He did the same thing to me lmao. I'm not sure. Maybe some type of derby-like or banger-racing like track? Most of your maps are about crashing, so eeeehh? Most Track-Builder tracks are up high either way.
@DuneWulff yeah i really like your map and i hope the full release comes after i have my new PC that is coming in 3 months
Made some logos for fake companies and sponsors and stuff that'll be scattered around the map. Feel free to use them, just give credit should you. Using some Occlusion Volumes because parts of the map are starting to get a wee bit chunky in the frame department. Some work on another Rockface Run. Also made a logo for that but forgot to photo it. Wouldn't be a DuneWulff map without some type of crazy hazard
I actually really like these. They might look really good on the start and finish gates. I'll be sure to give le credits.
Use them how you like -- First picture is from the start of designing the area Canyon of the Condemned. Hidden away, far behind the Shade Canyon Powerhouse, lies a sinister passageway from industrial hell to a sulfuric hellscape. Honestly kinda running out of steam. I'm gonna take a little break from map making and go back to working on art for a week or so. c:
Thanks c: -- A little rally track built from an old logging road. High speed + ruts and dips = impromptu tree hugging. A couple little shortcuts that go inbetween trees, risk=reward after all.
Twinsplit Gorge How about a mud rally track, in the middle of a gorge, surrounded by sheer rock faces? Slipping and sliding ᕕ( ᐛ )ᕗ into those rocks ᕕ( ᐛ )ᕗ
I had a question. How do you get the picture of the real life area and then make it into a heightmap? I have wanted to do tht but i dont know how. What do you need to do that?
Terrain.Party is what I use, but the site is broken (you can't warp around anymore) so its really a pain to use it now. I believe World Machine is an alternative that people use, but I've only played with it a handful of times. If you're talking about textures, I don't know. Er... well I understand how it works but I prefer to paint the terrain myself. It takes a lot longer, but imo it gives maps a certain charm that the pre-rendered texture maps don't have.
Ahah I was just wondering if someone else was using Terrain.party, I used it for my islands, it's still functionnal over there :3 And I'm also a texture brush painter ahah, even if usually I create my own ones :3 Looking forward to slipe and slide on your hot rocks
Not really too much to be said here. Old mining road, will connect one side of the map with the other via that trail and some old mineshafts.
Made a dedicated area for track builder tracks. ... Which also works very well as a giant drift area.
I was having fun with logs I was trying to make a scenario but I couldn't even beat it myself lol ----- Here's the current state of the map, biome wise. As you can see, I'm not even close to finished with even laying the map out For the most part, the map is going to be mostly grassland with some trees. Think Grass Valley Wilderness in California meets Sequoia National Forest meets central Mojave. Kinda like a redrock-taiga. In addition to the above mentioned "biome" the ones colored in the picture are: Light Green: Grassy Plain (relatively open, gives way to trees on the edges) Purple: Moorland Dark Green: Dense Forest Blue: Industrial Red: Thermal Springs/Lava Field White: Dry Lake Bed a giant drag strip Yellow: Windswept Sand Dunes types of biomes I plan on including, bold requiring custom textures to be created (meaning that I will have to wait until the world editor allows more than 32 terrain types, next update): Mudpot Springs Sandstone Rock Waves Hoodoo (already kinda in progress) Columnar basalt cliffs Butte (already done inadvertently) Karst Terrain (this is pretty much what the map's heightmap actually is soooo, kinda done as well) Chaparral (unsure how to do this one, spamming hundreds of bushes just looks ugly lol) Oil field (already have the textures from Rotting Grounds ) -- A couple things of note Currently, the map uses over 30 occlusion zones. Ideally, this will let lower-end PCs be able to run the map as well. Laggiest area as of right now is the Canyon of the Condemned, far north. Drops from 60fps to 42fps. Still can't figure out why AI are going to follow unmarked, AI-only roads, fitting with the focus on trailblazing exploration that this map is designed around.
Columnar basalt An area hidden by steep canyon walls on the exterior and a single path to the inside.