On that page you can also directly download a PDF version!
And of course you can read these magazines in-game (PC and VR) in the magazine rack:
This magazine issue talks about the Weka Pass, Paranapiacaba, the Miami Shelf layout, the Hallowed Cove comp, and more. In fact it's the largest magazine so far, with 37 pages! (almost double the length of the next largest)
As well as this new magazine, this update also fixes some SteamVR binding issues (surrounding joystick dead-zones) so if you have made manual adjustments to your VR bindings then make sure to reset them to the default bindings in order to receive the changes!
Magazines now stay in your hand in VR when loading saves (e.g. clicking "visit this layout" from within a magazine)
Pressing the trigger on the index controllers now no longer spawns the magazine from the magazine rack, only grabbing with your hand does
Inside demo mode there is now a list to load all your downloaded workshop layouts
Fixed issue where selecting a save on the workshop list would change your last selected local save, and vice-versa
If you have manual rotation/grab locomotion disabled then these steps will be skipped in the movement tutorial
Holding shift + 1,2,3,4 in demo mode (for VR) will load the corresponding tutorial
And that's all for now! It's been OVER A YEAR since the 5th issue of the magazine came out, so I've had a lot of fun finally making another one! I hope everyone enjoys it.
On another note, I am going to be in Auckland from the 17th to the 21st and hosting a public demo of Rolling Line on the 19th and 20th as part of the "We love VR" event! You can find more info about the event here: https://www.weloveaotearoa.co.nz/we-love-vr
If you're in Auckland then you're welcome to come and say hello!
I hoped to split these into individual updates, but each feature relies heavily on the other so the end result was a longer wait and a bigger update.
To summarize, this update includes:
Changes to the VR control scheme on all platforms (Vive, WMR, Oculus and especially the Valve Index)
A new 'clone toggle mode' interaction style for VR
New item-hover UI for both VR and PC
Big improvements to how the hover UI works for VR controls
A public event 'demo mode' which simplifies the game and makes it easy to show to people in a public demo environment
PC hotkeys to show VR button prompts in-game (also for public demo mode)
A system for blocking all train interaction, which means you can move around your layout without pushing/touching/highlighting/accidentally picking up any trains
A whole new system for tutorials, which uses visual button prompts for VR controllers, help images, and much more descriptive information than before.
4 new tutorials to replace the old ones, which are: Basic movement, basic train driving, train interaction and using the edit tool. More tutorials (e.g. for track) will be added ASAP.
Access to tutorials from the pause menu (no longer just the main menu)
New teleport restrictions (e.g. walls and locations that would make your eyes stuck underground) to help improve the VR experience
New UI icons for teleporting (e.g red ones for invalid teleport locations)
Plus many other minor visual and control scheme changes for VR and PC
So as you can see a lot of little 'Quality of Life' stuff packed into this update! (especially for VR). The reason for this is because I am going to be showing Rolling Line in VR at a public event in Auckland here in New Zealand very soon (on the 19th and 20th of December). So the VR controls have gotten a nice big tidy-up, and a proper 'demo mode' has been added, to streamline the process of showing the game in a public event.
VR control scheme and SteamVR input changes
Previously the VR teleporting system worked in such a way that you had two buttons, one for 'teleport in large scale' and one for 'teleport in miniature scale'. Well this has been changed to a system where one button is 'teleport in current scale' and the other is 'switch between large and miniature scale'
Keep in mind you can still use the old binding system! Since Rolling Line uses the SteamVR input binding system this means you can re-bind the controls manually yourself. The 'teleport in large scale' and 'teleport in miniature scale' button bindings are still available to use, they have just been unused in the new default control scheme.
You can learn much more about the SteamVR input binding system in this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2029205314 Also, if you have manually changed your VR bindings in the past, make sure to reset them to default after this update! If you dont then important bindings will be missing!
Valve Index control changes
The control scheme for the Valve Index controllers has been vastly improved in this update! Teleporting now uses forward on the joystick (as with most other VR games) and the grab locomotion input is no longer tied to the hand itself, and much more.
Please play the new "basic movement" tutorial to get a full rundown on the new VR control scheme!
New 'item hover' UI
The popup UI you see when hovering over an item (e.g. a prop or train) has been changed quite a bit. When playing in VR your joystick will now smoothly display which option you have selected, and swiping the joystick right to the edge will select it. On the vive controllers touching the touch-pad will show which one you have selected and clicking the D-pad will select it.
This new hover UI also has a line connecting the popup options to the item they are coming from, which makes it easier to see what item you are interacting with. The height of the hover UI has also been balanced across all items in the game.
Clone toggle mode
There is now a new interaction style called 'Clone toggle mode' You can turn this on in the VR options menu, but it is on by default for the Index controller.
