Twelve Oaks (work in progress)

Twelve Oaks (work in progress) 0.7.26

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This very unfinished track is my first attempt in track building. I've never worked with any kind of 3D-Software before, so I started learning Blender from zero. Please consider that when you compare your favourite race horse with this limping donkey.

Requirements:
- Assetto Corsa as you bought it
- no mods are needed so far; SOL is recommended

Install: drop the twelve_oaks folder in the Assetto Corsa track folder. Done.

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On board lap in a Lotus 3 Eleven (V.0.7.26):


Apologies for the recording quality. My old PC can't do more than 720p @ 60 fps.

This track will progress as I learn to work with Blender. Feedback in the DISCUSSION section is much appreciated. Thank you!

The Track

This is a fantasy track without reference. The idea was to create a track without boring parts. There are probably influences from the Nordschleife, my favourite and most driven track. On Youtube you find an interview with German Rally Ace Walter Röhrl. He says that rallying/racing is like skiing, slalom like. I created many corners for this track thinking of those very words, trying to make a layout that is very challenging, but has a certain flow when you've found a line.

To bring some rally elements into the race, there are some obstacles on the track. A cheap freight forwarder lost 3 containers, some rocks dropped on the road, there is a mini maze in the Kubrick tunnel and there is a small bridge pillar a tiny bit higher than the tarmac.

With way more than 10.000 kilometres on the track, I can say I'm not bored yet, far from it, and there is still almost no lap without mistakes. There are some tricky corners/sections.

Best to be raced at 6 pm (the whole track is optimized for it).

Both tracks have AI support, 20 pit boxes and replay cameras.

The painting for the fictional main sponsor and another one - as distraction before a corner - are my work, I didn't lift them.

Kerbs are track.

Recommended cars:

Lancia Delta S4, Ford Sierra RS 500 (Group A/DTM), Lotus 3 Eleven, Nissan GT-R GT3

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Big thanks to Lilski for his great tutorials and to the helpful voices @ assettocorsamods.net where I most often got referred to when I googled desperately for answers, to Kunos for this awesome simulator and to the great community in this great place.

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Latest updates

  1. COAST and texture update

    - complete COAST terrain update - reflector posts for all parts of the track without guard...
  2. New section: COAST & many updates

    - new optional track section: COAST; track length with coast section is now 7.5 km (AI, 20 pits...
  3. All trees updated & much more

    - all trees updated & new trees - tunnel remodeled, new Shell arc - terrain, buildings &...

Latest reviews

Hey, this is one of my favourite
It's Sad, that it's your only One, very talented ;
This is an absolute treasure, OP.

AC modding goes in many, many directions. There are folks pushing the boundaries of photorealism with an aging engine. Folks preserving the history of tracks that are no longer around. Folks that are creating ficticious but realistically possible racetracks.

And then there are the madmen who construct slaloms that evoke the best of Ridge Racer and other 32/64-bit era racing games. Who craft corners and dips and climbs and scenery not based on what's realistic for an FIA Grade Whatever track, but on what will provide the driver with joy.

There aren't nearly enough of that kind of modder.

I agree with Raymond that some of the graphical elements look a little rough in this beta stage - getting some serious Stunt Race FX/Wild Trax vibes in parts with the minimal texturing. And I'm sorry that I'm not an artist myself and therefore can't offer you any practical criticism to help improve in that repsect.

All I can do is ask that you keep at it, because racetracks where the author's imagination has run wild are too few and far between.

10/10 - would yeet myself from the hotel cliff onto the shipping container chicane again.
Premium
Fun enough track, but the environment textures are very muddy, not helped by the relatively low-poly terrain. Plus it might be due to either Sol or CSP's effect on the lighting engine but the grass textures seem way too saturated in sunlight during clear weather.
went for a another run around your track and it is top stuff mate keep up the good work
C
Christian Speed
Thanks a lot.
This is the finest of work. Unfinished textures, yes, but you COMMAND the art if the flow...this is a stellar driving track in my favorite ride...the LMP1 class.

Only nit is the bridge section. It would make more sense if it were supported here and there with mountains...maybe with tunnels.
C
Christian Speed
I'm glad that you enjoy the layout. Thanks for your thoughts about the bridge section, I'll do something about it.
A good flow on the track. I am excited about the future improvements. Your idea has real potential.
C
Christian Speed
Thanks a lot. I'll do my best.
top work mate doing very well at it, good stuff now on the bridge man thanks no falle off.
C
Christian Speed
I thank you for your feedback! ;)
Just keeps getting better and better each release. A very fun drive
C
Christian Speed
Thanks a lot.
Very funny track, excellent job!!! Keep it up man!!!
C
Christian Speed
Thank you. I will!
So much fun, wow! Thank you for sharing with us! Loved so far! keep up the good work man!
C
Christian Speed
Thanks a lot!
so far so good
C
Christian Speed
Thanks for your encouragement.
I really like the way this track is going! The textures need updating but I understand that it is still very unfished but so far it is looking good. Also I suggest adding guard rails on the bridge part so you can't fall off.
C
Christian Speed
Thank you for your feedback. I guess I'm convinced now. Next update there will be some sort of railing for the dangerous sections, I already have an idea. Besides that there is still much to do with textures, you're right.

Latest News

Author
Christian Speed
Downloads
2,210
File size
23.6 MB
Views
28,853
First release
Last update
User rating
4.82 star(s) 11 ratings

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