Need For Speed :: San Andreas
Double Countryside - Printable Version

+- Need For Speed :: San Andreas (https://www.nfssa.com)
+-- Forum: English Forums (https://www.nfssa.com/forumdisplay.php?fid=6)
+--- Forum: Maps Showroom (https://www.nfssa.com/forumdisplay.php?fid=29)
+--- Thread: Double Countryside (/showthread.php?tid=11623)



Double Countryside - kayra999 - 07-11-2020

Okay so I am basically posting my maps that I made when I found a good route to play so this is gonna be a long list since I have a lot of route ideas in my mind.

Made By Evov777/Essex777

Blue Roll




V2
[color=rgba(62, 128, 216, 0.86)]https://youtu.be/x6NAg6jK1P0[/color]

Angel Wipeout




V2
[color=rgba(62, 128, 216, 0.86)]https://youtu.be/oR2zHr4ApJ0[/color]


RE: Double Countryside - Helomyname - 08-11-2020

the arrow placement is messy, does not look good


RE: Double Countryside - kayra999 - 08-11-2020

(08-11-2020, 11:25)Helomyname Wrote: the arrow placement is messy, does not look good

Do you mean the whole map doesnt look good or just arrow placement ?

I can change arrow placement quite easily


RE: Double Countryside - Tekk - 08-11-2020

(07-11-2020, 19:04)kayra999 Wrote: Blue Roll

Looks like a fun route, especially the reverse one. Not too long and not too short, so probs won't have any issues with finding a party to play this map. Love the additional decorations such as the barns around the Blueberry Acres area. Also noticed a few additional trees, however, the size of some could be changed or they could be replaced with the smaller tree groups (e.g. @ 1:32) - the pine trees are simply too big for that particular corner. The coordinates for some objects could be tweaked as well, like the barn that's clipping through the ground @ 1:36 and some arrow walls. Either way, the route is totally fine to me. I'd just invest a bit more time into polishing the visuals and making the map a bit more visual-appealing.

(07-11-2020, 19:04)kayra999 Wrote: Angel Wipeout

The arrows on this one truly looks wonky to me. I believe Helo was mainly talking about this particular map. For example, the first arrow wall you see @ 0:05 could be easily changed into a curve, same goes for the one @ 0:07.

When you enter the sawmill area @ 0:15 (and up to 0:23) I'd put some markers there to signify the zone that you're allowed to use/drive through. This part is too wide/open so you gotta show the people where the checkpoints are placed. I'd suggest using the basic red cones for that, as they work for pretty much every visual theme and area, including this one.

At 0:36 the tree group placements looks way too repetitive/cheap. So I'd redo this particular part to make it more rich-looking with the different tree models, or possibly rework it in some other way.

---

Wait for Scaftz to leave a comment, he will likely notice something else and give a few tips on the competitive aspects.


RE: Double Countryside - kayra999 - 09-11-2020

(08-11-2020, 21:44)Tekk Wrote:
(07-11-2020, 19:04)kayra999 Wrote: Blue Roll

Looks like a fun route, especially the reverse one. Not too long and not too short, so probs won't have any issues with finding a party to play this map. Love the additional decorations such as the barns around the Blueberry Acres area. Also noticed a few additional trees, however, the size of some could be changed or they could be replaced with the smaller tree groups (e.g. @ 1:32) - the pine trees are simply too big for that particular corner. The coordinates for some objects could be tweaked as well, like the barn that's clipping through the ground @ 1:36 and some arrow walls. Either way, the route is totally fine to me. I'd just invest a bit more time into polishing the visuals and making the map a bit more visual-appealing.

(07-11-2020, 19:04)kayra999 Wrote: Angel Wipeout

The arrows on this one truly looks wonky to me. I believe Helo was mainly talking about this particular map. For example, the first arrow wall you see @ 0:05 could be easily changed into a curve, same goes for the one @ 0:07.

When you enter the sawmill area @ 0:15 (and up to 0:23) I'd put some markers there to signify the zone that you're allowed to use/drive through. This part is too wide/open so you gotta show the people where the checkpoints are placed. I'd suggest using the basic red cones for that, as they work for pretty much every visual theme and area, including this one.

At 0:36 the tree group placements looks way too repetitive/cheap. So I'd redo this particular part to make it more rich-looking with the different tree models, or possibly rework it in some other way.

---

Wait for Scaftz to leave a comment, he will likely notice something else and give a few tips on the competitive aspects.

Blue Roll

Ah The tree problem yes I really need to understand how these tree work but yeeeeah I can change these and that yea pretty much fixable.



Angel Wipeout

Oookey looks like I need to change arrows a little not a much of a problem and the trees yet again.Yeah I need to work some more on this map


RE: Double Countryside - kayra999 - 09-11-2020

Okeeey so I tried some things

Blue Roll -
https://youtu.be/x6NAg6jK1P0

Angel Wipeout
https://youtu.be/oR2zHr4ApJ0


RE: Double Countryside - scaftz - 09-11-2020

So these are pretty much just proof of concept with all the messy arrows and stuffs although both seems like would become nice maps. Show the full map again after a proper mapping.


RE: Double Countryside - kayra999 - 10-11-2020

Last Versions

Blue Roll
https://youtu.be/GkiZErVaLOg

Angel Wipeout
https://youtu.be/1lT5ol4fpw4


RE: Double Countryside - scaftz - 15-11-2020

Blue Roll
0:10 - The right side arrows are just not needed.
0:33 - Sinking arrows bad.


RE: Double Countryside - kayra999 - 15-11-2020

(15-11-2020, 18:00)scaftz Wrote: Blue Roll
0:10 - The right side arrows are just not needed.
0:33 - Sinking arrows bad.