What this does is replace the "context up" action with an option to toggle 'clone mode' on and off. while clone mode is active picking up the train/prop/track will instead clone a copy in your hand, and the "push left/push right/reverse" options for trains are replaced with "clone left/clone right/remove"
This option was made to solve two problems:
when using the index controllers, cloning an item (using the trigger) would put a copy in your hand even though you weren't actually "holding" it (with your fingers closed) which was very messy.
switching between "push left/push right" and "clone left/clone right" required changing settings in the menu, which is not ideal at all.
If you would like full instructions on how "clone mode" works, turn it on in the VR options menu, then play through the "train interaction" tutorial. If you have the setting enabled the the tutorial will automatically give you instructions on how to use it (instead of the default cloning system).
New tutorials
Something Rolling Line has needed for a very long time: a re-do of the tutorial system! The old in-game tutorials were made in a rush before the games release, and were always severely lacking and were very confusing and uncomfortable to use.
The new tutorial system makes use of images to show what you need to do, as well as much more detailed descriptions. When in VR you also get visual highlights of the buttons you need to press on the controllers!
These newly made tutorials are also much easier to follow and are split into easier to understand steps. At the moment there are only 4 tutorials:
Basic movement
train driving
train interaction
using the edit tool
But it is now a high priority for me to add more for other much-needed topics like track editing and the painting system.
These new tutorials can also now be accessed from both the main menu and the pause menu, as well as from directly within demo mode.
Demo mode
Another major part of this update is a 'demo mode' What this means is a simplified game mode which is designed for doing public showings of the game at events (or even just showing your friends the game for the first time). Inside this 'demo mode' the menus are all simplified down, controls are limited and you can easily switch between all of the official maps and access tutorials.
Train interaction is also disabled (which means you cannot pickup or push trains) but you can re-enable this from within the demo mode menu.
You can enable demo mode directly from the pause menu at any time by clicking the "enter demo mode" button on the left. Once in demo mode, simply go to "options -> exit demo mode" to disable it again.
While inside demo mode in VR you can also make use of a feature where pressing the number keys (1-6) on your PC's keyboard will give a button hint in-game. e.g. pressing '1' on your keyboard will make the "interact" action highlight on the VR players controllers.
This is incredibly useful for showing other people how to play in VR! The button options are:
1 - interact/use
2 - pickup/drop
3 - grab locomotion
4 - teleport: current scale
5 - teleport: switch scale
6 - menu button
0 - manually restart game
'Blocking interaction' setting
Something simple but actually very useful that has also been added is a setting for "block interaction".
When this is enabled, you cannot highlight or interact with any trains. This is especially nice on PC if you just want to view your layout in large scale without editing trains. You can still drive trains in this mode (both with the controller and in the cab).
This new setting is in the "Pause menu -> gameplay -> Block train interaction" menu.
Everything else
As well as all of this, here is all the other loose-ends which were not mentioned above:
If you drop a train/prop/track piece while holding the trigger (placing it) then it will be placed, instead of dropping out of your hand
Teleporting is now blocked in vertical surfaces and locations that will cause you to be stuck inside the terrain
Invalid teleports now have a unique red icon
If you are holding teleport with both hands, then once one hand teleports then the other teleport is automatically cancelled so you dont accidentally teleport twice
If you are missing crucial SteamVR input bindings then the game will give you a warning message. Remember to reset your input bindings to default after this update if you have manually changed them yourself!
the "map colors" drawer has been removed, since new features (like cloning colors directly off props, and custom drawers) have made it redundant. If you still wish to use it then you can add the launch tag "-showsavefilepaints" manually in steam
Fixed some Z-fighting graphic bugs in the magazines
Adjusted the distance of interaction for VR hands
Fixed the "grab locomotion" SteamVR input binding which was previously incorrectly used
Fixed a bug with snow plow particles being stuck active when trains go off-screen
Adjusted menu spawn locations
Color correction and AO are automatically reset to defaults (this only happens once)
Taking a screenshot now auto-enables "block interaction" mode, so no more highlighting trains in thumbnails!
And that's everything!
What a long and dense news post. There's tons of great quality of life features in this update, so regardless of whether you play on VR or PC im sure there will be something useful. This update managed to address lots of long-requested fixes and improvements.
If you play in VR i highly recommend giving the new tutorials a try since the control scheme will be different to what you remember.
The next update will hopefully be something a bit more fun and less technical!
I wouldn't be surprised if this rapidly becomes the most popular livery template on the workshop! There are so many different livery designs for this kind of loco, and it looks like people have already uploaded a ton of them before this update even left testing!
There's a guide here on Steam which explains how to make your own liveries. It's easier than you think! All you need to make liveries is basic image editing software (even MS Paint is fine):
As with all the other liveries, you can find the templates in the "Rolling Line -> Modding -> templates" folder.
