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Somerset Northern Speedway (49 Votes)
Experienced  26.53% - 13 votes
Average  24.49% - 12 votes
Newbie  48.98% - 24 votes
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Somerset Northern Speedway, Community's track handling poll
*viKKing*
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This is part of a project to add a difficulty level indicator aside tracks description, in order to help new users to figure how difficult is driving on a given track.
It is obvious, it's based on a combination of player's experience, as well as character's driving skill.
When voting, please try to be as neutral as possible, and to recall when you just joined Darkwind!  ;)

Track picture:
http://www.dark-wind.com/images/buildings/building8.jpg

Original design and concept by Sam.
Polishing and eye candy features by viKKing.
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vet cont zom slay2013 marshal wv

*Posted Jan 10, 2007, 12:33 pm Last edited Jan 26, 2008, 3:28 pm by *viKKing*
*viKKing*
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Even if this a very easy ovale shaped track to handle, dust adds a lot to the difficulty.
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vet cont zom slay2013 marshal wv

Posted Jan 10, 2007, 12:38 pm
*sam*
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also it's not as simple as it looks to post a good time.
nice idea btw vikking :D
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 10, 2007, 3:04 pm
*Speedealer*
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I would say this is the most difficult track (for me anyway). I'm still trying to figure out how to handle the sand - I usually drift to wide or overcompensate in my steering.
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marshal vet combat1 race1 northernsummer combatL1

Posted Jan 10, 2007, 5:58 pm
JoeR
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well, do you purely mean the difficulty of getting a good time? or also the difficulty of surviving a lap? the poll doesn't seem to fit, or, i have no idea on how to answer it.

then this map ranges from extreme high to extreme low.




maybe two difficulty stats are needed. laptime and danger factor.

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vet

Posted Jan 10, 2007, 6:29 pm Last edited Jan 10, 2007, 6:31 pm by JoeR
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laptime: highly difficult
danger: highly dangerous
buggy factor: most likely gonna slam into one ;)
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marshal vet combat1 race1 northernsummer combatL1

Posted Jan 10, 2007, 6:33 pm
*Toecutter*
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Joer said:
maybe two difficulty stats are needed.  laptime and danger factor.


I kinda took both into account with my votes on the tracks...i mean all tracks have an element of risk when yer pushing for that record, the difficulty i figured was in negotiating the track at racing speed cmpared to the npcs....this track for example is quite simple in design but very difficult to be competitve..also with the fact that your sideways most of the time it leaves you open to those hits on the vulnerable sides of the car...not to mention the unpredictabilty of just where everyone is headed for the next turn.
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marshal vet race1 elmsautumn wv

Posted Jan 10, 2007, 7:09 pm
Atomic Punks
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Racing difficulty: very difficult
Deathrace difficulty: very difficult

This track is one of the most difficult for deathraces. The lack of traction on the sand makes it hard to control your vehicle on the turns and the small diameter of the track keeps you within firing range at all times - even harder with dropped weapons (like oil and mines).
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vet

Posted Jan 12, 2007, 11:11 pm
Karz Master
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Race: near impossible
Deathrace: near impossible

I don't know how to drive on this monster of a track. Even with a good car like the Bullet, I always end up driving off course most of the time. And the dust makes it really hard to see your ghost car.

I only managed to get lucky ONCE by scoring 3rd place. That was my best result on this track
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vet wv zom

Posted Jan 16, 2007, 2:41 pm
ralphy_256
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This is probably my 3rd fave.

A couple tips for those having trouble;

1, Can't see through the dust. Get your point of view up high and look directly down at your ghost. Your line of sight goes through less dust and obscures less.

2, Turning. This is a feel thing. I have to drive at least 3-4 laps before I remember how. I _never_ race here without a timetrial first. A couple key things to remember,
a) your car will continue to rotate even after you straighten the wheel, plan on it and straighten early.
b) your car will be moving in a curve almost through the whole race, but your wheel will be straight or _slightly_ turned to the outside of the turn through most of the race.
c) In my mind, the buggy is absolutely undrivable here. Once you (or I, anyway) get sideways here, it will just *not* straighten out until you come to a complete stop.

this track is the best example of where a vector cue would be useful. Don't think that you're going to go where the car is pointing, think about which direction the thrust of your car is being pointed and what that's going to do to your vector, always remembering that horizontal rotation (yaw) has significant momentum here.

Ralphy
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vet

Posted Jan 16, 2007, 7:51 pm
*Diablo Vash*
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This track is complete different from the other which i love, this track is not a basic braking speed control track it is a track where you will have to learn a new skill.....drifting......this will make the player learn where the entry point is for them to start turning and when they need to pull out of the drift for the best speed out of the corner, now i'm not going to say everything they need to do becuase that will be giving away my style :p only other thing i can say is braking is not needed on this track and is a waste of good speed.
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vet raceL1 marshal wv

*Posted May 9, 2007, 2:41 pm
*sam*
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Korivak wrote a nice story about this track, by the way:

Race in the Desert
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 10, 2007, 11:29 am
Nekojin
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I hate this track with a passion. Seriously. It is, bar none, my least favorite track in all of Darkwind.

Why? Because once you fall behind, you can't catch up. If you're in low-power cars (like what League events usually put you in), the computer is going to run a good line, and even if you also run a good line, it won't be enough to catch up. Further, the altitude changes make it so that it's difficult to get a clean shot without the terrain interfering.

In high-power cars, this track is a great way to demonstrate (or test your skill at) drifting, and I'd recommend it for that. But I still won't race on it.
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vet deathrceL1 wv cont

Posted Jun 10, 2008, 2:21 am
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I rate the track difficulty as average. It is a difficult course to win on in a race because a single mistake will make it extremely tough to catch up. In a deathrace I suggest placing stock in left side armor.

On the other hand, with low outer embankments of the track and a perfectly flat racing area it is nearly impossible to crash on this track, so the latent danger of the layout is almost nil.
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vet combatL1 wv cont0,5,0

Posted Jun 25, 2009, 6:41 am
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Average in difficulty but exceptionally difficult come race time, be it death or normal. As Groove mentioned, the nature of the track is such that control and line are rewarded heavily regardless of vehicle. A great track for newer drivers to learn how to handle poor traction situations without too much danger of track or trackside obstacles.
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vet

Posted Jun 25, 2009, 5:49 pm
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I love this track, and it is the track I find the easiest to drive to, there I am, driftin' round the world.
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Jul 5, 2009, 4:18 pm
Groovelle
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I love this track, pulled a lap record here early on. I didn't vote because I think there should be a distinction between race and deathrace. Racing is pretty easy but deathracing here is a good way to get your men killed.
Racing: Newbie
Deathrace: Experienced
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vet wv0,2,0

Posted Aug 3, 2009, 5:36 am
*Longo*
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Im not a racer, but this is my favorite SS track for sure :D
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Aug 3, 2009, 6:20 am
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