WIP Beta released Fujigoko

Discussion in 'Terrains, Levels, Maps' started by bobby_boulgat, Nov 25, 2017.

  1. fufsgfen

    fufsgfen
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    Bamboo, that is really nice!

    I look forward of many crashes on this map :)
     
  2. Danny Werewolf

    Danny Werewolf
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    I look forward to many failed drifts on this map!
     
  3. RyvyLo

    RyvyLo
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    Good job, this is looking nice !
     
  4. sohnzugspitze

    sohnzugspitze
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  5. bobby_boulgat

    bobby_boulgat
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    A feed back will be really cool !!

    If you ask me why the shadows are blur, it's normal. As the weather is cloudy, the light is diffuse. Howerever , it's possible that i don't put a better settings. We will see.
    The bamboo's imposters are too dark , according me. I tried to change the lighting of the foliage's texture but the result isn't convincing. A lot too luminous, even when i replace the texture by one darker .... Weird
    There is a lot of trees, it's normal. And normaly, there should be even more, according to what I saw on google map

    Have fun with the map and the quickraces

    Cia A+


     
    #25 bobby_boulgat, Feb 2, 2018
    Last edited: Feb 25, 2018
  6. fufsgfen

    fufsgfen
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    This is really incredible map and it even runs perfectly with my potato GPU:
     
  7. thewiz

    thewiz
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    Interesting...
    screenshot_00876.png
     
  8. RyvyLo

    RyvyLo
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    I really like this map ! Runs well, it has a great mood, and nice roads to drive and race on with the quickraces. Also runs really well, at about 40fps on my laptop. And there are some neat little secrets to discover (one even got me a little scare, well played ;)) I also like how there are more detailed parts on the houses and shops than in your previous maps, it gives a really nice finishing touch. Only thing that's left now is maybe some sound, a peaceful whistle of the wind maybe.

    At the beginning I felt like this map was too grey, but it faded away after some minutes of playing.
    I think some curves of the racetrack are too high, they bounce the car on 2 wheels then rolled onto, and that's not what it's supposed to do
    Last thing I noticed that could be improved, are the lights in the tunnel. The BeamNG spotlights are really ugly, I would advice to use 2 point lights intead of 1 spotlight : 1 with a flare and not emitting any light on the light mesh, and 1 a bit more down without flare but emitting light. You can check Road Atlanta's lights to see how it's done, it renders way better in my opinion.

    Anyway, really nice work ! It's really fun exploring this map !
     
  9. Spiicy

    Spiicy
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    I LITERALLY CANT WAIT!
     
  10. fufsgfen

    fufsgfen
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    Then go to first post and download the map, have fun! :D
     
  11. Spiicy

    Spiicy
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    no, i mean for it to be finished XD ;)
     
  12. bobby_boulgat

    bobby_boulgat
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    thank you guys

    yep, the light is quite dark but it's wanted. As the weather is cloudy, i setted the light at 0.8
    I will change the elevation of the race curbs
    I planned to put sounds. Maybe wind in the tree branches, but especially some musics. One lugubrious in the forest, and one or two of traditional musical instruments , at the temple and at the village with the images of a characters playing koto or shakuhachi
    I will see for decorate a bit more the old roads with wooden barriers or others things. And add some road signs

    thanks for the advice. I've done a test in using point lights instead spots, and it's true it's better. I think that putting flare is too much for my tunnel, the texture of my spot.dae already being bright. (and then we will say that they are neon tubes .... ;) )

    I was thinking also to make scenar/campaign . The ninja or samourai's way or something with stunts to do, car fight, parkour, research missions in the forest and that, when the campaign is complete, you have acces to a new area ( example , at the end you win a code for unlock the zip file of the new area ( the racetrack coaster in a landscape of Japanese prints) ) For the moment, absolutly nothing is done about this. It will be in a second time ( or maybe never ! )


    So, the official upload in the mod section is soon , i believe


    thanks againnnnnnnnnnn, ryvy
     
  13. RyvyLo

    RyvyLo
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    No problem, happy to help :)

    I really like the idea of the campaign, and the custom map is a really good idea too ! I hope this will go further than just the idea state. And I would be happy to look into what's possible in lua to unlock the level after completing the campaign without having the player open a .zip file if you decide to do this one day

    Last thing I forgot to mention in my previous post, I find the arrows used as borders in the quickraces a bit confusing, since they don't all point in the same direction. Maybe just replacing them with regular barriers will do the trick (It should be quick to do with some use of the find and replace function of whatever notepad software you're using on the .json files of the level)
     
  14. bobby_boulgat

    bobby_boulgat
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    it will depend if i can have correct collisions on the crooked roads that i will model.
     
  15. robert357

    robert357
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    Absolutely gorgeous map! I hope dirt and old tarmac roads will be more bumpy in the future.
     
  16. bobby_boulgat

    bobby_boulgat
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    i'm agree with the fact that the old tarmac roads be too smooth. I will add some bumps and holes. The dirt pathes will stay like this however. They are quite bumpy to my taste
     
  17. turbocow

    turbocow
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  18. robert357

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    For me dirt roads are too smooth, especially on the hills. Check out dirt roads on Utah and Small Island. Bumpy, with a lot of heigh difference and little jumps, holes, sometimes tilted etc.
     
  19. bobby_boulgat

    bobby_boulgat
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    i'm aware. there is no suicided in my map. just a guy who take himself for tarzan.
    --- Post updated ---
    there is already this. try with a rally car, you will see
     
  20. Ahnaf458

    Ahnaf458
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    Fantastic Map man! love the sharp and steep turns and the racetrack is magnificent! [i had to delete the forest file in the editor, otherwise framerates kill it]
     

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