The Mediterranean Special Stages (Rally)

Discussion in 'Terrains, Levels, Maps' started by Bardaff, Jan 5, 2024.

  1. PacManiac

    PacManiac
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    Hey Bardaff, I just joined this forum (and Patreon) to say how awesome your map is! Note that I'm not very experienced in BeamNG or other racing sims. I just (re-)discovered racing quite recently, so my comments are from a bad-driver's perspective. ;-)
    I only tried the first stage, yet. Will try the second one in a few minutes.
    As others already said, the map just looks fantastic! And for me, that does a lot for the whole experience. I also appreciate that the road design (e.g. the road berms) often forgives small driving errors. I can miss a corner and might still be able to finish the stage with a somewhat okay car. BeamNG is already hardcore enough - I don't need streets that try to kill me.
    Someone said earlier that the gravel roads are too smooth. I don't feel like this. The small stones translate to a nice rumble on my Thrustmaster T300. And the bigger bumps are enough to put any street-tuned car into real trouble. I think it's perfect for rallye.
    On the performance side: My PC is already more than five years old and was never high-end. I only updated the graphics to a RTX 2070 (without "super"), but it needs to feed an ultrawide monitor (3440x1440), so it has a hard time with that. I have most graphics settings on a "high" level and still get consistent >60fps, which is okay for me. On most vanilla maps I have more like 70-80fps.

    Thanks for your great work! Really looking forward to the next stages.
     
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  2. Bardaff

    Bardaff
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    Haha, thank you!
    --- Post updated ---
    Hey! thank you for your feedback, and really happy you enjoy it!
    Yes, I put quite some effort on many details because I believe its helping with the immersion a lot, and try my best at designing something realistic-ish. Then this happen to be a help or a difficulty, depending on how you drive, which is part of the beauty of rally moves I guess.
    The comment a guy made about too smooth gravel roads was right, but I made corrections to that in altering the terrain shape a bit. This goes for the stage 02 as well, you'll see for yourself.
    On the performance side, I have to admit these maps are a bit greedy on ressources since there is quite a lot of vegetation, however this is part of the intended design and the place wouldnt feel the same without it. The stage 02 is even harder on that matter, there are lots of objects in the town, and there's visibility further at many places so I guess it is more demanding. That said, I tried to stay in the numbers of the vanilla maps, that is under 9M polys max. I didnt make direct fps comparison much, but from what I remember I had comparable results with WC and Jungle Rock, depending on the places, but I think this depends of the rig running it. My PC isn't brand new either, running a Ryzen 7 but I upgraded two years ago for a 6700XT graphic card which is quite decent. I got a friend's PC at home which is way older, running an intel core i5 with a 980 ti, I always run tests on it before releasing. Its never perfect of course, and graphics are not ultra, but its quite playable. I have no clue about VR tho, this might be really demanding.
     
  3. Bardaff

    Bardaff
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    Hello there, quick update on the beginning of the Stage 03 build :

    This is an early WIP and flow test of what the main layout will be, that is, a 100% Tarmac stage. I'll build a few additional gravel roads to have a mixed surfaces alternate layout as well tho.
    Everything here is in a pretty rough shape and most is yet to be done, howether I think this helps giving a picture of what's to come.
    Have a great day everyone!
     
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  4. Bardaff

    Bardaff
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    Also, just made a quick update of the Stage 01, you can re download it in the OP, i updated the link.
    screenshot_2024-02-20_00-24-07.jpg
    Changelog :
    - Fixed once again that maritime pine asset (the one I used had collider but wrong LODs, this new one is OK now)
    - Added street lights to the parking area, and lights to the houses. All set to auto lights so they turn on at night (same as on Stage 02)

    Enjoy!
     
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  5. Bardaff

    Bardaff
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    Small update on the Stage 02, start and finish a bit more realistic, will be updated for stage 01 as well soon. OP updated for download again.
    screenshot_2024-02-23_06-08-01.jpg
     
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  6. Bardaff

    Bardaff
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    Some good news there, @SPittlebug uploaded his pace notes for main and alt layouts for Stage 02, and he's working on the reverse layouts which may come soon :)
     
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  7. Bardaff

    Bardaff
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    Updated Stage 01 time trial assets, and stage 01 and 02 groundmodel used for bumpy parts. I felt like it was a bit too exagerated, so I reduced the deepness by half and it seems to be better now.
    The DL links have been updated in the patreon OP of each stage, if you want to have a try.
    screenshot_2024-03-10_03-19-28.jpg screenshot_2024-03-10_03-21-12.jpg screenshot_2024-03-10_03-25-48.jpg screenshot_2024-03-10_03-30-00.jpg
     
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  8. PacManiac

    PacManiac
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    Thanks for putting more work into these maps! I tried the updated stage 2, and after your message I was afraid that it might be too smooth now, but honestly I didn't notice much difference. Maybe in the broken asphalt road after the graffiti ruin? That was really bumpy, so I welcome this change.
    Is it possible that the time trial for the main layout + normal direction got lost somehow? I only see three time trials: main layout revers, and alt layout normal + reverse.
     
