Blockland Files > Add-Ons
Kerumi Valley - v21 STATIC TERRAIN MAP
speeddog73:
THIS IS NOT A MODTER MAP!
I've made a functioning static-terrain map for Blockland v21! I've created this map from scratch and painted it with textures from Demian's Ground_Demian pack.
I call it Kerumi Valley, its a walled in map with 2 lakes connected by a small river that runs through some mountainous hills.
It was designed as a map to test the functionality of The Slopes, which I have been working on porting for quite a long time. That, and more maps are coming soon, but for now, feel free to check out this map!
DOWNLOAD: Map_Kerumi_Valley
(To get the map working, just use it as you would a regular addon! Make sure no other Map Add-ons are running!)
speeddog73:
Known Bugs/Issues
Will be fixed/changed in future maps!
* There are invisible polys prone to raycasting collision that I call "Phantom Polys". The reason I suspect that this happens is because the map's collision wants to use Quads instead of Tris, so the Tris have an opposing Tri at its end to make it a Quad instead. In the future I will make sure to make the maps with Quads instead of Tris, so this doesn't happen.
* The terrain has mild texture bleed across non-grass textures. This is Blender's doing, but I'll try to make sure it doesn't happen in the future. This is possibly caused by anti-brown townyzing, and is easily fixable, I just need to find out how to disable it.
* The map is finite! It is walled in instead of infinite. As much as I would love to make infinite maps, finite maps are a must as of now until there is a working script for placing looping meshes.
* This map takes up A LOT of datablocks, and I'm looking for a way to reduce that without modifying polycount. If anybody can figure out a way around this without reducing polycount, please PM me.
cblock360:
Daffytitanic:
The first attempt to bring back terrain?
King Tøny:
I guess badspot was wrong about getting terrains to look nice with shaders lol.