Making Tracks in Gran Turismo 5

Analysis of the Course Maker.

Digital Foundry will be looking in-depth at Gran Turismo 5 later in the week, but in the meantime we're planning a series of blog posts to celebrate the long-awaited launch of PS3's most highly anticipated of sequels.

The first port of call for us when we received the game was to see just how Polyphony Digital had managed to implement a consumer-friendly course creator, bearing in mind how long it seems to take the developer itself to craft new circuits.

Polyphony calls this new mode the "Course Maker", but "Track Editor" would have been a more apt description because, you don't actually design the circuit at all. Instead, you feed the editor a range of variables and the code itself creates the track for you. From there you tweak the available values until you're happy.

To give you some idea of how it all works out, here's a video compilation outlining the process of customising a course. We've also captured the same tracks multiple times with single variables adjusted, and then we transition between the vids within the edit to give you a direct idea of how tweaking stuff like the time of day, weather conditions or road width affects the overall look of the track you're working on.

An edited overview of the track creation process in GT5, including mini-showcases of the various themes, weather conditions and time of day effects available.

So, let's break down the entire process. First up, you choose an existing course to edit. There are seven of these "themes" available out of the box, encompassing tarmac, gravel and snowy environments, along with a couple of templates that favour hilly terrain. There's even a mini park there for customised kart racing. Choose a theme and you're ready to begin.

A default tracks appears, but if you don't like the look of it, simply hit The "New Track" button at the base of the screen to magic up a new course out of thin air. Don't like the look of that? Rinse and repeat until you get the basic look you're after.

From there, the editing work kicks in proper. You can change the number of sections on the circuit, then edit those individual segments to your liking, adjusting overall complexity, how sharp the corners are, and even how wide the road is. Global settings are also available, which cover elements such as the time of day and weather. However, some courses have limited time-of-day options or none at all and likewise with the selectable weather.

Once you're happy, you can road-test your creation with one of three cars specific to each theme, or else you can take a "favourite" from your garage for a spin on your new creation. Once your creation is complete, you can save and share it.

It's clear that the track editor has been designed for quick and easy content-creation as opposed to giving the players access to the same kind of tools used by Polyphony Digital itself. The scope of the courses you're able to create is accordingly fairly limited.

You can't design the layout of the track itself, you can't adjust the gradients of the terrain, and as you can see from the video, even a small tweak to just one variable can often dramatically change the layout of the entire circuit, presumably because the code is trying its best to fit your wishes into the available topography. Also sorely missed right now is the ability to mirror or reverse the current circuit.

On the plus side, the range of themes available covers off a great many racing scenarios that will be great for multiplayer: rallying, karting, driving through the snow... Also, whether it's through getting a more intimate understanding of how the variables work, or just through plain luck, the editor is capable of throwing up some eminently driveable courses - and the advantage of having such a tightly controlled editing environment is that it's basically impossible to create an unworkable track.

The global variables such as the adjustable weather and time of day mean that the overall appearance of the course can also be individualised to a certain extent, and some of the dynamic lighting effects in particular can be quite beautiful - especially when using the Alaska or Toscana themes.

It's evident from the setup of the editor that it has been designed with expansion in mind. Most obviously, the theme selection screen has been created so that additional templates can be easily selected once added (presumably through DLC updates).

However, even the main editor screen has enough real estate left over for at least a couple more tweakables, and it wouldn't surprise us at all to see the editor evolved and enhanced in the future...

Comments (21) Latest comment 2 years ago

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  • spookalilly #1 2 years ago

    A brilliant idea, in essence - and as Richard suggests, I'm sure it'll get better with time. As I'm a Forza man, if there is one feature they mimic from GT5, personally, I hope it's this.
  • lcmnick #2 2 years ago

    Post deleted at 12:48:44 14-04-2012
  • DirectAim #3 2 years ago

    Top feature, i'd rather have it than not. I hope they spend time now releasing updates and improvements to better the experience but for release it is 100% awesome!
  • X201 #4 2 years ago

    Looks OK.
    But I suspect it will take something along the lines of the ModNation Racers track laying machine to placate everyone.
  • DrStrangelove #5 2 years ago

    I think it's very cool. Always reminds me of the course maker of Lotus 3 (that was 1994), which I loved.

