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(Released) Sherman Hill - file on first post

Posted: 13 Sep 2009 16:00
by bluebeetle
This map covers the Hherman hill area between Cheyenne and Laramie. You must achieve 95% company performance over a 50 year period. Wheat, Cattle, oil and coal are all avaiable on this map. Plastik Man's Bounderies have been placed on this map to keep people from just tunneling through the mountain in the centre of the map.

what do you need to run this map?

Found on http://www.amitrains.co.uk/index.php

1. Dekosoft BN Pack (Needs UP Pack) 1.0.5 - (6MB, EXE inside Zip)
2. Dekosoft BNSF Pack (Needs UP Pack) 1.0.5 - (6MB, EXE in Zip)
3. Dekosoft UP, Provo Scenario and Mini Scenery Pack 1.0.5 - (24Meg, EXE in zip)
4. North American Megapack 1.0.0 (Cargo, Amtrak, Classic Pass) - (98MB, EXE in ZIP)
5. North American Megapack 1.0.0 to 1.0.2 Update - (13Mb, EXE in Zip)

following are found on http://www.tt-forums.net/

1. Boundary Marker - http://www.tt-forums.net/viewtopic.php?f=40&t=44708
2. CLW_Limited_Edition_Pack_3_Union_Pacific_Power_Pack.0.9.0 http://www.amitrains.co.uk/downloads/CL ... .0.9.0.zip you can find plastikman's post about here: http://www.tt-forums.net/viewtopic.php? ... &start=920
3. CLW_US_Patch_Updater_for_MP_1.0.2 found at: http://www.tt-forums.net/download/file.php?id=111858

everyone of these packs must be installed, if not the map will not work for you. you should have no problems if you used each installer properly (plastik has made it extrmely easy), and move the boundry to your ObjData folder.

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Re: (WIP)

Posted: 13 Sep 2009 16:05
by bluebeetle
doing the rock formations is almost impossible to do on this game!

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Re: (WIP)

Posted: 13 Sep 2009 16:07
by bluebeetle
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Re: (WIP)

Posted: 13 Sep 2009 18:39
by Zimmlock
That looks verry nice, and dont worry we have to row with the ores we have, ill soon release "The Serpent" scenario, i selected the PRR area for the rollingstock, but the landscape is not located there, who cares, its the game play that counts.
Ill follow this WIP.
Greetings
Zimmlock

Re: (WIP)

Posted: 13 Sep 2009 19:21
by rdrdrdrd
Great, I can't wait!
Zimm, good choice, my favorite railroad :D

Re: (WIP) Sherman Hill

Posted: 13 Sep 2009 21:46
by bluebeetle
thanks all, i am really taking my time with this. living from google arel photo's and images, to make the scenery.

zim awesome chose for an railroad.

i wonder if i offer RDRDRDRD to do plastiks laundry for an year i can convince to make the cheyenne station? :p :p :p

Re: (WIP) Sherman Hill

Posted: 14 Sep 2009 00:04
by mmarvelstrain
This where the big boys went.

Re: (WIP) Sherman Hill

Posted: 14 Sep 2009 02:31
by gtasa
i like it A LOT very good so far

aint that where the big boys were pushers?

Re: (WIP) Sherman Hill

Posted: 14 Sep 2009 02:54
by bluebeetle
gtasa wrote:i like it A LOT very good so far

aint that where the big boys were pushers?
no the big boys were the bosses on this subdivsion, they weren't pushers but the power on A LOT of the trains.

Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 01:12
by bluebeetle
okay first thing the map i am working on is un-modded, so that means i can't make the rock red (especially around the tunnel), or use weeds.

the modded version will look so much better with more colour, but one must always do an un-modded version for obvious reasons.

so the last few days I been working the tunnel area, and i won't lie it is a pain in the butt literally. there are many rock formations in the area. Lomo makes it hard to so these, so i been trying to get as close as i can. also since sherman hill spans such a large area, some areas had to be shortened up to make it playable for lomo.

also there are a lot of snow fences by the tunnel, so i am trying to pull that off as well.

the black on the ground is just a guide to where to lay track for beta testing, i haven't decided yet how i am gonna make it easy for people to lay track yet.

so lets start on the east side of the tunnel (just re-looking at the screen shots, the area where the track goes into the tunnel needs to be re-worked, and the fence needs to be broken up a bit, that is what beta testing is for):

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Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 01:14
by bluebeetle
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Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 01:14
by bluebeetle
oh yeah the mouth of tunnel and the fences need some more work!

Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 01:17
by bluebeetle
west of the tunnel

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Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 01:19
by bluebeetle
one thing i need to do on this side, notice that bend in the track i need to so that, also fix the fences on this side as well.

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Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 02:53
by Tracer bullet
It's coming along very well. I agree with the things you say need to have some work. It will look A LOT better modded.

Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 10:40
by kalvingp30fan
Will this have the terrain blockers in it?

Re: (WIP) Sherman Hill

Posted: 16 Sep 2009 12:57
by bluebeetle
kalvingp30fan wrote:Will this have the terrain blockers in it?
modded version will, people will have to use the U.P. routes.

the unmodded version will be a clean version, people can do whatever they want with it.

Re: (WIP) Sherman Hill

Posted: 21 Sep 2009 03:10
by bluebeetle
been working on this all weekend, and the un-modified version i am hoping is done in a few days. taking my time to get A LOT of detail in the map.

west side climb

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track number 3, U.P.'s way to send trains to denver by passing cheyenne.

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Plastik yes i know about the snow fences :p

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Re: (WIP) Sherman Hill

Posted: 21 Sep 2009 03:13
by bluebeetle
I - 80 is on this map, never made a map that has roads.

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east side of the tunnel. you can check the above and below pictures to see the gap between the two tracks, and then you got the bend on the west side of the tunnel.

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Re: (WIP) Sherman Hill

Posted: 21 Sep 2009 03:22
by Plastikman
bluebeetle wrote:I - 80 is on this map, never made a map that has roads.
i can tell, you should use 1 way roads.. doh..