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In case you're not familiar with the mod, it's an impressive collection of tracks by an ever-prolific modder Tor Ole Lerbæk who goes by the name The Very End in the community circles.
The Very Track Pack has been one of the most popular mods on the Workshop ever since it's inception in 2016, and indeed, it's also a mainstay on many community servers running custom content.
Now there are many remarkable mods available on the Workshop, yet we've always been particularly impressed by Tor's work, not only because of the sheer amount of varied content included but also because his tracks are fun and feel like they're a perfect match for our game.
In fact, many of the Tor's tracks would fit right in to the base game!
That lead us to think that actually, why not make some of them part of the base game so that more people can enjoy them?
So, we got into talks with Tor, got him interested and that's exactly what happened!
As a result, we're thrilled to let you know that two of Tor's track will be coming to the game as official content are ブルームーン999ゲームのレビュー was the next update, and they will be included in the console version at launch.
We've started with the rallycross style tracks since those are always loved by everyone and fit the bill perfectly, with more on the way.
Together with Tor, we've also been busy giving these tracks a makeover so what you will be getting are the absolute definite versions of the tracks that have been completely overhauled.
Tor being as prolific as he is, he's been helping us otherwise too, creating 友達と遊ぶオンラインパズルゲーム example animated banners, pennants and camera cranes that will reinforce the dynamic nature of our tracks.
All those will make their way to the game in the next update, and no doubt Tor is already busy hatching up new just click for source />A huge props to Tor for making this happen since he had to go through the trouble of setting up a business for himself and sort out all sorts of legalities, but at the リバーウィンドカジノゲームのリスト it all worked out great.
Check out some impressions below: Given the occasion, we also thought this would be a great opportunity to get up close and personal with Tor and give you a glimpse of the man behind the tracks.
Most of the time you get to play the mods and appreciate them, but the authors themselves are very little known.
Time to change that!
And who knows, maybe he can even share some modding tips so without further adieu: Thanks for taking the time to answer a few questions for the fans of Wreckfest!
To start this off: could you please introduce us to the man behind the mods and tell us a bit about yourself, your background, and what you do?
Thank you so much for this learn more here welcome!
The name is Tor Ole Lerbæk, a 31-year-old potato from southern parts of Norway.
I have done a range of things over the course of the years, such as been a firefighter in the military, driven trucks the big onesworked at factories and worked at call center just to mention some of my work experience hence the potato reference.
These days I am working on my master degree at the University of Agder, in Information Systems Development and Management.
Bachelor in same topic, with a deep-dive into developing a GDPR compliant newspaper system yes, you have my rights to use my data in any way you like.
Regardless of what I have done and what I do, the interest in computers and games has been there since I was a child.
It always fascinated me, regardless of genre of game.
Being as old as me I have grown up to witness the birth and extreme development of computers and games!
You're hailing from Norway.
How is it like being a gearhead in there?
Do you also do folk-racing or demolition derby, and if yes, have link ever attended such an event?
Being spoiled by living in a small country with rich natural resources means most people have the means of doing mostly what they want.
We have a pretty good folkrace scene, as well as a range of ダウンロードゲームクレイジーマシーン2 leagues and classes, despite our small population.
The smell, the sound, the entertainment of watching these crap machines drive around on small tracks is just too much of a fun to miss out on.
When you have this combination of cheap cars and part-time drivers just wanting to have a bit of fun on the weekends this makes for a great show for those lucky enough to witness it!
As for derbies — I love them too!
But never seen on in life.
Actually, anything that involves cars and crashing makes me exciting, regardless the league.
What is it that made you choose Wreckfest as your modding platform?
What makes it special?
The base of the game and the accessibility.
By base I mean the gameplay, the feeling of the game.
I like simulators and I like arcade racers, but blending the best of these two worlds together in an entertaining package sold me.
It just feels good, and it is fun and accessible, a balance which I have not felt since probably the two first FlatOut iterations.
When you get past the technical and artistic challenges, getting your creation into the game is not so much a big issue as the two first aspects.
Furthermore, having the ability to peek into the file structure and read most of the game files helps understanding how everything is interconnected.
This I have never seen in other games even if they support custom additionsmaking it a natural platform for me to develop on.
What drew you towards modding initially and how did you learn how to make mods?
You didn't start modding with Wreckfest, right?
I guess with age you start to know yourself a bit more.
The turning point was Wreckfest, firstly through the BagEdit tool.
But the more I did this, the more I wanted to truly create, to build something from bottom up.
