
    I perfer round corners, but every now and then you want a sheer 90 degree
    turn.
    
    6) Round Corner (Variant: 2x2, 3x3)
    
    Round corner is my corner of choice. It is more narrow than the square corner,
    and can be resized to a turn that takes up 4 or 9 blocks, making it much more
    useful.
    
    7) Diagonal (Short, Right Diagonal, Short Right Diagonal)
    
    For some tracks, this is necessary, but not all. It can be used in succession
    for a swerve effect. *THERE IS A GLITCH WITH IT'S VARIANTS, ALLOWING YOU TO
    SCROLL TO THE RIGHT BUT NOT THE LEFT*. I don't know why, but it is just the
    daigonal that has this gilitch. You have to go back to the module menu and
    repick the diagonal to create the swerve effect, though, so it takes patience
    to do it.
    
    8) Bank (Variant: Many, many, many variants)
    
    ***Will be added in a later version, I have to play around with it a bit
    to figure out all the variants***
    
    9) Rumble Strip (Varaint: 2x Rumble Strip)
    
    This has two good uses, IMO: at the end of the track, right before the
    start grid, and in between dips and humps. If you really wanna have fun,
    use the 2x rumble strip.
    
    10) Narrow Strip *NO COLOR CHANGE* (Variant: Wide Opening)
    
    Best used with a wide opening at the begining and end. A pretty cool
    feture, you can create chaos by placing a wide opening as the first
    module after the start grid, and the a series of narrow strips. Think
    about it! Everybody has to start, and then go through that little
    piece of road. Traffic jam, anyone?
    
    11) Pipe *NO COLOR CHANGE* (Variant: Slope, Half Pipe, Turn)
    
    Pipes are cool. They just are. One of my favorite things to do is place
    a pipe, then a slope, then a slope facing the other way. The end result
    is awesome!!! Another thing you can do is place a high hump in front of it,
    propelling you ON TOP of the pipe! Just make sure you follow the path you
    normally would, or it will put a "X" at the top of your screen, and you will
    have to go around an extra lap. This is a bad glitch, so it's better not to
    put a high hump in front of a pipe.
    
    12) Bridge (Variant: Different Size Bridges)
    
    Bridges are the one thing that can make your track extremely long. You
    can place a ramp, and then just go back to one of your straights and 
    replace it with a bridge, making you be able to extend your track greatly.
    
    13) Crossroad *NO COLOR CHANGE*
    
    One of the most important modules there is. You go in the red arrow, you go
    out the red arrow. You bring your track BACK to that point later, go in the
    white arrow, then out the white arrow. _Very_ useful.
    
    14) Chicane
    
    Basicly, a chicane is a straight with two triangles inserted, making a zig
    zag. Doesn't really do much except make racers bang into a wall. Ouch.
    
    
    
    
    -------------------------------------------------------------------------------
    IV. Other   Other   Other   Other   Other   Other   Other   Other   Other
    -------------------------------------------------------------------------------
    
    
    
    
    A. Thanks
    ----------
    
    Thanks to CJayC, for making www.gamefaqs.com
    
    Thanks to Acclaim, for making this game
    
    Thanks to DHeung, whose Jet Grind Radio FAQ I modeled this after
    
    
    
    
    B. Future Versions
    -------------------
    
    In future versions I plan to add a section where I can tell how to make the
    perfect track, like a Tips section. I'm going to put in info about the bank,
    and I defenatly want to upload one of my tracks to www.gamefaqs.com.
    
    
    
    
    Re-Volt Track Editor FAQ, Copyright 2000, By Crono801