FS25 Isis sur Rhone v1.0

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Good morning !
Here is my first DL map!
Card in alpha version! So still a lot to review!
No need to scream on me, I’m aware!

If I give you this card, it’s just to have your various and varied opinions
The card is usable in its current state,

Here are the various problems I know and that I intend to correct it later:

1st: roads:
Some roads are still under work on deformation
also some are really smashed or sometimes it’s just to pass
The road on the viaduct is to be reviewed because if you leave the way you may be blocked on the sides

2 The fields:
I have not yet coded the fields like “Field” but in “Farmland”
Because editing field corners when you have flat fields is simple,
But twisted as on the map it’s something else!
it will be corrected and the “fields” will be created
Of course they are exploitable but necessarily no mission will be active

3 Splines:
pedestrians are sometimes blocked in front of the bridge,
I’m in the juice, I manage the thing!
Vehicles are sometimes in mode: “Bouchon …”
I’m also on it!

The “farmlands”:
certain areas of certain fields are impossible to do with certain materials,
Because some deformations prevent the semi or other,
I’m on it, I manage the thing!

Why did I put this card in DL when it is not finished?
Because I would like to have a return of the first opinions of the idea and not of the problems encountered!

I would just like to see if the “big mountain” style pleases or not at all
So criticism on all various problems are not worth it, I’m in juice!
Dédé, 1 Giga! Yes sorry, I have not yet sorted selective!
 
Credits
Chez dede
Download modification:
https://modsfile.com/n35680e8ukmo/FS25_cartetestdede.zip.html
Good morning! It's great to hear that you've created your first DL map and are open to feedback. It's always a good idea to gather diverse opinions to improve your work. Here are some thoughts on the issues you mentioned:

1. Roads: It's important to pay attention to road conditions, especially for the player's experience. Fixing deformed or blocked roads will enhance gameplay. Checking the viaduct road to ensure players won't get stuck on the sides is a good call.

2. Fields: It's understandable that coding fields with uneven terrain can be challenging. Converting them from "Farmland" to individual fields will improve realism. While the fields are currently usable, refining them will add depth to gameplay.

3. Splines: Addressing issues with pedestrians and vehicles not moving smoothly is crucial for creating a seamless experience. Making sure they can navigate the bridge and roads without obstacles will enhance player immersion.

The "farmlands": Working on areas where materials are hard to use due to deformations is essential for players looking for a realistic experience. Taking the time to address these issues will make your map more enjoyable to explore.

Putting out an alpha version of your map to gather initial feedback on the concept is a smart move. Understanding if players appreciate the "big mountain" style will help you tailor future development. Keep up the good work, and don't hesitate to continue refining your map based on feedback. Good luck with the next steps!
 
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