#German Coastal Region inspired Map

78 messages · Page 1 of 1 (latest)

ebon sentinel
#

My basic idea was making a map of my home region in germany with all abandoned lines reactivated when map modding tools allow it. this thread is just to get ideas and feedback for the design.

Industries (real life industries that will be on the map):
Car Industry (Cargo)
Central West (City near car factory, Passenger and cargo)
City North
City East
Harbor (multiple, since its costal)
Wind Mill Factory
Military Airport
Steel Mill and Factory
Fishing Village (Tourism Hotspot,Passenger and Cargo)
Village (Passengers, small scale cargo for local stores and business)
additional info following soon

near edge
#

map modding tools should allow this now, afaik.

#

Im curious what the terrain is like tho

ebon sentinel
#

It's mostly flat since it's coastal. Tho the dikes where a coastal railway could run on would bring some grade into it. Added to that the many waterways and changes in height due to the land being raised to the harbors would give it grades similar to the ones in the Vanilla map.

#

I would try to introduce challenges by encouraging faster running through the system by adjusting bonus times

#

So instead of needing to keep an eye on the train because of constant grade changes you need to be precise about speed and the limits the track allows

#

Also maybe there could be a way to simulate strong storms and flooding later on,.since that is very common here

#

So you need to take care of traction even more due to the flooded rails and need to run careful so the wind doesn't mess you up

#

I'ma work out a map for the layout tomorrow. Wanna take the train so I got plenty of time to work out the track structure

near edge
#

though that...would require game mechanics I dont think exist

ebon sentinel
#

Yea. In aware of that. I'm just throwing ideas around that might be possible to realize with future updates and modding support

ebon sentinel
#

worked some stuff out and i can say that there are a ton of different harbors and Cities, but not any type of mine due to being really costal and based on a real place

#

I play to make 2 citites that irl have lines to the rest of the country run trough them have logistical hubs where you can pick up imported good like stuff you normally get from FF or MF in the normal game

#

I plan to add the following stations:
Steel Mill
Wind Mill Factory
Car Factory
Military Airport
Scrapyard
Forest North / East
Cement Plant
Wind Farm
Agriculture Center & Town
Postal Service Center
Fishing Village
City north / west / central / east / south west & Logistical Hub / soth east & Logistical hub
Harbor North / West / East

near edge
#

a visual of the track layout in the area and some architectural references would be good for making it a complete concept

ebon sentinel
#

I'm on it. I'm like 200 km away from home so it's hard to draw :p

#

Issue is I wanna strongly modify it since many railways where decommissioned and destroyed in the 60s

#

But I can give the data OpenRailwayMap has of the region

near edge
#

this is as it exists currently?

ebon sentinel
#

Yea. The black dotted ones aren't tho

#

But I wanna add way more rail to it like connecting the central railway to the other side to make the gameplay more variety since one loop that isn't even finished would be mostly shunting along one long ass line

#

Also adding industries that are near a railway but don't use it since the region experienced much political power form a Auto Manufacturing Giant having a factory here and ofc wanting for rail to be build back

near edge
#

how large is the DV map?? 16 square kilometers?

ebon sentinel
#

Like the Station HMAR becoming the Agriculture hub since right next to the station is a Agriculture Market where farmers sell their grain to be transported away by trucj

ebon sentinel
near edge
#

so 32 square ok.

#

You'd need to do some compressing of the terrain but not a ton....

ebon sentinel
#

This map here is like 75×50 but I can scale down so a trip between 2 Stations isn't 15 min even in HSR like irl

#

HMAR to HE is like 15 min via Regional Express that is going at around 120 kph all the time

#

So yea I definitely will scale it down

#

And scale up other regions for the gameplay so City East, Harbor east, post central and car factory aren't all in one place

#

So the stations are kinda spread out instead of like 4 hotspots and nothing in-between