And that's all for now!
I'm sure people are going to making a ton of liveries with this new template, as the response from the previous update (adding the AC4400CW) was amazing, and it's clear that this train is a real favorite for a lot of people!
There's still a bunch of stuff coming through the end of the year, including a new Magazine which is already in the works!
Here's something the American audience is going to love!! The AC4400CW (aka "Dash-9" or "GEVO") is one of the most popular and highly requested trains in the world, and It's finally here in Rolling Line. This excellent model was made by Stationmaster (massive thank you!) and marks another community-made model that has made it into the game as an official train.
Since it's an "official" train, that means it comes with all the bells and whistles (literally) you would want from any official loco, which includes a working bell and openable doors to the cab.
There are 4 default liveries included in this update and custom livery support will be coming in the next update!
You can find these new trains in the "trains -> Diesel 2" drawer:
As well as the new train, this update also adds a new setting to enable/disable the equip items you get when you load a map (the edit tool and controller). By default, if you play in VR this is disabled, while in PC it is enabled.
The workshop tags are now organized into drop-down menus, since the tag list was getting pretty crowded:
The PC player lower height limit has also been removed, which means you can go below the floor using the scroll wheel.
And that's all for now! The next update will be adding custom livery support on the workshop.
And thank you again to Stationmaster for this excellent model!
Congratulations to everybody who took part in the Hallowed Cove Layout Comp! there were so many amazing layouts, more than i could ever list, and so many creative ideas!
In this news post I'll be announcing the winners, but this update also includes a few small fixes & features that will be mentioned at the end of this news post. Most of these new features are about making flexy-track easier to use and switching between available snap-points when placing flexy-track.
but anyway, without further ado, here are the winners for the Hallowed Cove Layout Comp!
These were just my personal favorites, but there were still so many more layouts I loved! But the list would get way too long if i tried to shout-out them all. I highly recommend that you go and have a play of all of the maps yourself! There are so many great ones to go and see:
In addition to announcing the winners, this update also includes a few actual in-game features. Most of all, flexy-track has become much nicer to use! There are a few tweaks to how flexy-track works, which make it snap more sensibly. But best of all you can now press Q or E while placing flexy-track to make it switch between available track ends! This is incredibly useful and removes all the old frustration of wrestling with the snapping system to get it to snap to the right place.
As well as these new flexy-track features, some other small fixes & features were also added:
The wheel/bogey/crane props now snap to track
Table styles (wood/black) now copy correctly when cloned
There is now a setting to disable/enable random train horns. When you are not driving a train it will randomly sound the horn/whistle, but you can now turn this off.
You can now use two new horn presets in QuickMods: - steam_sunkenBerk - steam_rotary
The "prop mods" drawer has been renamed to "mods"
Disabled the automatic Halloween sky. You can still turn it back on in the "Time & weather -> advanced -> Halloween sky" option
In other news, I've officially moved house! I now live in Wellington, New Zealand (the capital city of NZ) Now that the moving process is complete I can finally get back to making updates! Stay tuned for lots of new exciting stuff still to come.
In the meantime, i hope you enjoyed the Halloween competition, and I highly recommend having a look at all of the entries and playing them for yourself.
The "Hallowed Cove" is a new small map set in a spooky water-logged coastal town, with shipwrecks, fog, barnacle-covered wharfs and old shanty town buildings. ...And a ghostly variant of the Berkshire called the "Sunken Berk"
Plus this update also announces a two week Halloween/horror themed layout competition! (more info on that later in this news post)
Firstly,
The map!
During the Halloween event the main menu is replaced with the Hallowed Cove! You can also load the map and play it from the main menu (New Game -> Hallowed Cove).
During this event the skybox has also changed from the usual day/night sky to this custom special skybox! You can turn this on/off in the time & weather menu (Time & Weather -> Advanced -> Halloween sky).
The "Halloween sky" will automatically turn back on when you reload the game, but if you want to disable it permanently then you can add a launch tag on steam "-nohalloween".
The Sunken Berk
Part of this update is a new variant of the Berkshire called the "Sunken Berk". This is a spooky water-logged version with kelp and rope dripping from it, like it was dragged out of the sea. You can find this inside the "Misc -> Unlocks" drawer:
To fit the ghostly port town theme of the Hallowed Cove, this update adds some new boats! Specifically two new large sail ships, as well as some row boats:
New props
In order to make this map, some new props have been added! These are:
snappable wharf sections
life buoys
rope
dock bollards
shanty houses
You can find these in the "Props -> Wharf" drawer:
The competition!
As well as the Hallowed Cove itself, there is a layout competition happening from now till just after Halloween! You can submit any layout that fits within a horror/Halloween/spooky theme, and you can definitely make other things like mods, liveries or even trains to go with your map!
