I'd recommend THIS Project over this one as this was created as a fill gap between Ezo's port and the updated one by Car_Killer. Differences from Ezo's Port. Massively improved performance 120fps during daytime, 80fps when the lights turn on at night. Played on a @ 1440p GeForce 3070 Full support for night, with lit windows on buildings, Hundreds of streetlights, & emissive objects. Updated HD road texture with PBR support. Hundreds of improved textures with corrected transparency & shadowing. Completely new dedicated collision mesh, meaning your car will rarely be eaten by the road or guardrails. Full traffic support out of the box. Removed barriers just remember not to drive off the map. Reverb changes when you enter tunnels. DOWNLOAD LINK Place the zip file into your BeamNG Mods folder. Credits: Vawriss: Porting, modelling, lighting & AI Ezo: His Thread for inspiration & Japanese licence plates nfm: For originally porting the model on the Xentax fourms
Wow, i was just wondering when the project mentioned on this thread was gonna be finished, and here is a completely new one! Looks like an amazing map, good job
I initially tought this WAS that project too, so interesting to see there's 3 C1 loop projects now. I will defenetly give this one a try later today! EDIT: Tried it out, it plays great and looks gorgeous, a lovely improvement over the other map. Any plans for expanding the map and adding stuff after the rainbow bridge?
I really like this one, but indicating blind roads would be a good idea as there is no giveaway that the road is unfinished except for the lack of lightning. The performance of this map is amazing though, you mentioned 80fps at night with 3070 so I expected like 40fps with mine 1060, but I get steady 60fps
btw, it look amazing! but it looks like you just remade/copy the c1 shouto. --- Post updated --- add some traffic under the highway, and add some detail. --- Post updated --- it does not show up.
This is a definite improvement over the original. However, i do have to say that the barriers were there for a good reason. Driving into dead ends ruin the immersion more than the barriers do.
this rework is crazy, I can enjoy riding alongside 6-8 traffic cars without any framedrops with my mid end computer, no more wierd road or fences clipping, it's really enjoyable. Thank's for your work
If you follow signs that say "C1" or "THROUGH TRAFFIC" you will stay on the loop, and if you want to go Rainbow Bridge follow signs that say "11" when you get near that interchange.
Adding to the whole barrier discussion, what about instead of that, you just place some arrows indicating where the track goes? It doesn't need to have collision or be super obviouss, just something like ETS2 uses to areas you can't go in. This should allow people who don't know this map to follow the track, and not be super obvious to destroy the map's immersion.
I'm being genuine when I say this, one look at the pictures and I know this map's gonna make it to my top 3 favorite maps easily
I noticed something with the traffic that’ll need fixing (they’re going the wrong direction when using the map navigation feature). The blue arrows are on the right side (driving against traffic), they should be going with traffic on the left side.
Hello, thank you for this map. But, if you can fix the insertion lane to access the highway at the spawn it would be nice because the ramp is not exactly smooth. The cars can bounce in it.
For whatever reason, every time I go onto this map, soon enough my FPS will start to throttle below 8FPS, usually after a lag spike from going fullscreen or spawning a car, along those lines. Confused because it seems to either run out of memory (which is confusing since I run seemingly more ram-intensive maps fine) and possibly also maxing out my GPU (RTX 3050Ti for no real reason, with only one vehicle spawned in. Is there any reason for this to be happening? I can't think of one and it sucks cause when the FPS doesn't stutter, this is one of my favorite maps period.
Oh wow, I must say that it's very well made. As a fellow Garry's Mod player I'm surprised to see you doing stuff for BeamNG too, I'd love to see some of your Garry's Mod maps ported into BeamNG especially Newexton 2, mainly because I've spent many hours playing on that map in many servers during these years ^^
I also had the same issue, the track used to be playable until it stutter. I am using GT 1030 GDDR5 btw. Try enabling mesh culling :
Idk works fine for me with traffic and ultra settings and all, but I'm also on a somewhat powerful machine.