WIP Slippery Slope

Discussion in 'Terrains, Levels, Maps' started by 23Terrabytes, May 19, 2023.

  1. 23Terrabytes

    23Terrabytes
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    slipperyslope.png
    About this map:
    I started with a blank flat grass terrain block in version 0.25 where I would randomly place objects or sculpt the terrain to create a test for new configs or perform stunts. I eventually had so many things placed chaotically on the map I decided to condense and refine everything down to make a sandbox map where every little bit had something to do yet it all flowed together in a way you could drive to every feature without needing to freecam everywhere. Granted some bits still require using spawn points or built in teleports, but most features are connected by some sort or road or trail.

    Most of this map is focused on offroading, hillclimbs, and stunts. Although there is still enough variety for all types of driving and vehicles. This map includes features like; gridmap style testing, angle testing, distance jumps, rally stages, sand dunes, drifting, hill climbs, rock crawling, plenty of stunt jumps, and much more. While I try to keep some realism alive in this map, most features are made strictly for fun or testing first and then the terrain is adjusted afterward. With this map being started in 0.25 while I was learning how to use the world editor, some features are bit more crude while others are more refined. Since I am aiming to make this a sandbox map and not a realistic city or country side I have left in all features that I found fun or useful regardless of their quality.

    TL;DR Slippery Slope is a sandbox map perfect for vehicle testing and stunt driving. There is a feature for nearly every vehicle type and style of driving. Distance jumps, angle testing, hill climbs, rally stages, rallycross, sand dunes, rock crawling, demolition derby, drifting, asphalt race track, games, stunts, challenges, and more.


    Finished Features*:
    • Motocross Style Off-Road Flow\Ramp Track (with multiple paths\difficulties)
    • Off-Road Crawling Trails (all trails are placed and drivable)
    • Sand Dunes
    • Rallycross Tracks
    • Rally Woods Area (also includes steeper hillclimb area on the north end)
    • Rally High Speed Road (goes from top left corner to bottom right corner)
    • Asphalt Raceway (multiple layout can be made)
    • Hill Climb Drag Strips & Angle Testing (also has stunt jumps and targets)
    • Dozens of Stunt Ramps throughout map (several with targets)
    • Long and High Jump (with distance markers and\or boosters)
    • Destruction Tunnel
    • Demolition Derby Arenas
    • Mini\Compact Gridmap v2
    • Halfpipe Hill - Arcade Slaloms
    • Mario Kart Arena
    • Large Multistory Kart Arena
    • Wreakfest inspired\replica tracks
    • Drift Bowls
    • Stunt Area - jumps, gaps, flip ramps, experimental LUA trigger boxes
    • Large prepped asphalt lot
    • Large plinko wall with multiple ways to drop in
    • Hidden abandoned vehicles placed throughout the map (39 so far)
    *These are "finished" -- some of these features should still be under the WIP list, but the Finished Features are the most complete and\or have taken low priority on my list of what I want to continue working on. Most will stay as-is with no changes, while some will eventually see some fine tuning and detail work.

