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Re: [Valley] Missing blocks, objects, animations

Posted: 24 Jul 2013, 21:33
by TMarc
Thanks for the updates tcq :thx:

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: Image

See here for proposal:
Image

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
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More blocks like these, also blocks like these for the lower mountains/cliffs.

FOLDER 2-5
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More turn possibilities for the 4-2 block collection!

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

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

FOLDER 6-3
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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