Thijs Hof submitted a new resource: Deadzone - The most diverse BeamNG map Read more about this resource...
Really cool idea behind it but you have waay to much vegetation on this map: Also you have some floating gridmap stuff still left over. But i'd keeep the oval gripmap track that goes around the outside of the map because it's kinda cool. Just add an bridge to it so that we can drive to it.
Thanks for the feedback, i will remove the floating gridmap stuff and make a bridge to the oval, update will be online within 3 hours!
Thijs Hof updated Deadzone with a new update entry: Better AI - Deadzone 1.1 Read the rest of this update entry...
rallycross areas! places for jumping off the road into/over rocks and buildings for crashes that leave a mark
Thijs Hof updated Deadzone with a new update entry: Deadzone 1.2: Offroad madness Read the rest of this update entry...
Thijs Hof updated Deadzone [NEW train track!] with a new update entry: Trains! Read the rest of this update entry...
When I try to reset the trains using HOME or INSERT, the front ends spawn in the ground (or inside the aerial track) and I can't move them, etc. I have to reload the map to respawn the vehicles. Any ideas?
The next update containing a location for jumping of the road over rocks into houses will be added in the next update (Currently awaiting approval)
Thijs Hof updated Deadzone [NEW 9km straight road!] with a new update entry: Detail update Read the rest of this update entry...
Noticed two things at the end of that 9km road (which is fun to race down). Had some floating lights and a tree across the road. Not sure if it's just my PC or others, but figured I'd share.
Thanks for your feedback! The floating lightpoles are my fault and will be removed in the next update, the trees are there to hide the end of the road in a way that makes sense
Ah, well that makes sense now Looked like it might have been a glitch or something, but I can see how that works. Thanks for the feedback.