    WIP Features*:
    • Asphalt Hill Climb Time Attack (layout complete but needs walls and fixing in some spots)
    • Endless Drift Track with flat and uphill areas (done but needs walls and\or decal work)
    • Beach tracks (layout complete but needs detail work)
    • Hillside Stadium Truck Tracks (layout complete but needs detail work)
    • Off-Road Crawling Trails
      • Rock Bouncer Hills\Courses
      • More challenging rock crawler obstacles
      • More variety in trail types (mud\rock\logs\etc)
    • Monster Truck Stunt Jumps
    • Halfpipe Hill
      • Full Halfpipe Raceway
      • Split Halfpipe Raceway
      • Downhill endurance\destruction inspired courses
      • Downhill Teleport Track
      • Downhill Luge
    • Downhill River Run for Wydra (river is there, but needs obstacles)
    • Boosters, Teleporters, EventTriggers, custom LUA
      • auto slowmo, auto camera changes, pop-up messages, rain toggling
      • there will be an easy way to toggle off by using the WorldEditor
    • Arcade Game Area (an expansion of the Stunt Area near Kart Arena corner)
    • Endless Highway (current version is a placeholder)
    • Endless River (current version is a placeholder)
    • Cliff Texturing and Terrain Paint work
      • (I wont spend too time on this, but I want to change\fix some areas)
    • Decal work (will likely be after all WIP features are finished)
      • AI paths will likely be applied to all trails to allow for GPS Navigation maps
      • AI paths will be tuned for some roads, but most paths are too steep\extreme
      • tire tracks to highlight hidden paths or guide you on the right path of a course
    • Spawn Points and\or their images will be redone when map is more complete
      • some vehicle recommendations are placeholders
    • Custom Vehicle Configs
      • OP D-Series Rock Racer (for tackling the harder parts of the motocross flow track)
      • OP Scintilla for Stunt Jumps
      • Custom Offroad Scintilla for Drift Track and\or Rally Woods
    • Terrain Backdrop and\or Terrain Edges (wont be perfect but will try and make cleaner)
    • Trees - most are placeholder and will be completely redone
    • Grass and plants
    • Clean Up & Optimization
    • There may eventually be a "lite version" to help play on lower end hardware
      • for now I have some scenetree folders that can be toggled off to help performance
      • there are a bunch of river boosters that can hurt performance
      • for now the view distance and fog will not be friendly to lower end hardware
      • for now grass density in spots will not be friendly to lower end hardware
    *Most of these are quite far along and just need some cleaning\detail work. Some WIP features are more or less a rough sketch that is purely experimental or for testing. Also some features like the Half-Pipe Hill, Sky Tracks, and Arcade Games are made in my development version but will not be in the first REPO release. Those types of features are currently floating off the side of the map and\or are overlapping with other features. So to keep the REPO version fully drivable they have been temporarily removed.


    Potential Features and Ideas:
    • Underground raceways and cave systems
    • Floating\Cloud\Sky tracks and\or obstacle courses
      • there will be at least one, but I have ideas for several
    • Parkour Course
    • Grind Rails (check out CrashGrounds map for an example)
    • Custom Signage\Decals to label features in game.
      • Signs for jumps that required specific speeds
      • Road signs and trail markers for dense areas with a lot of paths
      • For now some LUA pop-up messages are used
    • Scenarios
    • And more...

    Known Issues*:
    • This map was started in 0.25 so some things need a major overhaul
    • Trees
      • some trees have negative collisions and will eat tires (99% are removed)
      • some trees have bad LOD pop-in
      • some trees just look bad
    • Grass density - I like the dense look but some areas are too heavy on performance
    • view\fog distance causing poor performance
      • I like being able to see across the entire map and my hardware can handle it
      • see Performance Adjustment section to tune it to your system
    • LUA scripts - some are buggy - but this is an EXPERIMENTAL map
    • Bumpy asphalt slopes\hills. There are no blender made roads, 95% of this map is built into the terrain block and nearly all of it is manually sculpted. Most vehicles wont really have an issue with any of the asphalt hills, but very low cars with stiff suspension can get a little bouncy in some spots.
    • Kart Arena tire popping - some spots will be worse than others but most spots are fine. Just like the GridMap maps, the entire kart arena is made in pieces. I used the coordinate system to ensure there is no gaps or any raised\lowerd lips going piece to piece. Even after precisely lining them up sometimes it will still pop tires. This will not be fixable. Low profile tires have the most issues. If you adjust your driving a bit to avoid 90ยบ slides over part transitions and use the right vehicle\tires you can get plenty of run time without a single tire pop.
    *Most of these are also in the WIP section but are listed here since I dont need\want a bug report on. There is an insane amount of things that are WIP on this map, so even if something is a 5 minute fix - if I have 100 of those thats 500 minutes of work - but nearly everything is far greater than 5 minutes to fix. So depending on the issue it can easily fall low on my list of what I want to work on. Including all issues on this list and those that arent; some are small issues and will be fixed at random, some will never get fixed, and issues like the trees will remain as-is for a while since eventually I want to remove all trees, redo the models (forest items), and completely redo placement BUT I have other things I want to work on first.


