WIP Shorty's Pass

Discussion in 'Terrains, Levels, Maps' started by Ouerbacker, Aug 20, 2014.

  1. Aboroath

    Aboroath
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    Meh...doesn't have the zing it needs. I like "Aboroville". Make sure it has a derelict insane asylum somewhere out back.
    BTW, these look like they've been exposed to a nuclear weapon, *COUGH Blackhills test crater COUGH*.





    Looking sweet! For once I'm at a loss for further suggestions. Need to get the holidays out of the way and dig in to my bank of days off.

    Nice work man and can't wait to drive it.:cool:
     
  2. Ouerbacker

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    Aboroville is good. Those buildings will certainly show up in Blackhills.

    Also, here's some more progress.

    Corney's Express limited - home of corn-dogs and corn-burgers, maybe?

    BeamNG 2014-12-29 19-31-49-49.jpg BeamNG 2014-12-29 19-32-08-15.jpg
    This is based upon Carney's Express limited. Mines a little cornier, though. Now, I need to go make the sign.

    and, more terrain adjustment.
    The eroded areas have been desaturated down to realistic levels. Before, they would glow during the brightest times of the day.
    BeamNG 2014-12-29 19-32-50-86.jpg BeamNG 2014-12-29 19-36-24-01.jpg
     
  3. Aboroath

    Aboroath
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    Right on!...train cars fit the scene well I think. Certainly a donut filled watering hole for the local sheriffs too.
    I can also envision the primary vehicle sitting in front of this as a mid-sixties 4 door Chrysler yacht, family inside,
    being glared at by a mysterious unshaven creep.
     
  4. Ouerbacker

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    Here's some mixed progress

    Roadside detail is being added.

    BeamNG 2015-01-06 05-57-14-20.jpg BeamNG 2015-01-06 06-00-51-78.jpg

    The generic shops have shown up. Now, business names and logos... If anyone has thoughts regarding these areas, mention them.
    BeamNG 2015-01-06 05-57-36-11.jpg BeamNG 2015-01-06 05-58-15-64.jpg BeamNG 2015-01-06 05-58-58-17.jpg

    A little racetrack might be added. This would be similar to the track in Nadeox's parking lot derby map.

    BeamNG 2015-01-06 05-58-26-43.jpg BeamNG 2015-01-06 05-57-58-63.jpg
     
  5. Aboroath

    Aboroath
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    The sidewalks really make the town stand out and realistic.
     
  6. mtchll3

    mtchll3
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  7. Ouerbacker

    Ouerbacker
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    Here's a little wind farm. There are roughly 40 turbines. Unlike the ones in Blackhills, these use a smaller ladder frame design. Each is 54 polys.

    BeamNG 2015-01-10 19-20-36-00.jpg

    [webm=]http://www.beamng.com/attachment.php?attachmentid=50082&d=1420939991[/webm]
     

    Attached Files:

  8. Goosah

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    Beautiful! I love the varied turbine speeds, just that much more realistic.

    Are you planning to do more of a shoulder texture to the roads? Usually rural asphalt roads have some roadbase on either side, or at least dustiness/evidence of cars rolling on the shoulder when pulling over etc. This is a little niggle I have with a lot of the beamNG maps.
     
  9. Ouerbacker

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    Yes, here 's a pictures that shows some of the shoulders. Because I'm a little slow at getting things done, I have a habit of slowly picking away at tasks such as this. Therefore, some roads have shoulders while others are still unfinished.
    BeamNG 2015-01-10 23-13-16-56.jpg

    Also, do you all want any 4x4 only paths? BeamNG 2015-01-10 23-12-07-48.jpg
     
  10. Aboroath

    Aboroath
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    Varied turbine speeds yup...cool. As for the 4X4 paths I don't think the answer to that is a mystery. I would recommend having these paths extremely raw, as in paths
    created by locals and carrying lots of variety with lots of geological "randomness". I was toying around with various rock textures on a map and was delighted at
    the effect of exposed hard rock interspersed on a rough unmaintained dirt road. This effect of course is caused by vehicle traffic wearing away the loose dirt
    and exposing the underlying solid rock. Very cool realism. You could even have stretches that have slight solid rock protrusions that have to be driven over.


    Rocky road.jpg

    Being these paths are not maintained what so ever drainage ruts across them could add realism too.

    rough.png
     
  11. DoullPepper

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    Hello Ouerbaker!! Nice job for your landscape, i am a fan of your realistic render of texture and nice groundcover.. Thanks
     
  12. Ouerbacker

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    Here's a little progress.

