Wreckfest

Wreckfest

NFS4 Custom Maps (30+1)
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Update: 23 Jul, 2024 @ 4:20am

Cape Hatters (by Nfsfan83)
German Road (by El Barto Simpson)
Stonetown (by Zacabeb)
+*A.C.M.E Park (raw) (by JPRacing)

* Tracks marked with " * " are just texture replacements, it'll be the only exceptions it might eventually be put into the main NFS4 mod as .zip file texture pack.
*Since I've ran out of numbers to sort tracks (in 5 number steps per maker just in case) now it's X05, X10 and so on going forward, should be plenty. "X05" comes after "95" better than 100, 105 and so on since it'd intermingle in between 10 and 20
*German Road uses 1:1 textures of Burgstrasse perhaps just using the same resource pack, uses the same weather, MTN and it's castles aswell for convenience

**Stonetown 104 (part of the light poles) conflict with the statue base (transparent see-through portion), missing animation on water wheel/plane
**ACME Park is a full reimport, so new AI route and train is missing (no texture replacement for it so easy to exclude)

Update: 16 Jul, 2024 @ 1:48pm

Alpine Road Supreme (by Lasse Kärkkäinen (base map) & UnBtable/KillRide (update))
Green Valley Peaks no longer (raw) & this+Congo no longer 05&08ʜqm signs
Autobahn preview picture now with road signs

*Car taken from a mod, still available called "1972 Mini Cooper ST" by Beniamino Calchera it'd be fun to actually see the car itself with the banner advertisement for the car mod close by.

**Track8Safe uses the preview picture without barriers, it'd be a tiny bit more obvious besides the track portion zoomed in
**Green Valley Peaks might need actual face packet optimisations (UV islands are more optimized that Reset UV they're all split into 2 face portions rather than by UV island and material as the converter does, I might have to ruin the perfect UV screen to prevent it from crashing without error when any Class AI type is loaded It doesn't say running out of unique vertices (as too much grass loaded happily creates) but the symptoms are too similar it has to be the optimisation

Update: 5 Jun, 2024 @ 6:15am

Deadly Outback no longer contains a _base copy in it's racing routes.

*Thumbnail getting out of control, I didn't want to do Deadly Outback originally but alass I had to shove in a 26th into a grid
*sorting numbers from 5-95 have been used up next update might get problems sorting if every maker gets 5 slots I guess 00 is still possible
*Reaction Time since all signs barricades have no snow adjacent every sign uses the unsnowed variant/ "DOWNHILL WARNING" sign is copied mesh and scrolling texture from SNOWY (Snowy Ridge) avalance warning it seemed necessary to put something there to recognize a near full stop to turn contrary to what the map name might want you to believe

**Frozencanyon "bushes"(more like tree texture replacing the lostcany bush) not billboard/ one torch is actually a flame carrying a flame not a torch
**HRing no reverse rotated signs although most are already very evenly facing the race track so rotating alternates were unnecessary
*Deadly Outback bridge without alt route has no collision

Update: 5 Jun, 2024 @ 6:02am

Deadly Outback by Beniamino Calchera (base map) & Fangio(expansion&update)
Lost Speedway (by Fangio (base map 2002)& Zalcus20 (Update 2022)
HRing (Hockenheimring shaped GT1) (by SnakeCobra)
Reaction Time (by BMWSport)
Frozen Canyon (by Paul E L)
Bergstrasse (by BenV (base map 2002), JimDiabolo (Update 2004)& KillRide/UnBtable (Update 2008)

*Almost 3 gigs of unoptimized mod folder size, nice (getting difficult to upload)
*Frozen Canyon's rock textures were all discarded and replaced by retinted PS1 textures/ signs use the PS1 texture 1:1

Update: 14 May, 2024 @ 9:59am

Forgot to move tcat, fixed now! ^^

*empty folder XXX with empty folders named maps I imported still present had to forget it eventually
*the Autobahn conjunction on lap 0 will probably be non-preventable unless I add a resetplayer pole to split up the stuck cars resetting them on the route they should drive on or alternatively move back the startline so they have more time to adjust to a side
*Snowy Adonf freecam not reaching the top of the mountain can not be fixed the AI route height is locked 1000m up from the startline maximum which can't be moved higher

Update: 14 May, 2024 @ 8:11am

Autobahn (raw) (by Beniamino Calchera, Zorro and Alexander Schmitt (base map), Killya (Update 2003), unBtable/KillRide (Update 2008), JimDiabolo (Update 2010)
bgst_marketpost now with nfs4 pefix, Burgstrasse marketposts now part of _destr

*Side road of Autobahn kept unchanged, too many annoying angles and way too slow to be feasable to drive, maybe on an alternate route eventually I'll apply 3-8 shrinkwraps on it.
*background of Autobahn preview picture doesn't have the destructables, the signs are quite obvious

Update: 11 May, 2024 @ 1:42am

Congo loaded itself somewhere, fixed now! Should've seen it earlier trying to make screenshots...

*The 08 signs is debatable intentional, the PARK (Kindiak Park) original uses the rear view mirrow variant as forward so 80 turns 08 but they are just like that in the original too (only correctly using the mirrowed version flipped) and there is only 1 speed limit sign so the mirrowed could fit still
*Translation are "Finish Line", "Go Left Here" and "Go Right Here" but it should be self explainatory

Update: 10 May, 2024 @ 11:43am

Snowy Adonf (raw) (by Lunarade)
Congo (raw) (by Fangio (base map) & Killya (update))
NBHD birbs brought under control and car physics brought back
Urban Germany hanging lanters added (still no destructable signs) and plane signal lights centered on model (object subscene still named without prefix)

*Congo has too many sectors visible on minimap so it partially glitches, it was worse before and the routes are not daisy-chained for AI either but otherwise it'd be even more overlapped routes creating even more minimap jank
*all the highlighed routes +1 are smoothed, the ones connected to the temple were skipped it's a fine comparison to the smoothed ones
*Snowy Adonf's maximum freecam height is not enough to have it view the top of the hill, entire map needs to be moved down to the bottom limit of car spawning

**Congo seems to be "out of pool memory" since adding billboard and road signs, never take splitting up things ever granted again

Update: 30 Apr, 2024 @ 4:55am

Urban Germany AI drive probably made sensful

*Urban Germany Alt1/2 (right next to the finish line they both start right before it) is not driven by AI on lap 0 no matter the circumstance but will consider it after a lap, players can never leave the main route so they're fine to do so
*Unused alt routes 9-11 visible on the preview picture but not ingame is currently not optimized for racing but they are significantly slower anyway so not much point unless I make smaller laps that force cars to drive them

**urbg_planelight object not centered only visible on above half visible angles
**no roadsign destructables on Urban Germany they are present but similarily 1:1 from the original map so hardly helpful to include, hanging lanters that use those parts are missing however (should have put them into the fence object not in the destructable folder)
**custom heavy car property file from nbhd seems missing even on this upload not sure why it's gone though must've deleted the folder in between these uploads/ birbs are like 10 times faster than they should be

Update: 30 Apr, 2024 @ 4:28am

Burgstrasse (by H. Jimi Wich (original 2001), Gammaray (Update 2003) & KillRide (Update 2008)
Urban Germany (by JP RACING)

*Urban Germany is probably not as smooth as it should be but I've smoothed every heavy transition and every route on the minimap should be driveable.
*Urban Germany uses almost all textures of Burgstrasse since they're both mostly use the GERMANY (Landstrasse) base textures
*Norwegen is v3, there is a v1 that has more textures and props but still no train I might consider adding as an alternate

*drive probability is still always 0.5 on the latter