    Recommended Vehicles:

    Some jumps or stunts were designed using a specific vehicle. For example; I would make a launch ramp, hit it flat out in 3rd gear with the Vivace Rally Gravel and then make the landing ramp exactly where the car would land. This makes for some very smooth jumps and stunts but when tried with another vehicle it may not be possible or wont be as smooth.

    These recommendations can be seen in the Spawn Point preview pictures while on the map screen. Although, those can also represent a generalized vehicle type. So if you see a Vivace Gravel Rally config you can expect high performance offroad vehicles with some decent suspension travel to do best. Or if you see a the Hopper Crawler config, expect a 4x4 with diff locks to do well in this area. It will still be fun to try all sorts of vehicles, but using the recommendations will often get the best results.

    Lastly, in general the Vivace Rally Gravel is easily considered the default vehicle of Slippery Slope. The Stunt Area, Rally Woods, and most Dirt Tracks have many sections that are designed using the Vivace Rally Gravel. If you find an area that doesn't work well for you, give the Vivace a try and it will probably be much easier and\or work better. The Motocross Style Ramp Track has been designed around the D-Series Rock Racer and\or the SP Dune Kicker - BUT - the Hirochi Aurata Race config will dominate the Motocross Ramp Track by holding the throttle wide open. Doing that will land most jumps perfectly. Nearly all of the Rock Crawling trails are doable in the D-Series Pig but something like the SP Rock Basher will fly through the trails.


    Preview Pictures:

    Screenshot2023-05-17225132.jpg Screenshot2023-05-17225035.jpg Screenshot2023-05-17223928.jpg Screenshot2023-05-17223958.jpg Screenshot2023-05-17224019.jpg Screenshot2023-05-17224034.jpg Screenshot2023-05-17224129.jpg Screenshot2023-05-17224210.jpg Screenshot2023-05-17224256.jpg Screenshot2023-05-17224320.jpg Screenshot2023-05-17224340.jpg Screenshot2023-05-17224420.jpg Screenshot2023-05-17224610.jpg Screenshot2023-05-17224650.jpg Screenshot2023-05-17224712.jpg Screenshot2023-05-17225158.jpg Screenshot2023-05-17225258.jpg Screenshot2023-05-17225317.jpg Screenshot2023-05-17225359.jpg Screenshot2023-05-17225505.jpg Screenshot2023-05-17225534.jpg Screenshot2023-05-17225631.jpg Screenshot2023-05-17225800.jpg Screenshot2023-05-17225820.jpg Screenshot2023-05-17225844.jpg Screenshot2023-05-17225953.jpg Screenshot2023-05-17230243.jpg Screenshot2023-05-17224929.jpg Screenshot2023-05-19004911.jpg Screenshot2023-05-19002741.jpg Screenshot2023-05-19003318.jpg Screenshot2023-05-19003053.jpg Screenshot2023-05-19004703.jpg Screenshot2023-05-19003512.jpg Screenshot2023-05-19004532.jpg


    Performance Adjustments and Toggling Features:

    By default all experimental features in this map are turned ON and things like view distance are maxed out to my personal liking. There are many invisible high flow rate rivers that are used as boosters - but these can be VERY heavy on performance. There are some LUA triggers that force temporary slow motion or camera changes. There are some areas that have messages that popup to help label features and there are things like experimental weather changing LUA triggers. Features like these (and more) are part of what makes this an experimental map, but I want to give the option to use them or not. I realize not everyone has hardware to get playable frame rates with everything on and not everyone may like some of the features that do things like display a message or change your camera. Below is a quick guide on how to use the World Editor to adjust the maps settings to help performance as well as toggle some features on or off.

    (insert pictures)

    Constant Velocity Teleports:

    Constant Velocity Teleports do as they say, they allow your vehicle to keep its velocity as it goes through. This, for example, can allow you to take a small section of road and put teleports on each end where you could infinitely drive in a loop while continuing to gain speed. You can do a long distance top speed test run using just 200m of road.

