- Knock over lamp posts, power poles, traffic-light poles, bins, post boxes,
signs, bollards, barriers, cones and the other loose things on a map.
- Fences and guardrails: hit a section and it comes away with its posts.
- Heavy things need way more force: concrete barriers, hydrants, concrete
bollards and power poles barely move unless you really hit them.
- Bolted things (lamp posts, power poles, post boxes, signs) hold until you
hit them hard enough to snap them off.
- Knocked-over props stay down while you're around and stand back up once
you're well away.
- Tyre tracks in mud, dirt, gravel, sand, snow and grass, with the tread
pattern printed in.
- Real ruts: soft ground sinks under the wheels - deepest in mud and snow
- Grass tears up: spinning your wheels on grass rips it up to the dirt (or
whatever's underneath). On maps with detailed terrain, sliding or driving
the same line over and over tears it too.
- Ruts suit the map: on the big maps, where the terrain is too coarse to
draw a tyre-width groove, they stay shallow and the tread marks show the
tyres.
- Crash dirt: when the body of the car hits mud, dirt, sand, snow or grass
it digs
- Other cars knock things over and leave tracks too (can be turned off).
- A settings panel in the same style as Grime and Ignition: tracks, ruts and
rut depth, ruts where the map grows grass (off to start with), torn grass,
crash dirt, each ground, each kind of prop - including fences & guardrails
and small trees - how hard things are to knock over, how far away they
stand back up, how many props can be ready at once, plus buttons to clear
the ground and stand every prop back up.
- Clearing, turning the mod off or opening the world editor puts the map back
exactly as it was. Nothing is ever saved into a map.
AI was used in this mod
PROP DESTRUCTION & TERRAIN DEFORMATION 1.0
makes your map destroyable

