This map is heavily based off of an area I used to do some exploring in Massachusetts, I started working on this project about 15 months ago. It is made from real satellite height map imaging and real life locations, and also some fictional things. Making this thread to share progress updates to build some hype. Here are reference images I used vs. how they turned into the game: Reference: Game: I chose this to recreate because it felt like such a liminal space that I found, and wanted to recreate that eerie feeling space. I will clean up the vegetation to make it look more alike. Reference: Game: I chose to try to recreate this abandoned road I had found in the woods, I still have some detailing to do but its getting close. Still alot of work to do on this one, but will be a good road for racing down Non referenced (fictional) things that I made up so that the map doesnt get boring in 5 minutes: Abandoned speedway/quarry more of the abandoned speedway/quarry An abandoned and collapsed facility with some lore a staple crop of the region: cranberries I am excited to release this one day down the road. Will likely not release for a couple of years, but do not fret, I work on this a little bit every week so one day it will get there! Some future plans include offroad trails, grass that doesnt suck, and some other interesting things I have found URBEXING the area.
Yeah this is an area off the main road, there will be some really long roads as well. The map is huge, this is only a small fraction of it actually! The top left corner is where most of the screenshots came from! I plan to repurpose some of the terrain to make a town along one of the map edges, still undecided on how I will do it yet. I want to preserve the open, spread out feeling while also adding some fun things to do
That's great! When I was starting making my big map I was also unsure about a ton of things, so that's definitely not a bad thing.
This is really is nice, i got a question though, will you add a interstate to this map like i-90 or i-91 which i know both go through the state?
thank you so much, I forgot west coast had pine models! I already have some west coast files in use so I will get to importing these and using them. Thank you! --- Post updated --- it is about 2.30 by 2.30 square miles. I wanted to make it bigger and include something like 495, but the terrain pixel size was eating away definition that I needed to make the map look good. Right now I am pushing it with about 0.7 metres per pixel on a 4096 x 4096 terrain file. Unfortunately beam does not let you use multiple terrains. An idea I considered, (if I ever get there) is when the map is done to clone the project and make a new terrain superimposed to the correct coordinates and adding teleportation zones on the boundaries of the squares into the next "grid square". I would then try to make a simplified mesh of every single other square that I would add and add them to every map at the correct coordinate position so that the in game map function would still work. My other idea for dealing with this (once again, if I ever finish this map where I feel that I need more space), is to keep everything in the same file, as somehow the beamng devs have terrain data on the island on west coast usa that has road properties as if they used the terrain editor. I am wondering if exporting the terrain as a collada somehow preserves some of the terrain file properties if you bring it over to a new map. I am aiming for an actual file size that will fit on the beamng.drive repository, but we will see what happens --- Post updated --- it is about 2.30 by 2.30 square miles. I wanted to make it bigger and include something like 495, but the terrain pixel size was eating away definition that I needed to make the map look good. Right now I am pushing it with about 0.7 metres per pixel on a 4096 x 4096 terrain file. Unfortunately beam does not let you use multiple terrains. An idea I considered, (if I ever get there) is when the map is done to clone the project and make a new terrain superimposed to the correct coordinates and adding teleportation zones on the boundaries of the squares into the next "grid square". I would then try to make a simplified mesh of every single other square that I would add and add them to every map at the correct coordinate position so that the in game map function would still work. My other idea for dealing with this (once again, if I ever finish this map where I feel that I need more space), is to keep everything in the same file, as somehow the beamng devs have terrain data on the island on west coast usa that has road properties as if they used the terrain editor. I am wondering if exporting the terra Yeah! I want to do more eventually but currently its just me working on this, and I have an 18 credit semester at college and am also on the school FSAE racing team. I try to put in a little work every week towards this but sometimes time just does not allow.