Seconded - All of the added details make an already favorite map an awful lot more fun and challenging to drive - great work! I drove around 40 miles my first time booting the map up Here's one of my first attempts at making it around the new and improved canyon route1 -
Hello guys! Thanks for all good reviews! You probably find a lot of this flying rocks because it's very fastidious to check all the open world mistakes. Only wearing vegetation along roads is a huge work. Some time I want to do faster but the wearing is less precise...
I like it! Just asking that can I take some models from it and use them in my map? I will give you the credits from the models.
Best map of all time, makes many other ones so tasteless (I removed a lot since I discovered this one)!... really impressive: huge, beautifull, great atmosphere and personnality, various, incredibly detailed evrywhere... you can do races/rally, enormous stunts, offroad, crawling.., what a map!!! New update made it even better, and it s not finish, we can see the promising WIP area ingame that makes me slaver on my keyboard. Big huges to DoullPepper, you are a BeamNG Master
Haha! Thanks! Very good review! A lot of things are possible in this map in a futur update! But it can take a long moment because I am unfortunately very busy to passed all my time one beam... This map have already several hundred hours of work!
From one mapper to another, this is one of the first maps I saw youtube vids for, it was very inspiring. I now make my own maps, and it's rather awesome to have other pro-quality stuff in here. Nice work as always. It used to not run so well, but with the last few Beam versions, it's been running full-motion or better on my Radeon 7850 2gb, w/25% OC on it. Awesome work as stated. Keep it up.
Thanks mate, I like your work too! You succeed to make maps of impressive size, while the editor is not really intended for that. Respect!
I love Beam - your map on youtube (I believe a WhyBeAre video to be exact), in it's first forms, is what sold me on Beamng.drive originally, amongst a few other lesser-remembered details (besides the crash physics being so awesome!). I tried Beam's stock maps and said 'well why can't they be HUGE places to drive around in?'... So I shelved the desires for a giant map, and proceeded to mod the heck out of the game. Your map, Desert Highway by @iheartmods, and a few others that were out at the time being (18 months ago), and I thought, hey these maps are decent size, what If I try.... So messing about with the map editor, I made Nevada Interstate with blessing from @Ouerbacker, which turned out well-received, then So-Cal Interstate from scratch. I wanted highways, big long winding highways to really put the pedal down. Not some dinky East Coast (though to dev's credit it's immersive), where you hit map boundaries after a mile or two. I was like, why can't there be a huge HUGE map like GTAV size. Well, it CAN be done, before So-Cal was even started, I made a concept called 'Southern Highway'. This is a map that was never to see the light of day, just a concept to see if it can be done at all. Well, trading precision and detail on the terrain, for size was an experiment and a shot in the dark at best. It proved to be a successful endeavor, and after much work, became Tennessee USA - though not without showing the devs many game bugs with large maps along the way. While I am not sure I'll ever make another one that big (it's the biggest map in Beam, that's terrain-based, as puregrid is infinite), it shows that; If you work within the limits of the game engine, you can make a monster sized map that's enjoyable and doesn't show the game's limits if you use all your options. Sure, my maps aren't as nice as yours, but I have almost as much fun making them as people do playing them. So yes, sorry if this is derailing things a bit, I try not to get too off-topic here, but in a way it's pertinent. Your map was one of the maps that inspired me to map more. I've wanted to make maps for a driving/racing game for over 20 years using PC's since the Doom Editing days on a 486 but there was no games that really let you do this. I just wrote back to say thanks for the kind words - and the awesome maps. I love your altitude map too, it's awesome being able to drive up on the sloped fences. When you get some more time in life to map, don't forget about us Beam folks - we'll be waiting for your next concoction. If you find some road textures you'd like in one of my maps just drop me a line and feel free to use them, I make them for everyone.
Thanks for your comment! I happy if I can inspire and encourage people to create nice things... The only thing that I don't like with huge maps (I don't speak about your map but generally) is the size of terrain's triangulate meshes. You can't paint and shape with precision the terrain. For flat terrain or small hills it work (even if texture painting is aproximate) . Tennessee is good exemple that is possible, but If I would like to do a canyon or a mountain like Altitude very huge, it will be really very uggly! I prefer more small and detailed things. Keep your work and cheers!
You are 110% correct with that. It's quite difficult to get the terrain to shape correctly when making tight turns with larger terrain squares. Anything over size 3~3.75 starts to get ugly and unworkable. I was able to hide mine pretty well though, with rocks, trees, barriers and the such, so it still came out looking great. Though I'd be lying if I said I didn't fire up some 15+ year old video games to see 'how it was done' again back-in-the-day when the only choice was low-quality terrain. If you're doing something with realistic highways, it's not too much a bother because these roads don't turn too harshly so it doesn't become too much of an issue. A road with a snaking path through the mountains, or a windy trail would become difficult and requires much skill here. However, with much trail-and-error and dedication, you CAN do it
I know this is a bump, so I don't want everyone to hate me on this but, will there be an update anytime soon, or have you moved on from this?
Sorry, but there are no update planned for my maps for the moment. If you want to know why you can read my comment at the end of this page : https://www.beamng.com/threads/kickstarter-kind-of-mod-funding.36136/page-2
Your work is consistently high quality enough that I could honestly see users supporting you via Patreon. I don't know how much an hour of your professional time is worth proportionate to your career income, but many artists make a respectable income through their services. You can set income tiers that dictate the 'hours per week/month' to be set aside, and reward supporters with inside scoops of the development process (timelapse workflow videos, Q&A's, WIP Screenshots, beta preview releases, etc) to further incentivize support.
I asked because there are still W.I.P. areas on Canyon Of Speed, and I was thinking of completing those areas.
Thanks! I must take a look on that. Yes, the WIP areas are places where I have great ideas to finalize the map. But this map had a great success when the first version was released (on the old forum) but now I have the feeling that it belong to the past. The work to improve graphisms was huge, the visual result is a personal success but the popularity is a flop for me (reviews and downloads). I must keep my ideas for a fresh new map