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  9. Bardaff

    Bardaff
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    Hey! Thank you for the info, indeed the files for the main layout were lost, not sure what I messed up here. So sorry for that! I just updated the download, it should be ok now.
    About the groundmodel change, yes its really subtle. I use it to make height contrast where ther's rock boulders and some other places like indeed the broken asphalt road. The old one was based on a sand model and was 10cm deep, the new one is based on gravel model and is 5cm deep (according to the BeamNG doc tho, not sure it translates exactly to that). It doesnt makes a big difference, and I didnt want to compromise the rough feel of it all. In some places I had my cars bouncing too much, the adjusment seems to correct that without making it flat either.
    Sorry again for the missing files!
     
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  10. Bardaff

    Bardaff
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    Hi all!
    Ive been busy...
    screenshot_2024-05-02_17-07-28.jpg
    Release is (finally!) coming shortly, just a few things to tweak and check here and there and we should be good to go for this weekend.
    Prepare your tarmac configs!
    screenshot_2024-05-02_17-13-53.jpg screenshot_2024-05-02_17-15-48.jpg screenshot_2024-05-02_17-24-51.jpg screenshot_2024-05-02_17-25-58.jpg screenshot_2024-05-02_17-27-53.jpg screenshot_2024-05-02_17-29-20.jpg screenshot_2024-05-02_17-30-25.jpg screenshot_2024-05-02_17-31-29.jpg screenshot_2024-05-02_17-33-40.jpg screenshot_2024-05-02_17-34-35.jpg screenshot_2024-05-02_17-35-32.jpg screenshot_2024-05-02_17-38-27.jpg screenshot_2024-05-02_17-43-27.jpg screenshot_2024-05-02_17-45-40.jpg
     
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  11. Bardaff

    Bardaff
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    So, here is it ^^

    Have a nice weekend dudes!
     
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  12. officialsanic

    officialsanic
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    I'd love to see a corner store with lore friendly versions of Coke and Algida logos everywhere like in Italy and Greece.
     
  13. Bardaff

    Bardaff
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    I get you, but honnestly Id like to keep it not that specific, as its inspired by memories of several places around... Not to mention the extra texturing work when it takes me too long already to make these 1 km² maps :')
     
    #53 Bardaff, May 16, 2024
    Last edited: May 16, 2024
  14. Bardaff

    Bardaff
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    Announcment on the Co-Driver thing :

    Thanks to @dirtwheel and @SPittlebug 's work, the pacenotes (Co-Driver) are now available for all the Mediterranean Special Stages.

    Covers all layouts on Stages 01 and 02, and currently Main and Alt layouts on Stage 03 (reverses will come later on).

    This comes under the Rally Stage mission type, you can access these via freeroam, on the same mission markers than the corresponding Time Trial layout, the Rally Stage mission is on the second choice.
    You can also load it via the scenarios menu, with filtering with "aip". Note that since I encourage users to drive with their own cars, there is no provided vehicle so from this menu the game will load your default vehicle.

    The pacenotes are included in Dirtwheel's AI Pacenotes mod, so all you have to do is to download and install it in your usual User/version/mods folder.
     
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  15. Bardaff

    Bardaff
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    Just uploaded some updates for all the 3 stages of the Mediterranean Special project :
    • SS1 & SS2 : corrected some wrong paths in prefabs and mainmaterials for time trial assets, and also for the lapposts on SS1. If you had "no mesh" objects on these this should be good now.
    • SS3 : reworked the AI roads to get a better distribution of traffic (still a bit messy tho, these roads are not easy), should be ok with 3-5 cars running (use the vehicle spooling for better variations) and the maximum parked cars you rig can handle (if in doubt, just let it on "auto")
    If you need one of these changes, you can download the maps again here.
    Have a nice weekend everyone!
     
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  16. Bardaff

    Bardaff
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    So, here is a gameplay test of the upcomming stage 04, featuring what will be the main and alt layouts.

    This time its a 100% gravel stage, set in a wind turbines field on top of a hill.
    Road shapes are set, but will be silghtly altered according to textures that will be applied onto it, as usual, to enhance the feel when driving fast on it.
    Vegetation is in placeholder state, next in line in the to-do list.
    And now begins the cosmetics work, laying down roads textures, adding fences, a few buildings and ruins here and there, rocks etc... and as usual some small details to make the place more looking like somewhere.
    Whish you all a great weekend!
     
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  17. Bardaff

    Bardaff
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    Hi there!
    Just to mention the Stage 04 is close to completion, and you can already drive the pre-release here.
    Have a nice weekend everyone!
    ss4pre.jpg
     
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  18. officialsanic

    officialsanic
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    The next stage should take place in Greece inspired by one of the Ionian islands and have greek signage or something, and stereotypical Greek island houses. Beamng would be nice with a Greek map and Greek police or fire skins.
     

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  19. Bardaff

    Bardaff
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    I thought I already explained that I dont want this serie of fictionnal maps in a specific place. These are supposed to leave things to the imagination and have a vibe of several mediterranean places. If you want so hard a ionian island map, I suggest you to hit F11, and build something as you intend to :)
     
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  20. Bardaff

    Bardaff
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    Hello there,
    the stage 04 is out.

    You can download it here.
    Wish you all a good weekend!
     
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