ILM: What's Yet to Come?

There are a few items on deck for the map.

[Update: complete] For one, I'd like to separate super jumps and billboards into their respective locations (city districts).  This will make them much easier to find, especially if you're looking for that last smash in Harbor Town, etc.

[Update: complete] Secondly, I want to include an option to ignore a new map's view once that map is loaded in.  If you want to keep the current view but load in a different set of icons, you're at a loss since I think every icon set (available natively to the map) contains its custom view meaning the map will zoom and pan to that map's custom start location whether you like it or not.

[Update: rails complete] Yesterday I was also taking notes on the game's rail system.  There are 2 rail lines in Paradise City.  One is a track that starts in the south in Harbor Town and wraps around the western edge of the map until heading back east and eventually falling into the north end of Downtown Paradise. And then you also have an elevated rail that loops around the center of the city in Palm Bay Heights and Downtown.  For the most part, they are pretty evident on the map, but for a better idea of where they really go, see the following map (rail lines in red):
http://www.senocular.com/burnout/?load=railways.xml
Unfortunately, not all of these lines can be driven on.  What is available is divided into 4-5 drivable sections.  I say 4-5 because it could really go either way.  One section is divided by single jump (1st ST bridge) which I don't think is possible to make from one end of the line to the other.  If it were possible, I'd say there were 4 sections, but for now, lets just stick with 5.  As for what is drivable, I have most of that information in my notes and simply need to generate some KML and drive around some more to make sure I didn't miss anything.  I hope to do something similar with I-88.

Wait, I-88?  And this 1st ST?  Where are they?  If you're fairly new to the game ... or even just not a hard core player ... or even, even just don't have an awesome memory (I know I don't), then you might not know where those places are.  That leads me to my next addition to the map,  street identification.  This is something I think I've got down in my notes already but am just having a hard time figuring out how I'm going to present it.  Ideally, too, there should be a way to search or filter out street names or intersections so you can find what you're looking for without much trouble.  Where's 1st ST?  Well, you could look, but wouldn't it be easier just to type "1st" and then be done with it?  I'll see what I can do about that one.

And, as always, suggestions are appreciated.  If you want to see something that's not there, just let me know.  Or you might even want to share some KML - that's fine too. I can post it on the map page for all to see.

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Comments

Xandu's picture

The map on http://burnout.ea.com/map/ has a pretty good way of locating streets. I like the way the street gets highlighted. I guess it would be quite a lot of work to implement something like this with KML? Have a look at it. It might give you some ideas.

-- The Creator --

-- The Creator --

senocular's picture

@Xandu: I had planned on outlining the streets once "selected" - not unlike the railroad link in the blog post. I think (like the EA map) having a list of all the locations is a good idea.  Each placemark could be listed out by name and selecting one would reveal it and show its location.  This way, all streets could be made available at once and easily found by name in a list.  I'd probably have to implement a few more KML properties to make this usable.  That shouldn't be too hard. I guess the worst part would be where in the UI this list is going to fit.

There's also the issue of intersections... though I guess if you can quickly look up two streets, the intersections wouldn't be hard to find, right?  Maybe a separate definition can be made to cover just intersections.

^ Sounds like a plan for now.

Burnout Paradise Map: http://www.senocular.com/burnout/