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I think it's because the 3D skybox goes too far, and the fog has a distance limit. I don't know how to fix it without breaking the skybox
If you could somehow sync up the colour of this material (and skybox_mountainrange.vmt) to Stormfox's fog, that would be the best way to fix it. Deleting the overlay and distant mountain cards could also be an option but it probably won't look as good.
Thanks for the explanation! It shouldn't be difficult to do
Before I state my suggestions, I'd just like to quickly share my gratitude and thank you for taking your time to improve this map with further optimizations, more optimal nodes, additional hills/displacements, buildings, and traffic signs, and anything else you may have planned to add in the future. It's very much appreciated!
My suggestions are mainly focused around the security checkpoint you've moved further up the mountain. The change of location for the security checkpoint introduces both positive and negative additions. I've only found two noticeable negative additions that have been introduced now because of this, and I wish to offer my proposal/alternatives that can be used to correct this.
The first questionable thing/issue is how narrow the road becomes with the barricades and buildings being placed where they currently are. Not only does the road become narrow, the current placement of the four barricades causes them to go into the road itself. I've provided two images here[imgur.com] that should give you a better perspective of all of this along with a blue dotted line representing how wide the road should be and how barricades (specifically the four barricades lined up) are going into the road. I'd also recommend having those barricades spawn as a prop you can unfreeze to allow the player to move them out if they wish.
The second issue that has arisen is the height clearance of vehicles passing through the checkpoint. If you look here[imgur.com] now, you'll see that a semi-trailer truck is now unable to traverse through here now/through the checkpoint due to the implementation of the low cross beam with the pipeline and bridge. This has also affected other types of vehicles such as the AT-AT shown here[i.imgur.com]. Because of the low cross beam with the pipeline and bridge, the player is either forced to use the alternative route (which would end up being a very long journey due to the speed of the AT-AT and the caution of not tipping the AT-AT over) or spawn the AT-AT on the other side (not exactly ideal for role-play scenarios, videos, and such) to continue their path. I'd suggest either redesign that cross beam with the pipeline and bridge on top to not cross above the road there to allow these type of vehicles to traverse through there again. Perhaps "moving" the whole structure to the left or right side of the road for example instead of having a bridge cross through. That way everything would remain how it was for the most part with the bridge still acting as an observation/guard post and such, just on the side of the road. Or perhaps you could redesign it so the pipelines are to the side of the road and have the bridge act as a bascule bridge (drawbridge or a lifting bridge), allowing one to press a button to allow vehicles such as a semi-trailer truck or AT-AT to be able to pass through. Just some ideas and examples you could use as a solution.
The creator of this gm_boreas modification created a discussion for people to comment ideas, suggestions, and any bugs or issues they discover without having to completely changing the map layout. My comment provides ideas and suggestions for the security checkpoint's new location on the map with solutions and alternatives the creator may choose to utilize without changing the map layout. I wanted to ensure that I'd be providing a well structured thorough and comprehensive explanation of what I was describing to give the creator as much clear information as possible, especially if they follow through with those changes/adjustments.