    These type of teleports require "thePlayer" (name of the vehicle object in the world editor) to have a rotation of "0,0,0" During regular game play; if you reset your car, use a spawn point, or use a teleporter it almost always changes "thePlayer" rotation. If you try to use one of these teleports and the teleport fails (eg. you end up in the ground, backwards, upside down, or the velocity doesnt transfer) - you can open the world editor and manually change "thePlayer" rotation to 0,0,0 or simply drive into the nearby Green Rings to activate the Auto Rotate thePlayer to 0.0.0

    Nearly all Constant Velocity Teleports are show as bright GREEN rings or trigger boxes.

    P.S. On the short looping highway area once you hit top speed be sure to hit the flip ramps!







    This is an EXPERIMENTAL map release and NOT a BETA release - so this means there will be incomplete parts, there will be parts that are broken but are left in to experiment with, there will be performance issues (especially for low end hardware), and there will be placeholders which may or may not get drastic changes in the next update.

    I appreciate all feedback and reviews; but PLEASE keep in mind all of the above when making any comments or leaving a review. The feedback I want most is what features YOU like the most or what seem to have the most potential. This will help me choose what features to give priority too. Thank you!
     
    #1 23Terrabytes, May 19, 2023
    Last edited: Apr 3, 2024
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  2. DeWorD

    DeWorD
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    This looks intresting :D
     
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  3. 23Terrabytes

    23Terrabytes
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    Thanks, hoping it will be even more fun than it is interesting.


    Map update for anyone reading\following this thread:
    Being my first map, it admittedly has its issues, but overall I think its going very well. I definitely took on more than I should have with this map. Although, its absolutely packed with stuff to do since I just kept wanting to experiment and try stuff out. So every little bit of free space has got some sort of trail or jump or something there. Its a bad thing as far as finishing and releasing the map goes but is a great thing for learning and mastering my techniques.

    I am still at least a couple months out for any sort of release. I took a bit of a hiatus to make a much more focused gambler map with everything I learned from this one. This does NOT mean this map is OnHold. My gambler map helped me learn quite a bit about what I need to do for clean up in this map and also gave me quite a few ideas on how to simplify certain aspects of a map while still keeping it looking good - if not better. So while I haven't done much this past month in the WorldEditor with SlipperySlope, quite a bit of behind the scenes work has been done. The best thing about starting a fresh map with a time constraint was that it is much easier to see issues I was having that have been buried in the overwhelming amount stuff in SlipperySlope and made me realize I cant just infinitely add new things If I want to actually release a map.

    So while this is the first map Ive started and worked on, this will almost certainly not be my first map release. Expect to see my gambler map in about two weeks time (probably close to the deadline to make it as good as it can be) then hopefully shortly after that you can expect some more and more consistent updates on this map. I really want to finish this one. My goal for this map is to release it to get criticism on what's good, what's bad, what people might want to see more of, or what's not worth my time.

    I have updated the features list in the first post with what I have worked on recently.

    Thanks and expect another update early July.
     
    #3 23Terrabytes, Jun 13, 2023
    Last edited: Jun 13, 2023
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  4. Jer

    Jer
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    Looks amazing!
     
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  5. 23Terrabytes

    23Terrabytes
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    Thank you!

    I built this map based upon three things; first, inspiration from my favorite parts of my favorite maps, second, things I wanted to see in maps but I haven't seen much of or haven't seen at all, and third, desire paths and play testing. You could probably also add in a fourth being that I wanted certain testing areas to compare changes in new configs\vehicles. I probably spent as much time driving this map as I have building it. I would place things down and then drive them until I found new paths that I liked better and also made new paths that naturally formed over time (desire paths). Example being, if I constantly missed a turn, would keep going off course, or if I always missed my landing I would just change the course to fit my mistakes. While I could perfect my driving skills I found it much more fun to drive flat out and let the terrain do the driving for me. Some parts require more skill, but my favorite tracks on this map were built upon the concept of driving flat out and let the terrain do all the work for you.
     
