giant enemy spider from wreckfest pre alpha --- Post updated --- circuit with a ai racing system like dragstrip. also add a dragstrip... VERY SMALL GO KART TRACK MADE OF ICE TOO
Stuff to make it somehow more abstract and surreal and less '''random objects plopped in a white plane'' Something like Brutalist architecture meets Graph paper meets Outrun call me mad, but id think stuff like this could give the map alot more charachter. Vr city is a mod map that pulled this idea off, but made of course like a city.
finally someone else knows its from wreckfest pre-alpha. i have it and i wanted to relive it but the pre-alpha has awful optimization so i wasnt able to
Hey everyone, Just wanted to follow-up and share some of our thoughts for the upcoming revamp. With Gridmap we had two main goals; improve the visuals and improve the layout and variety of gameplay possibilities. The following is a rough overview of how we're approaching it. Please keep in mind that not all changes you see listed are final. Style test render (not in-game, not final): Integrated a lot of feedback from the community Wanted to stay true to the "soul" of Gridmap while adding a lot of space and more testing areas Split the different areas into specialized zones, each with a different purpose Increased the size from 1x1km to 2x2km Improve the old style and feel to be more visually appealing and cohesive Below are the current layouts for the map (grid is marked at 100m). * A map of the layouts (left) and the same with very rough blocked out shapes (right). The shapes in particular are quite rough and will likely change a lot by release, they're just there for getting a feel for the map and the layout. Each zone will be unique and provide a wide range of gameplay options: Suspension: various tests for the suspension, some more extreme than others Handling: realistic handling tests like slalom and moose, some realistic road, other setups for testing a car's handling performance Off-road testing: mud, rock crawling, grade testing Collisions and destruction: rollover tests, a variety of crash test setups, if it's designed for destroying cars it goes in this zone Groundmodel: this will be an expansion of the original Gridmap groundmodel test area which will also feature grade testing on different materials Spherical car pits: this is in the very early stages, but will do exactly what the name implies Skycurves: improved tracks similar to those on the original Gridmap Drag strip: for testing straight line performance Pipes: the pipes from the original Gridmap will go here, along with some appropriate extras River testing: this area will be for testing water flow behavior at various depths and speeds AI test: a small and basic set of roads with half constructed "buildings" for testing AI This isn't set in stone and we'll be going through a lot of feedback, so things may change by time this is ready to release. Thank you all for submitting feedback and suggestions to improve the map, we hope you enjoy it!
that looks incredibly good, also very clean and modern. its like a splash of cold water to the face, in a good way of course
Finally, organized and not random Gridmap! This is what we all wanted I think, great work! Also it looks a lot better too!
Although the new gridmap looks good, I would like to see maybe a line of every scenery object out on the corner. That would be nice to see if a mod screws up one of them without having to go to every base game map.
This is pretty cool, but just one question: will you guys be getting rid of the oval on the outside of the current Gridmap, or will it be moved elsewhere? The map size increase and lack of space for it suggests it's gone, but i kinda enjoyed doing top speed runs in it, specially since it's the largest oval in the game.
Do you know how much of that would have to be there? WAY too much to fit in a 2km line. And how would you tell what is from which map and which mod breaks what? This is kinda useless.
I could imaging these yellow-black warning lines around each area. Also in my opinion gridmap should contain as little normal terrain as possible and have basically everything „abstract“
"Destruction over time"... Interesting I still say the realistic stuff should be saved for a realistic map like ETK/Automation, but I do seem to be in the minority with that as I've seen a lot of suggestions to put these in gridmap. I guess having both options would be the best approach. Love the sound of everything, especially the water physics test area. I do hope room is kept for future proofing. As I mentioned in my first post on this thread, I believe a virtual testing ground needs to have the ability to test as many gameplay mechanics as reasonably possible.
I love the fact that you guys wanted to keep gridmap's "soul" while trying something new, that new gridmap looks stunning and I can't wait to try it out
I was very skeptical of this at first, not gonna lie. I was worried that Gridmap would turn into an over complicated mess that wouldn't have the charm of the original map. I'm glad to be pleasantly surprised. I like the expansion and lots more to do yet still preserving the simplicity of the original, and the updated art style looks really clean, similar to the track builder art style. I'm excited to see how this turns out!