![spintires maps for 03.03.16 spintires maps for 03.03.16](https://mods.club/uploads/mods/94775-spintires-mudrunner-level-level-map-v03-03-16.jpg)
Having some ravines of certain death brings a welcome change of pace to the game, as long as it's previsible and seldom used. One of my D almost fell down there, and had it fallen I would have been sad but wouldnt have complained. Immediately north there is another steep drop to an huge rock model. One time I loaded lumber down there, punched throught the stumps to the SE of loading area and took the cliff road up north, probably with an E, 'felt pretty much like business as usual. Steep drop to the lumber area (NW): you mean where there is an high cliff road circling around the lumber? Most of the times I came from north (2nd garage) and bypassed the problem by going offroad south when the road takes a turn toward the east. This error comes from too much difference between the highest and lowest points of a region, doesn't it? With a bit of open-mindedness I can live with it tho.Ĭome to think about it, you might run into less height packing errors if you make your rivers less deep. It felt a bit odd to see the garage building at the central objective, at first I thought I had taken a wrong turn.
![spintires maps for 03.03.16 spintires maps for 03.03.16](https://images.modhoster.de/system/files/0068/6453/slider/map-level-32x32-spin-tires-2014.jpg)
One thing I really appreciate is that the filler between roads is NOT totally hermetic, which leaves the player the opportunity to stray off the established paths. 2xD: deliveries to other objectives in short+long convoy.ĭamage wasn't really an issue, until the convoy trucks started head-butting each other which is more my fault than the map design's.įor me, it felt long for me since I prefer 1-3h runs on smaller maps, but I believe people who like longer games will enjoy this one since I didn't find anything wrong other than what has already been reported. E: truck fishing, repairs, deliveries to NW objective. I finished my test run in 5h20, trucks used:
![spintires maps for 03.03.16 spintires maps for 03.03.16](https://spintires.lt/wp-content/uploads/2016/12/Mon-Map.jpg)
The way I see it they are either here for cosmetic purposes, or some sort of reward for those playing with light vehicles, or did I miss something? AFAIK they can only be towed by B-types in the vanilla game, yet there are no B-types on your map. (inspection continues, but its gonna take a while given the size of your map)ĮDIT: I'm a bit puzzled about the 2 garage tool carts. Prolonging those with some pole_a upside down might do the trick, or concrete blocks made with terrain covered in asphalt_road. The bridge has 20+ supports floating in the air. Western fork has no current, but I don't know if it's normal. I suggest simply raising the ground below its tip. Looking from a low angle I can see the inside of this rock. Central fork has a rock halfway into the air, on which the bridge rests. At the end of the eastern fork I can see the inside of some of the rocks at the end.
![spintires maps for 03.03.16 spintires maps for 03.03.16](https://i.pinimg.com/originals/db/cb/dd/dbcbdd0fb5eb38d45dadc5b92fa6c5ff.jpg)
To the south you have a 3-way fork below an extra-long wooden bridge. Between those islands thare are places with no water current (ok) and places where the water seems to go from one island to the other rather than flowing between. You have a central river that goes north->south, with a westwart to southward corner at the end filled with a bunch of small islands. I'm currently doing a preliminary inspection run.