Hello everyone, I am starting my new & biggest map I have ever made. This is the work in progress thread were I will post updates done on terrain, custom objects, new trees bushes and vegetation all around map creation. This map will be called the True North, based on the Northern part of Canada, where nobody lives. This is the place to share your thoughts, opinions, input, suggestions, and feedback on the work. If you want to contribute in a more direct way please PM. If you want to watch LIVE STREAM of creation process. Youtube: MxT333 What this map will include but is not limited too: An "almost" infinite frozen ocean with icebergs Custom Overlay: updated. Pathing: Normal paved roads - Ton of offroad trails - Rock crawling - A ski resort - Bunch of caves, tunnels, canyons Terrain: Dirt, Mud, Sand, Asphalt, Snow, Ice, Rock Dirt Terrain Levels: Ocean = 498 Floor = 512 GunLake = 620 Start of mountain = 700 Cliffs =775 Ski Resort = 800 Mountain Top = 1300 Custom Objects: Wooden Cabins, Wild Animals, custom snow covered roads - vegetation, Timmies (will be called Tommies for legal reasons) Spawn Points: Real life location (Barrie's Bay), Forest, Mud mountain, Town (midmap), Mountain Tip, & Iceberg Non Spawn Points of Interest: Gun Lake (real life location), ski resort behind the mountain, cut forest by mud mountain, iceberg slide to ocean, train tracks thru the map with a train station, mining hole with caves, Objective: Create a life like large environment resembling Northern Canada, with as many different drivable terrains as possible. Too RL scale of Gun Lake at Barrie's Bay in Ontario Canada. Make the map as detailed as possible, while still staying within reasonable file size / frame rate issues. Secondary Objective: Use ZERO to NONE of BeamNG's objects and buildings. Make everything in sketchup and keep it all unique. 11/27/2016 At the start of this project the file size is: 122MB Terrain Block size is: 4,096 (frozen ocean not added) FPS: 80 - 110 Created the overlay, modeled most terrain Added first road for size comparison All spawn points are together Just getting started! Would love to hear what people think!
Great! Love big maps! How much roads are there gonna be? and is it fps friendly? If not you could make one with less objects to be fps friendly and a normal one for people with good PCs.
Nice, looks cool. (haha get it. COOL) Will it have black ice on roads? Either way this map looks fun. Good luck!
I will contact the admins of BeamNG and see if they will let me release 2 versions of the same map. 1 will be as detailed as possible, the other as barren as possible. This can only be done once the modelling terrain, texturing is finished, and object placement starts. Or at the end of the Detailed project, create copy of final and just delete a lot of detail. Right now When I tested without any rocks, trees, objects: on my old 570GTX im running a smooth 70FPS on high settings. (which if my computer can do that yours shouldnt have any problems unless its a laptop) Yes there will be random black ice patches either under the road or a decal that shows there being ice on the road. (not on all of the map, this will keep it interesting) There is a ton of road potential around this map. When I tested: From Start to Base of Mountain = 2.5km ride From Start to where the town will be is 4km distance on the test road. From GunLake to the other side of the map will be a nice 10km cruise. Plus lets not forget that after those trips you will have the ability to explore the frozen ocean. Here is the real life photos of our lake and in game comparisons. The other 2 pictures are of Gun Lake. Getting to work on it now. More screen shots and progress coming soon
I know you're probably not the first one making a map the resembles Canada, but this is the first one I've found. I always like leaving the Prairies once in a while and getting to see the Rockies.
Just know what when creating a 4096-unit terrain map you may hit the object limit in time. Maps are limited to 4096 objects (including the player, any scenario objects, etc). It would be wise of you to put as many things as you can into the forest brush from the start. It would also behoove you to finish up the 'low detail' version first (put in essential features like the road network, bridges, jumps, buildings and objects of significance), and then when that's completed to 100%, continue to add detail to the map using the high-detail version from there on out. Otherwise you'll spend hours on each release trying to un-detail the 'low detail' version. Trees, buildings, signs, rocks, jumps - these all go in the forest brush. My Tennessee map has over 312,000 characters between the two forest-brush scripts. The larger the map, the more you'll need to keep the detail level reasonably immersive, while not boring the player or breaking the immersion with repetetive scenery. Your map is rural, luckily, from the looks of it, so you won't be spending hours on each city block (as I have done with mine in the past). I do applaud this large-sized map, and while it is a LOT of work, it's so rewarding when it becomes something fun and you start to really feel a sense of immersion and being there. What kind of square size are you working with here on this map? Also, to note, feel free to use my road textures if you wish from my Tennessee (or other) map. They are for everyone who makes Beamng.drive maps.
Update: 11/28/2016 Updated overlay, completed the road networks, train tracks added, lakes at the bottom are now not fully frozen. Set up positioning of ski resort, town, train station, canyons/cave systems. Added Ice and Mud to materials texture pallet. Terrain work on Barrys Bay, Gun Lake and Wadsworth Beach, ThreeCrosses (real life locations) References: Wadsworth Beach Comparison pictures: Gives me an idea to make a new texture with dry leaf. this would also have to include a colored tree folder. Working on the roads in Barrys Bay and the Terrain there first then making my way up to the town, mountian and then the valleys. Perspective shots: Getting a sense of the scale of things.
Are you going to make it so if the cars go into a snow area, the caar starts sinking in the snow adn gets stuck? (If not that would be a cool feature)
If you know how i can do that, i could always try N im going live recording again in 5 - 10 mins on my youtube channel.
I suggest you Icy roads and (if there are any) Icy bridges keep up the good work, it's going to be a beautiful map!
Try using the mud (Or the sand) that we can find in gridmap, and change the texture and particles it emits. but keep the "Sinking"
K, i got the ice and snow to act both slippery like ice. ill have to make a new snow to see if i can layer it over mud and make it sinkable. I also have Glacier texture but thats not slippery at all it goes to default asphalt. (will need to work on it) Here is todays 11/30/2016 Update: in the pics, some custom vegitation set up, new brush for new snow trees set up, custom skybox (working on the stars) and later on Northern Lights. Tom Hortonz added with all dds files. Not in the pics. New road textures added, New terrain textures added, traintracks added, worked on modelling the terrain up to the town-at gun lake, around wadsworth beach, mostly at barrys bay for now. bit of progress. Just testing out the trees and the brushes not laying everything down flat right way. Them are examples. Please let me know if you think its coming out too dark also, i can try to make it a bit brighter but still keep it nights with the ability to add northern lights.