    Kaz seemed very impressed with ModNation Racer's course design tool, if they would make something similar for GT, that would be real badass.
  • Beano #6 2 years ago

    A great idea - something I hope Foza 4 will take and run with.. maybe something more detailed and similar to ModNation Racers :D
  • Ryze #7 2 years ago

    Gran Turismo 5: R.E.C.S

    :)
  • RodHull #8 2 years ago

    Been fiddling with this for a little bit and it doesn't seem any more sophisticated than the likes of Trackmania or Scaletrix, once you look beyond the snazzy menus.
  • ant72 #9 2 years ago

    Genuinely is a great feature, shame it doesn't hide pop-up tho' :-/
  • JensonJet #10 2 years ago

    This is one of the best features I've seen in a racing game. It's literally decades ahead of the competition. Incidentally, can you imagine the money-whores Activision allowing a feature like this in a game of theirs? I'd love to have seen a complete track editor that allows full customisation, but seeing as the whole industry is loath to offer such a feature I guess that's asking too much... perhaps it's even beyond the capabilities of most game studios!!!
  • RedSparrows #11 2 years ago

    Jenson - It's not leagues ahead at all, it's been seen before - in racers. Map editors have been in FPSs on PC for evur, and even on consoles (Far Cry 2, Prey) etc, let alone Forge on Halo etc.

    It is, however, a great feature to have, and looks like it has enough scope to really add life to the game.
    Edited by RedSparrows at 24/11/10 @ 15:40
  • eloquent_coat #12 2 years ago

    Yay for the R.E.C.S. reference! :D
    That did actually have a few more sliders affecting the resulting track though IIRC.
  • konnsky #13 2 years ago

    @DrStrangelove

    My thoughts exactly! It reminds me so much of Lotus III: The Ultimate Chalenge back on the Amiga..
    Has it really been so long..
  • carlosdfn #14 2 years ago

    A fantastic feature that will extend the life of a game that already has enough to keep us busy for years. As with other aspects of the game, it will certainly improve in the future through dlc as well.
  • mgillespie #15 2 years ago

    Meh, this is usual unscientific nonsense. My Slim took 3 minutes to download the patch on a 8Mbit ADSL and 15 minutes to do the initial install.

    Do people actually believe the crud that gets written here? I have to wonder if they lashed up an ancient SATA adapter to a 8 year old HDD or something to make that video.
  • OnlyMe #16 2 years ago

    I'm surprised by the number of people remembering the R.E.C.S feature on Lotus III. RESPECT!
  • ruckus #17 2 years ago

    V-Rally 2 had something similar as well.
  • SavageEvil #18 2 years ago

    I hope they add more tweaks to the course editor, like to make the course width even narrower, and allow for control over elevation changes. I really hope PD just adds more things to help me create courses even faster, section length is a good thing to add as well, or just overall course length. My first course was about 5 miles in length, but it's dependent upon which of the templates you choose. Not bad for a first shot, lets see how they continue to evolve this.

    After the horrendous GS preview, something must be wrong with their PS3, my PS3 doesn't take anywhere near as long as theirs to do anything. Longest wait I had was the first install, that took about 25-30 minutes, the 133mb update took less than 3 minutes to download and install. While this game has some weird things like sometime ugly textures on standard cars, and shadows that come through your car, lol that one is hilarious. It's one very interesting feeling when driving using the G25, I'm thoroughly enjoying myself. Too many people online at one time or Sony needs to work out some online bugs, but the online part looks very clean and deep. I have to wait until I get to race with some good racers to have a complete stance about it.
  • Arwin #19 2 years ago

    Made my first track yesterday, great fun. Made it as complex and narrow as possible, which was still quite driveable, but I loved the incredibly steep climbs it got - quite a few cars probably wouldn't make it up there. :D

    It's a great feature and I love that they can release more content for it too.
  • Rens11 #20 2 years ago

    @mgillspie

    the install is off the disc not from the internet!
  • milky_09 #21 2 years ago

    what the course maker lacks really imo is a tool to adjust the length of track.
    a simple tool to tweak curves... with adjustable falloff so you can have further control of specific areas.
    adjustable elevation..... so you could make the track totally flat in one area and hilly/ raised in the other.

    the creation of point to point races.

    where is the stunt mode... that that sony guy slipped out.