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Released Halo 2 Mombasa Endless Highway

Discussion in 'Terrains, Levels, Maps' started by james_uk, Oct 31, 2016.

  1. james_uk

    james_uk
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    • Like Like x 12
  2. Dunkleosteus

    Dunkleosteus
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    After traveling at (literally) 315 MPH, it still took me about 3 - 4 minutes to reach the end. It was interesting!
     
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  3. MKPanther

    MKPanther
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    WITH WHAT CAR!?!?
     
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  4. Dunkleosteus

    Dunkleosteus
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    A drag version of the SBR4. I don't remember where I got it. I think it came from either Variety Mod or DJPlopper's Configurations.
     
    • Agree Agree x 1
  5. grayman9000

    grayman9000
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    *bump* its faster in the Flat-8 Nomi SBR4
    --- Post updated ---
    im downloading the map so i will time myself and post it in the flat 8 nomi
    UPDATE: the tires will pop if i consistently thrust it so i cant get a good time
    --- Post updated ---
    TRIED THE Drag hirochi and got a time of 3:02.3 seconds
     
    #5 grayman9000, Dec 5, 2016
    Last edited: Dec 5, 2016
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  6. alphaskater09

    alphaskater09
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    I stipped almost everything off the old pessima and tuned the turbo and transmission to make it go 315mph before. It doesn't last long before the engine explodes though lol.
     

    Attached Files:

    • pessima316mph.jpg
  7. CP100

    CP100
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    Looks good! I got tired of using the SSRB Endless highway map so i'll give this a try.
     
  8. zdanger2kz

    zdanger2kz
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    I just, omg. Thank you so much for making this map! JSDVnlj. I can't put into words how much i've wanted to drive cars on this map. Could you possibly do Mombasa Streets from ODST? I would donate money if you did.
     
  9. james_uk

    james_uk
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    I've had a look at it and can see some very nice potential in the map. I would probably have done this much sooner had I known about it (Never played ODST). I've done a quick test port of one of the sections as seen in the screenshots below (may need to copy/paste them into your address bar). Main problems right now is the fact that the pedestrian crossings chew up tyres (Opposing normals clashing) and the frame rate takes quite a hit with just one section of map (Around 30-40 FPS with culling on!).

    http://i.imgur.com/skBwOna.jpg
    http://i.imgur.com/BU419oE.jpg
    http://i.imgur.com/JS0jtpn.jpg
    http://i.imgur.com/eqf24nU.jpg
    http://i.imgur.com/2KSuQdy.jpg
    http://i.imgur.com/2pMIXvr.jpg
    http://i.imgur.com/j4CbYW3.jpg
    http://i.imgur.com/6MimCG6.jpg
    http://i.imgur.com/cjiun6h.jpg
    http://i.imgur.com/qX2ij9E.jpg

    Those Roundabouts make for some nice drift areas ;) Can't make any guarantees when/if I'll fully port this but it is something that I'd like to look into in the future maybe once I'm done with porting Driver 2's Cities....
     
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  10. 1UZ-FE

    1UZ-FE
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    Puuhhhhleeeeeeeease. Video game levels in BeamNG seems to be a great niche here. We need more guys like you!
     
  11. CP100

    CP100
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    Is AI gonna be supported eventually?
     
  12. james_uk

    james_uk
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    Unlikely at the moment as I can't find any tutorials that focus on adding ai paths to purely mesh orientated maps. The only one I've found involves decal roads applied to BeamNGs heightmap terrain.
     
    • Informative Informative x 1
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