This is Perryville. An urban area in the eastern Rustbelt, the location has seen economic highs and lows, increasingly the latter in recent years. This map is purpose-built for car chases and role playing, with a loading dock, gas station, parking complex, and several tight fits to hurl your car through. Nearly all textures and models are custom-built. Please bear in mind that the map is greatly unpolished and unfinished, and I am saying this as a stern warning. Do not expect a complete product. About a third of the total surface area of all building facades is untextured, I'm still not sure about the average city block size, none of the present objects feature LODs, and the city only occupies a very small portion of the landscape. As such, any feedback, especially with performance concerns, is greatly appreciated. Update: Michigan Circle and Michigan Avenue is more completely polished, the river area now has a wall and is mostly bridged, lights, signs, and other small objects and decals are now prevalent throughout the downtown.
Re: Perryville This looks awesome! Have you considered a drive-in 'wall of death' for one of the city-blocks?
Re: Perryville Would be cool if there is no vegettation in a FPS version because vegetation is killing my toster...ehm... i mean computer. Looks really good finally a little city for BeamNG
Re: Perryville Thanks everyone for your compliments. I was actually briefly worried that if I might get the 'must be stolen' reaction, especially if I developed too much more prior to unveiling. I don't think so, as it doesn't seem fitting to the theme. I've already stretched reality in order to cut down the retaining wall on the parking complex to send-vehicles-barreling-off-the-roof height. Vegetation doesn't handle too well on my machine, either, but I did plan to add moderate amounts of trees and grass where appropriate. Don't worry, I'll keep it subtle, else I'd have trouble playing it. I'll probably just focus on finishing what I've got for now. If I manage to advance the current content enough, I'll grow the city out. I've already got plans for the Old Village to the North, the Industrial Park to the SouthEast, and the river to the West. We'll see.
Re: Perryville Amazing! Can't wait. I've been waiting for a city map, and this looks really good. Good work.
Re: Perryville USUALLY people can tell if it's stolen or not, and stolen car meshes are way more common than maps. I didn't ever really have a doubt in my mind that you made this.
Re: Perryville Very Nice, I haven't seen very many city maps, looks like a good place for car chases once there added in game.
Re: Perryville Reminds me slightly of the small map from Rigs of Rods, the little town/city one was it called pennyville or something, not quite sure...
Re: Perryville The early, almost skeletal idea for the map was to build an urban area, and add a conclusive, linear stretch of road gravitating away from the map's center. The plan was that, in car chases, the road (referred to in my vocabulary as "the Escape", usually a bridge or tunnel) would be used as the setting for the climactic final act of the chase, and provide a practical finish line that the escapees must cross to win. The original Escape is a freeway extending Southwest from the city center, immediately visible in the first screen (the road the Grand Marshall is on being the Westbound side). As -and if- the city grows outward, I may be able to add a few alternate Escapes to the level, making car chases less predictable and more dynamic.
Re: Perryville Update in first post: 1/8/14, replacing placeholder buildings, glass curtain walls on skyscrapers, new sidewalk treatment.
Re: Perryville Update: 2/5/14 It's been a month, but I have worked on getting the Landscape ironed out. Still a far way from done, but most of the big things are underway or complete. View attachment 19725 View attachment 19726
Re: Perryville will definitely be trying it out (although, probably won't be playing beamng for as long times as i usually do, as gta v is expected to be released on pc in earlyish march, so ill probably be playing that quite a bit, but will still mess around in beamng of course (nothing can match the excellent physics in BeamNG, other than RL, which doesn't really count, because its RL)
Re: Perryville Well daym, this looks promising! Ive been wanting to get a map like this for BeamNG Hoping to see more updates soon!