Caldera

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Author: Greyflame

Last revision: 13 May, 2019 at 06:26 UTC

File size: 4.38 MB

On Steam Workshop

Description:

ONE CLICK COLLECTION

Introduction

Ever wanted to stake your claim in the smoldering husk of an ancient supervolcanic eruption? See profits in parks and money in minerals? Hungry for those crazy science adjacency bonuses? Don’t mind the tremors. This might be the map for you!

Inspired by geothermal hotspots of the Western United States, this map has an extensive hotspring system based on California’s Long Valley caldera. Unlike most of my maps, I referenced the topography directly from this region, but rescaled and reworked it to fit more appropriately with the game. It’s also a little greener.

Features

* Several carefully crafted hotspring areas.

* Winding end-to-end rail line with realistic tolerances and a ~1.5% ruling grade.

* A stretch of rural highway with an overlapping scenic route. Custom interchanges worked into the terrain.

* Selectively forested areas to achieve convincing horizons without melting your GPU.

* Optimized for small to midsize cities and intermediate to advanced players. There’s lots of flat land, but the highways aren’t huge and the flat areas aren’t all *perfectly* flat.

Recommendations

* Adaptive Prop Visibility Distance will make the springs look a lot better from a distance. But I also used a *lot* of props to build them, so it’s going to tax lower end computers pretty hard. Use at your descretion.

* I’m using Daylight Classic, the Springwood LUT, and the HDRI Haven Cubemap Pack. Other LUTs may give you a vibe you like better, but Springwood is a good neutral I think.

* I recommend using Hide It or No Radioactive Deserts to hide Shore Areas. My shore detailing conflicts with the default shore texture and looks bad.

* Tree LOD Fix, Random Tree Rotation, and Sharp Textures will all help the trees pop.

* Using Catenary Replacer to remove the cateneries will help with North American authenticity just a bit.