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  6. Jer

    Jer
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    Thats sick, honestly I wish I could even start a map but ive sort of given up after my town map got corrupted.
     
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  7. 23Terrabytes

    23Terrabytes
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    After nearly 2 months of focusing on Gambler523 I loaded up Slippery Slope again to see where I was at. I have decided to just release a Beta version of this map since the time I have available to work on any sort of mods will delay this map for quite a while if I were to wait until it was fully completed. The pace I kept and time I spent working on Gambler523 was crazy and there is no way I could keep that up on this map or any future map projects. It will still be a couple more months out, but expect to see this released as a Beta on the Repo around the end of Q3 2023.

    If you have played Gambler523 and like the trails, hill climbs, and the recent v1.1 rally stage scenarios then I'm sure you will like Slippery Slope even better. This map will have several times more trails (if not dozens times more) and much more highly tuned tracks and rally stages. Gambler523 was built around a specific theme and had a very tight time constraint whereas this map is more of a free-for-all and has been in development for over a year now. So there is much much greater variety of the types of trails and obstacles on the trails. Also the motocross style track, rallycross tracks, and rally stage areas in Slippery Slope are greater in number, much longer in distance, and most importantly have a much greater time spent making and fine tuning them. This map will have a bit of EVERYTHING, but the offroad aspect is where the majority of the focus is. If you like mud, rocks, steep technical hills, and\or if you like smooth flowing corners and hills this will be the perfect map for you. Between now and the release of this map, expect a couple periodic updates on this thread.
     
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  8. Jayed

    Jayed
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    Hello I have been wanting to download this map, however I have now idea where the download link is at. Could you please put a link, or tell me where i could go to download this map at?
     
  9. 23Terrabytes

    23Terrabytes
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    Still WIP unfortunately, my free time hasn't been what it used to. I'm getting close to releasing an experimental version. It could be a week or a month, I work on it when I can. But once you see it change from WIP in the title it should be uploaded to the REPO, I will also bump this thread again.
     
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  10. Jayed

    Jayed
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    Soooo, when will it be done? It has been over 6 months.
     
  11. MadHEMI

    MadHEMI
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    Oh Nooo, I feel that someone might bark at you about BUMPING or demanding requests like when's it going to be ready to download?

    Tell Em to Get F'd, As screaming out BUMP is against this websites rules, Well it use to be years ago..

    But 6 months is a very short time, Wouldn't you prefer the creator put more time consuming effort into the map by working at their own pace which could take at least 5 times longer to complete.. instead of rushing to make fans happier as they can't wait to drive around the road over-kill map.. Oh I like the underground section that reminds me of Jammin2222's Concrete Carnage map which has recently stopped loading for some reason..
     
  12. 23Terrabytes

    23Terrabytes
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    Since it was bumped and I got pinged in an email with a reply to my thread... I have had a few unexpected life changes so most of the year I have been way to busy to continue any work on my mods. But I will still be leaving this thread as WIP (instead of OnHold) as I do want to continue working on this map and have made one or two small changes every now and then, and even though it has been several months I still plan on getting an as-is experimental version out as soon as possible. I cant put down any sort of estimation of when it will happen, but my free time for gaming and modding has slowly been picking up lately.

    This map is no where near being a polished completed map, but there are still tons of features with tons of time put into them that are ready to go, so I definitely do not want to abandon it. I did actually boot it up about a month ago and the only reason its not released now as-is, is because there are dozens of place holder objects and parts of the terrain that need to be removed or fixed to make everything drivable. For example there might be some floating objects I used as a terrain mask in the way or there are random trees in the road where I was testing something. It seem easy enough to just click and delete really fast, but there are dozens - probably more like hundreds of little things EVERYWHERE on a 4096x4096 map (in comparison utah and west coast are 2048x2048)

    Thanks for anyone following along, hope to have an update sooner rather than later!
     
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