The lighting in this game was such a big reason for the nostalgic and vacation-like feel almost every map had. Revenge was far grittier, which although fit the prominent urban feel better, did not appear as inviting as BO3's environment. When I get nostalgic/sentimental flashbacks to places I visited, or wanted to see as a kid, BO3's maps often kinda fill in some of that imagery.
With difficulty. Traffic spawns in a set few (2 or 3) configurations that's determined when you load or retry a track so you can learn where traffic is annoying, and I grind up against walls in the tunnels which lets you bypass traffic for most tunnels. This did take about 15 or so attempts to learn a good route through the tunnels though. There are PNACH codes that make you invincible and/or pass through traffic, but these are inactive here.
The lighting in this game was such a big reason for the nostalgic and vacation-like feel almost every map had. Revenge was far grittier, which although fit the prominent urban feel better, did not appear as inviting as BO3's environment.
When I get nostalgic/sentimental flashbacks to places I visited, or wanted to see as a kid, BO3's maps often kinda fill in some of that imagery.
The lighting in Burnout 3 is something else, they made great use of the engine, and it certainly highlights the World Tour aspect of the game.
But this track has some lighting issues.
Burnout Crash if it was a complete burnout game
I have a question. How did you do this without crashing into anyone? Especially in tunnels where you can't see your vehicle?
With difficulty. Traffic spawns in a set few (2 or 3) configurations that's determined when you load or retry a track so you can learn where traffic is annoying, and I grind up against walls in the tunnels which lets you bypass traffic for most tunnels. This did take about 15 or so attempts to learn a good route through the tunnels though.
There are PNACH codes that make you invincible and/or pass through traffic, but these are inactive here.
@@OmniGlitcher GG :)