Post by Deleted on May 9, 2017 20:29:07 GMT
Useful stuff for making UG2 maps:
Threads:
nfstheories.boards.net/thread/2381/where-inaccessible-areas-underground-located
nfstheories.boards.net/thread/117/nfs-underground-secrets-geographical-map
Pictures (you won't find all of them in the two threads above):
Maps and the explanations of their creators:
gRiM : "If you want to fit all the closed tracks on the map while not shrinking them to fit (every single thing is at least 95% correct in terms of size/scaling, credits go to ConverseFox for that by the way) and also while not deleting any free roam road and taking into consideration the surroundings/scenery of each track as much as possible (though that's mostly impossible because for example, Industrial Park features buildings from Olympic City and not from Bayview), then the closest you will get is the map below (obviously not the pic from spoiler below but the one afterwards which isn't inside a spoiler). I know the quality is shit, but I made this map only for the purposes I just stated and not for any other reason."
"Also the stadium's drift roads fit if you place the stadium in the middle of its two surrounding highways, rotate the stadium along with its drift roads for proper matching (perhaps not exactly like in the pic below the spoiler pic) and make the stadium as big as possible. How? By replacing both the big parking lot around the stadium itself and the multi-storey car park with the stadium's drift roads, reducing the amount of the stadium's seats for more drift roads placement space and then placing these stadium's seats on the edge of the stadium's drift roads (basically place the seats just between the drift roads and the surrounding two split highway roads). Doing all this wouldn't screw up free roam roads except for some shortcut roads (circled in chartreuse color in the pic below), and in the end, the stadium's drift roads may have to be shrank but only slightly. See what I was talking about:
Also note that I previously thought that both Cooper Field (drift stadium) and Eskuri Arena are between the two split highway roads and so a single big stadium would have to be made out of them for the drift roads to fit. It's true those two stadiums are pretty much next to each other in game, but after a better check with the debug camera, I realized that Eskuri Arena is NOT between the two split highway roads.
Now for the map..."
"By the way, people should really read the conversations I had with MW, Speedy and Kacpa (posted them in page 2 of this thread). In short, others (from Admins like MW/Speedy/Kacpa to normal members like Nixty) are allowed to make their own UG2 maps too and call them a first as long as they are different from mine. For example, some other maps may include the closed tracks like mine, but may also include Bayview Bridge and/or the Coal Harbor Drag, or different placement of the closed tracks so they screw up free roam roads, or both... Then some other maps may include even East Bayview textures and/or that west possible highway thing texture, etc, etc. In the end it's down to what purpose you have for your map and reaching it. The reason why a single correct geographical map for UG2 can't be made is because placing some closed tracks on the map would mess up free roam roads according to the surroundings of these tracks while some other closed tracks are not even in Bayview according to their surroundings because they are in Olympic city (like Industrial Park), period. This issue didn't exist in Carbon because placing canyons and San Juan and Drift Course on the map never resulted in messing up free roam roads."
My updated map (now contains closed Drag tracks too):
----------------------------------------
Gogo's map and info:
GogoDG : "The squares, which represent the suburbs, are made in this way (that some are different shapes/forms) thanks to the panorama textures. Basically there are 4 (or 5, I can't remeber for sure) pan textures. Everyone single square represents a suburb and some are rotated to make it look different. But thoseto the south (those on the bottom) are strange to say the least. Some of them (the pentagonish suburb) are unique textures and no other places have them. The others at the bottom are unique because they're white whereas the others suburbs are yellowish/orange coloured lights(?). I've done my research. ;^)
"
"Anyways if somebody have any questions related to the map I'll be glad to answer them.
(sorry about the two posts in a row, they cover different things and that's why I've split them)"
Threads:
nfstheories.boards.net/thread/2381/where-inaccessible-areas-underground-located
nfstheories.boards.net/thread/117/nfs-underground-secrets-geographical-map
Pictures (you won't find all of them in the two threads above):
Maps and the explanations of their creators:
gRiM : "If you want to fit all the closed tracks on the map while not shrinking them to fit (every single thing is at least 95% correct in terms of size/scaling, credits go to ConverseFox for that by the way) and also while not deleting any free roam road and taking into consideration the surroundings/scenery of each track as much as possible (though that's mostly impossible because for example, Industrial Park features buildings from Olympic City and not from Bayview), then the closest you will get is the map below (obviously not the pic from spoiler below but the one afterwards which isn't inside a spoiler). I know the quality is shit, but I made this map only for the purposes I just stated and not for any other reason."
"Also the stadium's drift roads fit if you place the stadium in the middle of its two surrounding highways, rotate the stadium along with its drift roads for proper matching (perhaps not exactly like in the pic below the spoiler pic) and make the stadium as big as possible. How? By replacing both the big parking lot around the stadium itself and the multi-storey car park with the stadium's drift roads, reducing the amount of the stadium's seats for more drift roads placement space and then placing these stadium's seats on the edge of the stadium's drift roads (basically place the seats just between the drift roads and the surrounding two split highway roads). Doing all this wouldn't screw up free roam roads except for some shortcut roads (circled in chartreuse color in the pic below), and in the end, the stadium's drift roads may have to be shrank but only slightly. See what I was talking about:
Also note that I previously thought that both Cooper Field (drift stadium) and Eskuri Arena are between the two split highway roads and so a single big stadium would have to be made out of them for the drift roads to fit. It's true those two stadiums are pretty much next to each other in game, but after a better check with the debug camera, I realized that Eskuri Arena is NOT between the two split highway roads.
Now for the map..."
"By the way, people should really read the conversations I had with MW, Speedy and Kacpa (posted them in page 2 of this thread). In short, others (from Admins like MW/Speedy/Kacpa to normal members like Nixty) are allowed to make their own UG2 maps too and call them a first as long as they are different from mine. For example, some other maps may include the closed tracks like mine, but may also include Bayview Bridge and/or the Coal Harbor Drag, or different placement of the closed tracks so they screw up free roam roads, or both... Then some other maps may include even East Bayview textures and/or that west possible highway thing texture, etc, etc. In the end it's down to what purpose you have for your map and reaching it. The reason why a single correct geographical map for UG2 can't be made is because placing some closed tracks on the map would mess up free roam roads according to the surroundings of these tracks while some other closed tracks are not even in Bayview according to their surroundings because they are in Olympic city (like Industrial Park), period. This issue didn't exist in Carbon because placing canyons and San Juan and Drift Course on the map never resulted in messing up free roam roads."
My updated map (now contains closed Drag tracks too):
----------------------------------------
Gogo's map and info:
GogoDG : "The squares, which represent the suburbs, are made in this way (that some are different shapes/forms) thanks to the panorama textures. Basically there are 4 (or 5, I can't remeber for sure) pan textures. Everyone single square represents a suburb and some are rotated to make it look different. But thoseto the south (those on the bottom) are strange to say the least. Some of them (the pentagonish suburb) are unique textures and no other places have them. The others at the bottom are unique because they're white whereas the others suburbs are yellowish/orange coloured lights(?). I've done my research. ;^)
"
"Anyways if somebody have any questions related to the map I'll be glad to answer them.
(sorry about the two posts in a row, they cover different things and that's why I've split them)"