On Hold Super Beamio 64 (Super Mario 64 Maps in BeamNG.drive)

Discussion in 'Terrains, Levels, Maps' started by AshtheticPFX, May 15, 2018.

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  1. AshtheticPFX

    AshtheticPFX
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    So, the other day I had the idea of porting Bob-Omb Battlefield into BeamNG and that went extremely well (as seen below).
    upload_2018-5-15_6-27-59.png
    So this gave me the idea of instead porting as many maps as I can into one map, and try to make a hub area with teleporters to all of the maps (see @Nadeox1's simple_map for what I mean). I may try to use the original Peach's Castle hub from the original game, but you can now drive on some classic maps from a classic game for the first time in BeamNG.drive.

    All testers + devs in my server now have access to the Bob-Omb Battlefield version of the map, and they will get access to all other maps early too. Expect a release of the main map later this month or in June. :)

    More info soon!

    Huh... this map had some bugs....
     
    #1 AshtheticPFX, May 15, 2018
    Last edited: Oct 12, 2018
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  2. Blood-PawWerewolf

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    I’m worried about Nintendo taking this down (Nintendo doesn’t like when their games’ assets are used in these ways)
     
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  3. AshtheticPFX

    AshtheticPFX
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    If Nintendo take it down, Nintendo take it down. I would just need to find a new place to upload the map to.
     
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  4. falefee

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    modsgaming
     
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  5. Alex_Farmer557

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    Nintendo won’t remove it
     
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  6. AshtheticPFX

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    upload_2018-5-15_21-25-35.png
     
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  7. Jota3214™

    Jota3214™
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    We meet again nostalgia, ahhhh, the beautiful times when I used to play a lot this legendary game... Thanks for converting this to BeamNG :)
     
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  8. AshtheticPFX

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    NP. Maybe there could be a public beta soon :rolleyes:
    --- Post updated ---
    Oh and BTW.... ;)
    upload_2018-5-15_21-41-36.png
     
  9. Jota3214™

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    No matter what, I would wait until this map comes out so I can bring my nostalgia back to life :)
    --- Post updated ---
    Wait, ARE YOU GOING TO MAKE THE RED BOMB-OMB? :OOO
     
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  10. AshtheticPFX

    AshtheticPFX
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    hmmm... I could try to add it to each map hidden away :thinking:
    --- Post updated ---
    (so that you can find it)
     
  11. Jota3214™

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    Cool!
     
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  12. AshtheticPFX

    AshtheticPFX
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    Oh, and BTW
     

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  13. Jota3214™

    Jota3214™
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    That's gameplay from the map?
     
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  14. AshtheticPFX

    AshtheticPFX
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    Yes. Teleporters in action ;)
     
  15. AshtheticPFX

    AshtheticPFX
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    Trailer 1 out now!
     
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  16. Iro

    Iro
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    scale down the goddamn models
     
  17. AshtheticPFX

    AshtheticPFX
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    If you haven't realised yet, this map does use teleport scripts. This means that you can go into the castle and to levels using the teleports.
    But then there wouldn't be much map to explore
     
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  18. Iro

    Iro
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    there would be the same amount at a better scale. bigger size doesnt mean more stuff.
     
  19. AshtheticPFX

    AshtheticPFX
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    True
     
  20. 1UZ-FE

    1UZ-FE
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    I fucking love you. Please, never let this die. so many sick maps in sm64! Certain games of the like, as well as Starfox 64, zelda, f zero, Battletanx GA, twisted metal series, mario kart etc all have maps with such potential for beam.

    How hard is it to port roms? Porting old school maps that would be perfect for Beam are one of my top interests. I would like to know more about how it works, if there is info about maps from roms to Beam.


    Edit: I think there should be a "beamNG edit" version for every map.

    For example, in the demo video of this map on "whomp's fortress" (the map at 0:25-0:29), the wooden plank would not be able to be driven onto because of a lack of a ramp. What if little things like these, that would prevent someone from exploring certain parts of each map be ever so slightly modified just enough to be accessible with the least amount of modification? or is it a pain in the ass/not really all that common?

    Also, will moving objects be able to move as they would in the real game?
     
    #20 1UZ-FE, May 18, 2018
    Last edited: May 18, 2018
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