Released Corkscrew Mountain

Discussion in 'Terrains, Levels, Maps' started by mike22, Mar 17, 2014.

  1. mike22

    mike22
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    Thanks, all the positive feedback means a lot to me because I've worked long on this terrain, but I've also learned a lot.
     
  2. MistahDave

    MistahDave
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    This is by far my favorite map at the moment. I've spent quite a few hours over the last week or so driving and crashing cars down here. It'll be even more interesting when the race update comes out. In the mean time, i've been half tempted to do a bit of a time trail myself with a stopwatch on my phone. The quality of the build is fantastic also. The road is probably one of the smoothest roads on any map i've played. It rivals that of the beamNG default maps.
     
  3. mike22

    mike22
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    Thanks, man, I'm enjoying it myself. I drive it a lot. I'm working on another track too.. It's one track, but there's two paths to choose from - a speed path and a stunt path. I'll start a WIP thread when I get more of it together..
     
  4. TrenchNinja

    TrenchNinja
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    Fantastic map! Had a big smile on my face the first time I went over the crest and into a massive crash.
     
  5. jackblack119

    jackblack119
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    looks beast:cool:
     
  6. deject3d

    deject3d
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    i noticed nobody made a video so here you go

     
    #66 deject3d, Apr 7, 2014
    Last edited by a moderator: Oct 21, 2015
  7. mike22

    mike22
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    great drivin' !
     
  8. TrumPockets

    TrumPockets
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    This is one of my favorite road tracks thus far! (the only thing that would make it better is if it was a closed loop)

    Seriously though, very fun. Especially the high speed jump.
     
  9. LSDMT420

    LSDMT420
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    I made an AI profile for the map using the Waypoints mod, the file is attached if anyone wants to try it out. I recorded the path with the Sport Covet (without the turbo), that car works best as the AI but others may work as well.



    Great work mike22, this map is definitely one of my new favorites :).
     

    Attached Files:

    #69 LSDMT420, Apr 9, 2014
    Last edited by a moderator: Oct 21, 2015
  10. mike22

    mike22
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    nice addition and awesome crash
     
  11. Smeowkey

    Smeowkey
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    Excellent map. I love it.
     
  12. mike22

    mike22
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    Here's a short demonstration of the track timer I added.. with a crash cause driving this track at high speeds with a 900° wheel is like whoa. I'll upload it after I bug test it more.



    - - - Updated - - -

    There was a tiny naming problem in the code that was preventing the timer from working unless you had The Nostalgia track installed too. I fixed that and re uploaded the archive. It's hard to do all this coding and test it alone.

    Thanks, deject3d for reporting the problem !
     
    #72 mike22, Apr 11, 2014
    Last edited by a moderator: Oct 21, 2015
  13. ultranew_b

    ultranew_b
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    The track timer is impressive !! !!

    Will it be compatible with the race update ?
     
  14. mike22

    mike22
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    Thanks ! It was a bitch to get it to what you see now considering I've never written Lua code before.

    I don't know if it'll be compatible with the race update because it's just BeamNG Triggers triggering custom Lua code. I think what the devs are working on is more solid than that. This is just something I wanted to try while waiting for the race update. When it comes out, I'll probably adjust what I have in place to work with their race system.

    - - - Updated - - -

    Post your best track times here.
     
    #74 mike22, Apr 11, 2014
    Last edited: Apr 11, 2014
  15. ShaunJ

    ShaunJ
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    When i download this it comes up with a load of errors then when the car spawns i just fall to the water and dissapear? Can anyone offer any suggestions please?
     
  16. mike22

    mike22
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    What is the full path to your CM_M22.mis file ?
     
  17. Smeowkey

    Smeowkey
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    How about another version of the map, identical, with the spawn down at the bottom so that we can do some hill climb time trials.
     
  18. ultranew_b

    ultranew_b
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    sent a pm !!
     
  19. Motovader72

    Motovader72
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    Apologies in advance if these have been addressed already:

    1. Is there a way to move the spawn point to the checkpoint every time you cross one?

    2. Could you add guard rails on the corners that lead to oblivion?

    Both would help spawning closer to where you crash to start from where
    you left off.
     
  20. mike22

    mike22
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    1. I don't know. I'd have to look into it.

    2. This track mesh was made while I was still developing my modeling techniques, so making guard rails may be more work than it should be. I'll check it out though.
     
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