I didn't forget. I just haven't got time to do anything with this map. I will do more updates in the future.
I totally understand that and am already looking forward to future updates.. this brings me to an idea to transfer one scenario from the Rocky start campaign into this map. Have you played Rocky start? There's a race called "Gravity race" where you have to travel as far as you can using just steering (no engine or brakes). The problem is that the hill at the Utah map is not that steep so its very easy, but I like the idea and I think it would suit the peak of this map much more, the hill is much steeper in Cliff roads and it would be bigger challenge.
I had the same idea and I did it already. I will include it in next update. (And yes, it is possible to make it with Ibishu Pigeon - I tested it. )
Rewzu updated Cliff Roads with a new update entry: (1.3) Map update + bug fixes. Read the rest of this update entry...
Rewzu updated Cliff Roads with a new update entry: (1.4) Map update + bug fixes. Read the rest of this update entry...
Hey man can u try to make it a little more fps friendly? maybe make the map fps friendly or add another version with less trees and etc.?
I'm working on the map alone. I'm trying my best to make it as detailed and flawless as I can, so it takes quite much time. But don't worry it's still on the "Planned" list, so it will be there someday. --- Post updated --- As it says in the overview of the mod I'm planning to make more FPS friendly version. However it's not really easy to make it look good and be FPS friendly at the same time. So probably in the future there will be 3 versions of the map. 1) Default (The best looking); 2) With reduced amount of trees etc.; 3) Without any trees, with reduced shadows distance/resolution etc.
What I'm about to say may sound harsh but that's because this map has the quality of a Dev made map. I compare this map to East Coast USA so I may be over studying it so take it from that point of view. Now I don't normally go onto mod discussion to put some ideas for possible future changes but here we go. I put spoilers due to the length of my suggestions. Spoiler First off the "New" gas station should have a concrete retaining wall to resist the rough seas of winter. A example Of what I was thinking. Now the docks are a bit of mess with the "New" gas station being the (only?) active gas station. Going through the docks is the fastest, easiest and safest way of getting their during calm seas. The problem is that the docks seem to be very disorganized for albeit theoretical extremely light traffic. The current route through the dock is in black. My changes would fallow one of the 2 yellow lines but the problem with that is that there are buildings there. A compromise would be if the containers and loading ramp were moved or removed and for a direct line to be made via purple line to the original black line. The last thing I can think of as a suggestion is a possible walkway to the docks- beach. The town at most has around 250 people (unless you plan for underground homes then could be way higher) and I would bet most of them would be sailors so their fishing vessels or bosses vessels would be at the docks. Now the docks are quite some distance along a cliff side road but still possible for people to walk to the docks and due to how small the road is it might be better if there was a walkway on the ocean side of the road for said workers. Along with that maybe a Sea wall (just use the retaining walls already at the docks) till the road intersection to prevent the seas from doing damage to the road way. Of course with a hole for people to get to the beach by the docks.
I'm genuinely shocked every time a nice looking, well polished map graces the servers. Unfortunately that is not all-too-often these days with the state of the editor. To make this much map this nicely and STILL BE SANE is something of equal great accomplishment. Congrats on the nifty looking map & will be quite pleased to try it when I have a moment.
Thank you for the suggestions. Whole port area bothered me since I added second road connection to it. I haven't ever drastically changed the layout since I first created it but I will do it for the next update. (Probably I will redo it so the road will go next to the port and not through it.) I will also see what I can do about those retaining walls and walkways. --- Post updated --- Thank you for the kind words!
In my Roane County map, is grid map objects ported over with grid material (GRIDMAT, is what the pieces call for) mapped to conc01.dds in my roads folder (you'll have to look it up to see what normals and specular maps go with it in the Roads directory). Just forget where mapto = gridmat for if it's another duplicate material in the art/shapes/misc where the objects are located that has that mapto field on it. Anyways, the gm_ramp_01 ~ gm_ramp_05 has the shape you are looking for, and a dummy concrete texture mapped to it, though they won't do outside corners very well. You can use a 4m or 8m cube for outside corners, won't look great but it will work. All those objects ported over from grid map ask for 'gridmat' material again that's mapped to concrete01 or 'conc01.dds' in art/roads dir. Spawn your objects from the forest brush with a size of 2~4 or as-needed. They should do good seawalls. These objects ALL have built-in collision and can be used infinitely (or limited only FPS wise) in the forest brush part of the editor. Just save the map before you try to place your new objects, as the forest brush editor likes to crash. A LOT. So often I have trouble getting anything done with the stupid thing. I will eventually have more retaining walls in my modular kit, but for now, I won't have anything to share with you for at-least two or three weeks more yet - no promises on the date there / don't wait for it / use the above mentioned stuff. --Good luck!
after almost two hours of drifting on this map i made it to the port from the top starting point so i might as well calebrate