There really was no other way, I had to learn a 3d modelling software.
To even get anywhere, I used days, ダウンロードゲームクレイジーマシーン2, months or has it been years already?
Learning one thing lead me to wanting to learn more, and thus the cycle continued — and continues.
I still got a long way to go but please click for source how starting from zero around 3 years ago to where I am now, it makes me happy for the future.
There is so much to learn, so much to create!
So back to original question, despite some small mod projects to games in the Command and Conquer series as well as the game Crashday, Wreckfest was my first actual game to truly mod on more than just a technical level.
You are known for being a very prolific content creator, constantly evolving and trying to break boundaries of Wreckfest modding.
Where do you get your inspiration from?
Do you ever sleep?
Sometimes they just fall into my head at evening while I should really sleep, sometimes by listening to music, walking in the nature, watching ski jumping on TV …playing other games, speaking with friends, daydreaming and so on.
Fun thing is, the more I delve into the 3d modelling word, the more inspired I can be by the stupidest stuff.
Like yesterday for example.
Walked in the local forest, and then I saw this lovely small dirt road with an interesting transition to the surrounding terrain.
Are there any tools, tips or tricks you would recommend to budding mod authors?
What's the best way to get started with modding?
Oh, this is a tricky one!
私は私のPC上でプレイステーションのゲームを実行することができます I think this means: find the path that works for you.
If it be Blender or 3ds Max, Photoshop or Gimp, etc.
Find the thing that feels just right for you.
Nobody judges you as hard as yourself, but instead of looking at it as a bad thing, think of it is a personal development.
We will never be perfect, nor is it the goal, Androidアプリのための新しいゲーム2019 it will regardless make us better humans - or in this context, better creators.
What are your future plans?
Where do you see yourself, say, two years from now?
Then the question becomes how much honest do I dare and want to be?
And that is mostly it for the practicalities.
At same time I got to be realistic; it is a that アンドロイド携帯電話用の無料candy crushのゲームのダウンロード thank marked and a lot of more talented people out there, yet again, dreams are important and what drives us forward.
Is there anything else you would like to add?
Even if I am extremely humbled by all this attention, I wish シーザーズパレスカジノゲーム put the spotlight on the teams.
By teams I mean both the team around me at the modding community scene but also team Bugbear.
The former has brought so many ideas, thoughts, feedback and joy to me カジノ入浴イベント, and I think it would be unfair for me taking all the credits.
Much of what the mod has become is because of you, and there are lot of unsung heroes here.
The same goes for the latter, team Bugbear.
I believe in the effort of the team and a group of people.
One person only reaches so far, but a team of people working together can move the world.
If anything, this horrible long text and history should be a testimony of what lengths people can go with the support of others.
Oh and time, please, give me like 2 semi-trucks of time please!
There is just not enough time in this world!
A huge thanks to Tor for taking the time to answer our questions!
Like said earlier, a number of Tor's overhauled tracks are coming to the base game in the next update but in case you can't wait make sure to check out The Very Track Pack in ダウンロードゲームクレイジーマシーン2 Steam Workshop and if you do, make sure to let Tor know!
During the past weeks we've already been introducing some of the improvements to you but we're not stopping yet.
If you've played read article game any longer than for a few minutes you've no doubt noticed this grievance — and many of you have, based on your feedback — and it's indeed frustrating, sometimes even getting you wrecked instantly when someone lands on top of your car and the cars get stuck into each other, causing them to deform like there's no tomorrow and resulting in massive damage.
Well — we're happy to let you know that no more!
Check this out: See what happens?
Apart from that looking very unhealthy for the driver of the Rocket, the cars speeding from the ramp hit the car on the ground as well as each other, but instead of clipping into each other, the cars get beautifully deformed and are able visit web page continue racing.
Pretty neat, isn't it?
Not only it looks much better as in, less glitch-y but it also makes a huge gameplay difference especially on tracks with jumps.
Now, there are still some pesky details regarding the collisions that we need to work out but with the main issue solved we're confident that they can be sorted out pretty easily and that we can push out this improvement in the next update.
In the grand scheme of things this is admittedly a pretty small detail but since it can have quite a significant impact on the gameplay and knowing how much many of you have been looking forward to an improvement, we thought we'd already give you a sneak peek.
Play it again, Sam: Thanks for all your support and stay tuned!
Drily presented, but wonderfully brutal full-contact racing with impressive physics.
All other brands, product names and logos are trademarks or registered trademarks of their respective owners.

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