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First off, congratulations and thanks to the author for the contribution to the community!
There is much to say about this map... It definitely has great ideas and the design of landscape is great too! But unforetunately, there're so many things that don't feel completed, so that you're confronted with hurdles. Against the author's description it's suitable for non-off-road vehicles.
There're many decorative objects which need a lot of storage space, many textures are loaded during gameplay. Vehicles (not to be used) are much better implemented like than in e.g. " Deadwood Valley " but there's 1 thing to mention - at least 1 starting vehicle should have a fifth-wheel or 1 randomly assigned garage point. But with a 4-point garage trailer (or more randomly assigned garage points on starting vehicles) the hidden garage points are kind of pointless (although a collecting challenge is a pretty nice idea).
The following is just a list of things that we've noticed:
Many objects not placed correctly (trees partly misplaced in other objects, road connections and verges not neatly closed, rails offset/not well lined up, ...), vehicle floats on some floor coverings (e.g. at garage), textures striking (could be a bit more discreet/worn, especially road markings), mod " Pontoon Park(pak) "/boat not needed (if installed no need to select as multiplayer mod or starting vehicle, mounted crane causes crash with SpintiresMod being used in multiplayer mode - can NOT be adjusted in garage, don't select vehicle!), texture of sign for traffic circle mirrored (clockwise and therefore for left-hand traffic),
ramp for unloading a vehicle from a flatbed would be nice at garage, straw bale (opposite northern fuel station) texture unsteady, red-white crash barriers look like a racetrack (metallic/grey would be more suitable), generally far too many crash barriers (lots of damage quickly - slopes/ditches/fences/nothing would be nice), railroad barriers should be destructible/swingable (but heavy so that you're forced to drive around) - at least not so thin that hardly recognizable, railway tracks with very angular/narrow curves, somewhat strange naming of lumber mills in map view, the nice 'Spintires Garage Center' sadly only has a rough model, sinking in solid ground (cobblestones, concrete plates) as in dirt, cargo not labeled/no pictures or signs (like on e.g. " Logistics XL "), far too little cargo needed for respective unloading points (also because it's a large construction site),
bridge to log kiosk somewhat poor in texture, concrete wall elements at lumber mill overlaps each other, house 'Pilorama' (Пилорама = lumber mill) can be moved, unloading logs at 'Pilorama' theoretically via loading into 'building' first but marked area is reachable with vehicle, not clear where to drop off passengers (possibly at all other 'normal' unlabelled lumber mills which give no indication and can be supplied with wood which could be limited), passengers fall through ground when unloading the bus (using 'drop load', perhaps only by using SpintiresMod?), bus drives terribly, texture on rear wheel of bus blurred.
* textures are often much too big (file size and resolution) and can be changed by yourself (however, I didn't find the files for the red-white crash barriers...even after looking through it 3 times, I must have missed it somewhere)
An idea might be for the bus to have several loading zones, so that 1 passenger is worth 1 load point.