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Re: [Valley] Missing blocks, objects, animations
Posted: 24 Jul 2013, 21:33
by TMarc
Thanks for the updates tcq
â– Lights on windmills usually blink at night.
On some powerlines there can also be a light, especially if they are located in flight paths.
Windmill 6-4-7:
See here for proposal:

Several suggestions for Valley blocks
Posted: 24 Jul 2013, 22:11
by Elmigo
I'm feeling like lots of blocks are still missing in Valley! Some examples below.
FOLDER 1-5

More blocks like these, also blocks like these for the lower mountains/cliffs.
FOLDER 2-5

More turn possibilities for the 4-2 block collection!
FOLDER 4-1

First, a platform start and finish block instead of just checkpoints and a multilap block. I'm talking about these (above) in folder 4-1. Also make the slope checkpoint blocks (4-1-8 and 4-1-9) go left and right instead of just up and down! And PLEASE!! Less pilars in the parking garage platform blocks!!
FOLDER 4-2

Give these the same blocks as the platform parking garage blocks in folder 4-1 (checkpoint, start, finish, etc).
FOLDER 4-5

Larger turn blocks like 4-5-4 and 4-5-5. And corner/turn blocks matching to 4-5-2! (
THIS is why)
FOLDER 4-7

Some matching border blocks for the blocks 4-7-1 and 4-7-5 (
image)
FOLDER 6-3

More decorative blocks like 6-3-6 and 6-3-7.
Re: [Valley] Missing blocks, objects, animations
Posted: 26 Jul 2013, 02:40
by nikooo26
my list from
here.
- new turns for the 2 ways tunnels
- turns over raised for the highway
- turns more long for the small road
- longer S turns
- road/highway transition in one block
- Tunnel for the small road (+ transition)
- tilted ArenaBorderSmallCorner blocks
- longer arena border blocks (like Stadium)
- vertical extension for the ArenaBorder (bleachers)
- 1 or2 new decoratives blocks for the mountain
- allow the forest overlay placement for 1 block large
Re: [Valley] Missing blocks, objects, animations
Posted: 02 Sep 2013, 05:33
by ToaOfJustice
- Dirt track without trees (both narrow and wide, plus transitions to the same paved road widths)
- Gradual paved, dirt (already exists for wide, narrow is needed), and grass slopes that blend in with hills and cliffs (like in Rally)
- Inverted hill and cliff terrain (like Canyon's inverted terrain for the water cliffs): I have simulated examples of this in two Macroblocks that I formed while drawing and erasing hills and short cliffs in Valley. These combinations appeared at random, but I changed the dimensions of my Macroblocks so they may be more useful.
- Buildings and building tunnel entrances (compatible with existing tunnel blocks and nikooo26's proposed small tunnel blocks)
- Ground-level tunnel entrances
- Garage and platform to narrow road transitions
- Narrow road curves without power poles and wide road curves without lights (with icon indicators as to whether a block has lights or not)
- Wide/narrow road intersections
- Object: Orange barrels with lights
- Sign animations: "Warning" and "Wrong Way"
- Narrow road to divided highway transition (one symmetrical block rather than a mirrored pair of blocks)
- Animated signs over the road (mounted like 2-5-7)
- Garage checkpoint and multilap blocks with only a lower checkpoint (instead of upper and lower)
- Non-roundabout narrow road intersection
- Turbos for tunnels and narrow road
- Sloped garage/platform turbos (all directions)
- Red turbos to complement existing turbos
- Banked road (narrow and wide)
- Narrow/wide dirt to garage/platform transitions
- Object: Perching bird (to add to signs, streetlights, power lines, trees, etc.)
-Toa Of Justice