HighDef submitted a new resource: Trials Valley by Hendrixx - A large level for offroad truck trials. Read more about this resource...
awesome map, but would it be possible to make a race course on this map (with the new quickplay function) so we can compare times?
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Performance fix. Read the rest of this update entry...
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Industrial zone finished. Read the rest of this update entry...
Now that is a plan. I shall get on implementing that for this map as soon as I can. Hendrixx is my art and landscape guy and I (try) n do all his programming. He is joining the forum today.
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Changes and improvements. Read the rest of this update entry...
Something I would probably suggest to him, if he's still working on it, is to make sure it's actually possible to do. I enjoyed driving this map, but there were several parts of it that were impossible to pass without either going around them or using the node grabber. Not to mention, it's impossible for most vehicles period. I first spawned in the mod vehicle The Offroad Barstow crawler variant, thinking that would be suitable for this map, but I couldn't even get past the first corner. So, I spawned in the most extreme off-road vehicle I could think of, the DH Outlaw Crawler variant, which was able to make it through most of the map, but it was still a challenge. The two locations where I had the most trouble, and ended up actually to bypass, is the I-beams in the warehouse and the barricade bridge. The latter, I had to just F7 my vehicle to the other side. The I-beams and other pieces of debris around them and the barricades kept grabbing my tires, and either flipping the truck, or simply holding it in place, making it impossible to progress without losing a tire or wheel. Another little issue I had with this map is that in the water sections, it was extremely difficult to see the path I was meant to take without moving the camera underwater. If the water was more smooth, it would probably be better, and slightly easier and more enjoyable to drive. Overall, like I said, I did enjoy driving this map, but these issues made me a little frustrated when I couldn't progress through no fault of my own, or my vehicle, but the map, and so had to essentially cheat. I get that the map is supposed to be challenging, but making it impossible isn't the right way to do so. Perhaps if they replaced the I-beams with the pipes (As I had no tire-grabbing issues with those) and the barricades with a couple planks of wood, then the map would be possible to drive, and it would be much more fun.
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Timed run Read the rest of this update entry...
Has anyone made it through the whole map on the scenario? Its been proving difficult to me without the chance of reset or " checkpoints ".
It is an elite challenge that is for sure. I am trying to get Hendrixx to go over the map again but he has difficulties so I may work a bit on the terrain to make it more playable. I would rather that all that be done by him though as it's his work. Checkpoints would be great but the scenario code doesn't work like that yet as far as I know. I cannot write script yet either so I can't program a keyboard button to spawn a trigger over the player car that is programed to teleport the car back to the nearest checkpoint. Maybe someone who is experienced with this will be able to help.
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Split Scenarios Read the rest of this update entry...
For me the scenarios are named wrong, The first scenario is actually the fourth one named in game, etc
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Campaign working and thicker mud Read the rest of this update entry...
HighDef updated Off-Road Trials by Hendrixx with a new update entry: Terrain adjustments Read the rest of this update entry...