WIP Cortina d'Ampezzo - Four Passes

Discussion in 'Terrains, Levels, Maps' started by qpdo, May 15, 2026.

  1. qpdo

    qpdo
    Expand Collapse

    Joined:
    Apr 29, 2026
    Messages:
    4
    A map based on a real life location in the Italian Alps. It includes sections of four mountain passes: Valparola, Tre Croci, Giau, Falzarego. There are also many service roads and dirt tracks.

    Created using BeamNG Mapping Tools and Master Spline JSON Save Load Tool. The assets are all vanilla from the ECA level.

    The map is extremely large at 256km² (terrain size is 16384), however it still manages to run decently.
    With a 4gb rtx3050, 12th gen i5 and 16gb of ddr4 it runs at 40fps on Ultra and 50 on High, although it occasionally stutters

    It's still quite unrefined, as it lacks missions, AI paths, PBR terrains, and other assets such as guardrails or signs.

    In its current state it's good enough for improvised rally stages, off-road exploration, taking off from the old airport or skydiving from the highest peak.

    DOWNLOAD:
    https://mega.nz/file/FrlXCZQb#ioQJRnlfq5WHV4oH0C7_ysWNoMBkSvLjNbj31qsSg-s
     
    • Like Like x 4
  2. zenithspeed

    zenithspeed
    Expand Collapse

    Joined:
    Apr 13, 2025
    Messages:
    53
    Even in its current work-in-progress state, this map is simply stunning. I shall patiently await its completion...

    For those of you who are skeptical that there aren't any images in the original post, I took some pictures myself.



    With both BeamTal and now this in development, alpine road fans are gonna be feasting good.
    (and if I ever get the hang of MapNG and the World Editor, I'll try to join in by attempting to make the Grossglockner Hochalpenstrasse (my beloved), though that may only be in a long while, and it's only a possibility)
     
    • Like Like x 3
  3. qpdo

    qpdo
    Expand Collapse

    Joined:
    Apr 29, 2026
    Messages:
    4
    Had these images I wanted to post with the map, but I found out the hard way that tab
    makes you post. :/
    Still won't let me add them to the original post

    Screenshot73.png Screenshot74.png Screenshot75.png Screenshot76.png Screenshot77.png Screenshot72.png
     
    #3 qpdo, May 19, 2026
    Last edited: May 19, 2026
    • Like Like x 6
  4. passengerpigeon

    passengerpigeon
    Expand Collapse

    Joined:
    Jan 22, 2017
    Messages:
    520
    The biggest problem right now is that the roads are very bumpy. What resolution of terrain did you use? I assume you scaled down a 16x16 heightmap to 8x8 and then selected 2 metres per pixel terrain resolution since the mapping tool doesn't support 16x16. Did you use the auto smoothing tool in the generation and set the preset to rural roads?
     
  5. qpdo

    qpdo
    Expand Collapse

    Joined:
    Apr 29, 2026
    Messages:
    4
    The Mapping Tools did support 16x16 1m/px terrain. Sure you're not confusing it with the MapNG web tool?
    As for road smoothing, i used the highway preset for the main roads, with some tweaks: increased spline points to one every 5m and modified bank angles and some other parameters. Residential/secondary roads use the rural preset IIRC
     
    • Like Like x 1
  6. AlexKidd71

    AlexKidd71
    Expand Collapse

    Joined:
    Mar 16, 2022
    Messages:
    824
    The terrainsize is not a problem for roads. The bumpy roads are most likely because of the max height setting for the map. We only have 65500 height steps in the game. Around 1000 meters height and bumps get nasty. No way to get around it. Only with less height.
    Thanks for using my tool, btw.
    --- Post updated ---
    I call you a power user from now on, haha!
     
  7. rustyblade6020

    rustyblade6020
    Expand Collapse

    Joined:
    Jan 2, 2025
    Messages:
    23
    Don't know if you're still at it, it seems quite a hurdle to overcome - had the same issues with the 16bit maps on alpine maps (doing North Tyrolian roads myself), drove me nearly up the wall. I solved it by converting my dem-derived terrain to mesh roads. Yes it's a hassle, but it can work - and it would be a shame if we couldn't have our beautiful alps just because someone decided that 16bit heightmaps is surely enough (for flatlanders, it obviously is) - would just be nice to have the option to use i.e. 24bit inputs, then you could probably make smooth roads going from the tip of Mount everest down to the lows of the Mariana trench. If you like, get in touch, I think BeamNG needs to have the alps, and I have a cooperative way in mind to bring it there!
     
  8. ElTacoLoco

    ElTacoLoco
    Expand Collapse

    Joined:
    Feb 6, 2024
    Messages:
    32
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice