Rail Route

Rail Route

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Bristol Temple Meads
   
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Maps: Endless
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43.111 KB
31 Dec, 2022 @ 8:37am
3 Jan, 2023 @ 7:25am
13 Change Notes ( view )

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Bristol Temple Meads

Description
6 Comments
LHGKA 29 Jan, 2023 @ 1:48am 
Great, I look forward to playing the updated map! :steamhappy:
Kijord  [author] 28 Jan, 2023 @ 7:35am 
also i did think originally if it was all connected with the stops you wouldn't have to pay for it so yeah i'm taking them out
Kijord  [author] 27 Jan, 2023 @ 2:36pm 
i'll take this into account. i've been away for 2 weeks so haven't had any updates but the last time i was on here i basically did a mock one where i also included gloucester and a few other stations so what i'll probably do is connect them to how it is then draw walls around and go from there. thanks for your input
LHGKA 22 Jan, 2023 @ 6:11am 
(3/3)
This map probably needs a lot of rework (or starting from scratch because of the distances), but this would be worth it, as I believe it could be both fun and challenging.
LHGKA 22 Jan, 2023 @ 6:11am 
(2/3) Also, this means the few autoblocks which appear to be meant for using can also be circled around, which makes them redundant or too costly (as contract generation will always look for the shortest route when calculating rewards). And globally, there should be more autoblocks and less visual distance between stations: my monitor is not that big and scrolling is not something the game is good at.

Finally, Bristol Temple Meads, the station the map is centered around, is weirdly conceived. First of all, it's too far from the starting location and it's not one of the 12 stations I've been using (and at the rate where red is coming in, I'm far from being able to unlock all 30 stations). But the weirdest part is its design: it seems to be conceived for reverse commuters and maybe a few ICs. I just don't see coachyard operation playing a big role, here. Also, platform layout means I would probably never use all of them.
LHGKA 22 Jan, 2023 @ 6:11am 
(1/3) A map full of possibilities, but not very fun as of now. The fact that stations are very far apart makes early-game hard, but that's not what bothers me.

We start off with a Y layout with tracks from Swindon Fast and Gloucester/Birmingham to Bristol Parkway. At the point where tracks start running parallel to each other, they are separated by 3km autoblocks; yet the aforementioned tracks do not use autoblocks. What's the point of these autoblocks? The only reason I could think of for using them would be to store up freighters, but there does not seem to be any station in the surrounding where freighters stop.

The only walls are used as station dividers (and this is pretty much superfluous, as having no walls around the station means one can go around them). Having walls restricts and guides the player through the map. But mostly, it guides contract generation into not offering journeys which require several 100k in investment.