#

I'ma make a Derail Valley-esque map tomorrow of the layout then

ebon sentinel
#

red - real electrified track
purple - added electrified track
yellow - real track
blue - added track (mostly restoring former existing track)

ebon sentinel
#

spread out the industries a bit more since the west was very packed since i know the regio there a bit better

ebon sentinel
#

im gonna implement way to other maps from CSW and CSE when the cross map delivery stuff is finished and can be adapted

jaunty fractal
ebon sentinel
#

well these industries reall exist here and having cargo that is also in the base game would make it easier to do since custom cargo would add time to the whole mod

jaunty fractal
#

got plan to do a cargo pack so that concern for you would be somewhat be taken care of, when/if wiz/tostiman put custom cargo capacity to mapify then you only need to put their names and done, exactly the same as base game ones

ebon sentinel
#

ohhhh

#

that would be nice

#

but yea i guess first ima make the map

#

we already got a ton of container cars i can use as placeholders

ebon sentinel
#

And when CCL is ported by then (or maybe even official support) I'ma try to also make a train pack for the map with a shunter, a Diesel loco and a electric one

near edge
#

its lookin like its gonna be a high speed map, witch I like the sound of

ebon sentinel
#

yep. If i get it all going the electric loco i add would be something like a german class 146

#

which is able to reach 150 with a full passenger train or cargo and gets in the 200s on its own

#

and even after scaling down, the line would be gigantic going nearly all the way around the map. that trip irl is some 2 hours

#

Also since CSW and CSE are dead end stations (since irl they would go trough), im thinking to add turning loops there to always give the option to run it locomotive ahead

#

and using High speed electric on the red and purple lines would be enough. Also: like in real life the freight for CF and HBW is going to be all to be delivered to the electrified yard of the town by HBW and HBW is just the Loading and empty car to be shunted tracks. Same with CF, since its easier to have one central yard with electrification and just shunt them there instead of having a long train run all the way to the facotry to someone get the delivery there

#

And im thinking if i should try the same idea on HBE to allow to run from there all the way to HBN

#

German Coastal Region inspired Map

#

also: should i simplify the rail network on the stations or make it accurate and just electrify more to make it more accessible ?

#

this is the city HBW+T is based on

#

or i make it that the good for the harbor and CF need to be brought to the secondary yards there and you can just take the loop to get back on the track ? then those i would need to electrify this space. or players need to put a diesel infront to pull it only across the yard

#

these are the ones I would love to include with the map. (BR185, Vossloh DE18 and V60 / BR260)

#

so a WE4, a DE4 and a DH3

#

they are still in use here and i think ontop of the vanilla locos they would be useful. Tho this si subject to change what and if locomotives will be made to work with the map. im sure running a vanilla WE6 over it would also be fun

ebon sentinel
#

so some sections might be a bit long and dont reqiure much action, but since there are a bunch of stations, dead end stations and jobs to take it would be fun. also the map would allow far longer trains by having many big station next to each other and being mostly flat

ebon sentinel
cold pagoda
# ebon sentinel also: should i simplify the rail network on the stations or make it accurate and...

if possible I'd like it to be that big. especially with a flatter map it gives the challenge of longer and bigger trains. looks like a harbor and a vehicle factory. might be easier to then split it into two places like HBE (Hafen Ost) and the MF&T for the volkswagen werk with port if all those tracks become too much for one industry ingame to handle. Most industries ingame are really lacking loading tracks as unloading hazmat containers and iron ore at the same track where you load steel is a bit odd for example.

ebon sentinel
#

true. the harbor and factory are in their own part of the city,. the city cargo yard is the black blob in the top right.

#

eh i. guess i make it 3 seperate sections that are just close by and recommend using persistent jobs mod with it or just make the area where they dont trigger a reload really big

#

so the entire yard dosent rebuild itself the second you turn around because you need to go to the harbor yard or something

cold pagoda
#

yeahh PJ works great with that. I recall the devs want to make it a basegame thing. no clue how exactly yet but I'm interested already

jaunty fractal
#

the place can also be split to multiple stations like harbour+harbour military, in this case perhaps [VW factory]+[port and city east], job existing range can also be adjusted
Real life layout seems nice for some shunting, but if adjustments are made for gameplay reasons then even better

ebon sentinel
#

i guess im gonna try to modify the layout a bit later on. some secondary tracks will be good for Locomotives to spawn in and such. and since we are alone on the map i might also decrease to number of tracks on the yard so we dont have 3 10 track yards right next to each other

ebon sentinel
#

red is electrified to allow dropping of some stuff with a we locomotive

#

and i added a bridge on the harbor entry (there are flood gates, just with roads on it. just so to allow turning the train in the direction of travel, but only for diesel

near edge
#

blue is added track, right?

#

ok comparing them more directly, Im not so sure about the bridge? I think a table, maybe two would be ideal here.

#

at least one on the.... assuming up is north... "eastern" side here

#

these places stick out to me as possible sites