    I added some jumps here and there. Only one is pictured in this post.They are supposed to represent fallen down signs or billboards, but, in reality, they are just jumps.

    BeamNG 2015-01-20 00-00-26-90.jpg BeamNG 2015-01-20 00-00-34-90.jpg

    After seeing Nade's posts with the guardrails, I decided to do the same. So, guardrails... While they could look better, they do fit the terrain well.
    BeamNG 2015-01-20 00-01-22-00.jpg BeamNG 2015-01-20 00-02-07-38.jpg BeamNG 2015-01-20 00-02-19-77.jpg

    a different time of day... Ignore the skidmark.

    BeamNG 2015-01-20 00-24-13-16.jpg
     
  13. Aboroath

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    Looking more polished each time and kick ass detail on the guardrail posts.:cool:
     
  14. Goosah

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    I like the billboard idea. Some broken frame of wood or rusty steel crushed underneath would really add to the story behind the billboard, and maybe some danger for missing the jump!
     
  15. Ouerbacker

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    This is a good idea. I'll add this over the next week.

    And, a little update.

    adjusted color palette plus improved vegetation... Things look a little different now. The added tree is meant to represent a cottonwood.

    BeamNG 2015-01-24 23-53-09-11.jpg BeamNG 2015-01-24 23-53-50-91.jpg BeamNG 2015-01-24 23-55-37-20.jpg

    Also, a few houses have been added.
    BeamNG 2015-01-24 23-54-46-45.jpg BeamNG 2015-01-24 23-55-23-85.jpg
     
  16. Aboroath

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    Whoa....nice work on the trees. Look right at home. Reminds me of Palo Verde and others. This level is getting some nice realistic desert character.:cool:
     
  17. AR162B

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    It does looks promising! Great job, I hope this time my laptop will be able to run this map :p

    I (quickly) read through this thread, I've never been in a desert (although some westerns are shot in Sardinia, I've been there a couple of times :p) so this idea can be entirely wrong, however; maybe it's an idea to include a (almost) dried-out reservoir near the ghost village, including an old dam and old bridges? It'll add a story why the village is abandoned and the dam (especially the overflow) and bridge might add to the playground. (And you might recycle the dam in Black Hills to add a source of the river for those wash bridges...)

    A still standing billboard for police cars to hide, and (dirt) road through a narrow canyon? Just some ideas :)
    The 4x4 only path looks nice.
     
    #57 AR162B, Jan 26, 2015
    Last edited: Jan 26, 2015
  18. Ouerbacker

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    Here's this week's little update. More improvement has been done on the vegetation. There are also some other improvements. Unfortunately, I didn't get around to the billboard stuff.

    BeamNG 2015-02-01 04-09-28-20.jpg BeamNG 2015-02-01 04-09-41-67.jpg BeamNG 2015-02-01 04-12-09-26.jpg BeamNG 2015-02-01 04-17-15-83.jpg BeamNG 2015-02-01 04-35-20-60.jpg





    Ooh, I just googled Sardinia. It looks likes a nice place to go. Unfortunately, there isn't a good spot in Shorty's Pass for a dam. Somewhere around the abandoned town, though, there will probably be an old mine of some sort.
    However, there is one way I could use your idea. The ghost town's valley could have been used as a reservoir in the past. This would make it somewhat like Saint Thomas, this town, http://www.nps.gov/lake/naturescience/st-thomas-nevada.htm
    Otherwise, it'll have a story similar to Ryholite, http://www.nps.gov/deva/historyculture/rhyolite-ghost-town.htm.

    Regarding your other ideas, I'll toss them onto the list of things to add. While I can't stand behind the canyon, the standing billboard is almost a sure thing.
     
    #58 Ouerbacker, Feb 1, 2015
    Last edited: Feb 1, 2015
  19. AR162B

    AR162B
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    Nice! I can't wait! :)
     
  20. Aboroath

    Aboroath
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    A wash bridge....yay!....looks good. I like the balance between the bridge/road textures as well and a fine job making it look realistic. I imagine getting a road
    decal texture to transition over an object is more or less a pain in the ass and not worth the trouble. Besides, it gives the bridge a nice visual cue.


    It is incredibly difficult to ever point out things in your work but I might say the road approach to the bridge, the sharp turn, might need
    to be straightened out a bit???. Conversely, it could certainly be a nice and interesting point in the road flow.

    Can't wait to drive it.:cool:
     
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