With the slope design, it looks sort of unnatural, and always did on the old map too... are you going to reshape that at all, add natural features that can play into the map, or just keep it as is?
Please tell me what you mean exactly. The ramp and the landing zone is designed to fit a real skijump-ramp...but with a much bigger scale to fit the size of a regular car.
The landscape on the old map felt somewhat artificial - it was just a 'slide' down with mostly smooth curves, rather than having natural features in it to make it feel as though it had been carved out of a hillside. I was simply suggesting that things like rocks and creeks, cliffs, and whatnot could be implemented to make it feel like the map had been carved out of a mountain-valley.
This map isn't a remastered version of the "old" map. It's a completely new map made from scratch. The basic idea is the same...a huge ski jump ramp in the middle...and a lot of fun around this ramp. Many car games... the atmosphere of a stadium combined with lots of things to discover. Well...you'll recognize that some stuff is based on the first CJA map...like the red bridge or the "High Striker" car game...but the map itself is a completely new creation of things many people liked in the past. I don't use any props or files from the "old" map. The only thing I used were a few textures...but completely reworked and with PBR support. Plus I'm adding a lot of new stuff that didn't exist back then...like for example AI traffic, nightlights, PBR textures, a navigation map and stuff to discover in walking mode. The following screenshots comparing the two maps should tell you that this isn't a remaster.
Take the Gavril Vertex extreme time attack config, delete the front wing, and send it down a ramp. You'll see what I mean
Different buildings like hotels, fuel stations etc. are planned. Current preview with the new bridge...
Is it possible to make the lighting around the jump and the stadium cast shadows of the car? https://www.beamng.com/threads/tokyos-shuto-expressway-metropolitan-expressway.61259/ is capable of enabling lighting shadows (with some car_killer magic) and it really does improve the visual quality
I don't know...the behaviour is the same because I used the settings from the official tire barriers. But I think the safer barriers looks much better than tire stacks. Yes... it's possible... and I've already tried. But the performance is REALLY bad...because the shadows are also throwing on the surrounding meshes...so very low FPS.
Hmm...looks like a parking lot in a very early stage of development... Enough space for 673 cars. It is located at the first highway exit after the bridge. For the spectators of the "Roof Slider"-event. From there you can access the grandstands and also the bridge to get to the other side on foot. 8K screenshot quality. Very early stage of development.