This competition is open to everyone, and runs from October 20th to November 2nd. Just make sure to tick the "Hallowed Cove comp entry" tick-box when uploading your workshop item!
At the end of the competition the winner will have their layout featured in the much-awaited 6th issue of the Rolling Line magazine! (which will be coming out before the end of the year!)
Previous Halloween events
While 2020 is all about the Hallowed Cove, you can still access all of the previous years Halloween events (2018 and 2019). They are found within their respective drawers in the "Misc" category:
For example, last year there were these Halloween pumpkins which you can open to get candy and special prizes (like golden trains and ghost trains!)
It's amazing to think that Rolling Line is old enough to have had 3 Halloween events, this game is growing so much!
As mentioned in the last couple of news posts, I am moving house over the next few days (specifically the 22nd) so I'll be incredibly busy while this competition is going on. I'll still be keeping up with the new workshop uploads and trying everything out! Updates will go back to normal after I'm moved in and the competition is over.
This also means that this update is the last update I'll post from my home in Blenheim, after living there for 3+ years... I'll miss it. Rolling Line's whole development took place while i was in Blenheim. As a final goodbye the cherry blossoms were all in bloom on my street!
Much like how the last update added the option to convert QuickMods to a new system and upload them to the workshop, this update makes it possible to create and upload liveries for them!
If you have made QuickMods in the past, then you'll remember that the only way to make liveries for QuickMods was to make duplicate copies of QuickMods and replacing the textures to create different liveries. Since there was no official livery system for QuickMods, this was the only way to create liveries.
But not any more! This new system means you can take those old duplicate QuickMods and convert them into a "Legacy Livery" which only contains textures (no 3D models) and instead relies on another mod for its models (the "base model" which the livery is being made for). This means you can upload a "legacy livery" to the workshop without needing to upload a duplicate copy of the whole mod.
This does means though that players need to download the "base mod" which your livery uses in order to view your livery.
This also means that using liveries (instead of duplicate mods) is much, much more optimized, as once the base mod is loaded, all liveries thereafter are very quick to load!
I highly recommend using this new livery system if you intend on uploading lots of variations! For example: create one true "Legacy QuickMod" as a base, the set up all the rest of the mods as "Legacy Liveries" that use the original mod. Then you can include them all in one big "Mod Group" and upload them to the workshop!
Something to note is that any liveries you download will show up alongside all the other QuickMods when looking in the "mods" drawer to make things simple:
If you want to create a livery for a pre-exisiting mod you have downloaded off the workshop you can do this by choosing the "Create livery" option after clicking on the mod in the modding manger (this process is explained in detail in the previously mentioned livery guide!)
There are also now buttons to "refresh QuickMod folder" (which will update the QuickMod list) And to "Open QuickMod folder" (which will open the folder in a file browser window) When editing QuickMods and QuickTerrain!
And that's all for now!
If you are simply downloading mods (not creating them) then this update won't effect you at all (aside from making liveries load faster). If you are a mod creator, then this updates gives you a much more optimized and logical way of creating additional liveries for your mods!
As mentioned in the previous update, I am moving house during the next couple of weeks, so updates are very un-organized and I'll just be adding what I can in the limited time I have. Updates will stabilize again around the end of October.
Also, I am excited to say that we already have 100+ QuickMods on the workshop after even less than a week! Excellent work to all of the modders who have shared their creations!
Here's an interesting one, legacy mods are now finally coming to the Steam Workshop!
The reason for this is that the old RollingLineModding website is coming to an end and the old mods need a new place to live. Originally I was hoping to wait until the full modding system upgrade to bring train modding to the workshop, but since that might be a while away it made sense to at least bring QuickMods to the workshop in the meantime!
Not only that, but QuickMods and QuickTerrain can now be "converted" to the new modding system! This means once you go through the simple process of converting a legacy mod to the new system, you can make full use of all the new features the modern modding system provides.
These new features are:
Give your mod a thumbnail
Give your mod tags
Upload it to the Steam Workshop
Include it in mod groups
Package it inside save files when uploading to the workshop
Browse it in the tiled mod list in the in-game drawers
Since QuickMods can now be packaged inside layout uploads, I have updated the "Keyna Slum" map to include the custom U26C QuickMod pre-packaged inside!
You can download this map and access the QuickMod with no extra downloads!
Since these "converted" QuickMods use the same system as prop mods, this means you no longer need to use the old QuickMod drawers to browse downloaded mods one-by-one, you can access them through the same drawer as prop mods! (with thumbnails and a tiled list)
Please keep in mind that these legacy mods need to be "converted" to the new system to make use of all these new features. You can still access old QuickMods through the same "QuickMods" drawer, they still work exactly the same way. But once you convert them they will show up in the new "mods" drawer along with modern prop mods and groups!
Keep in mind this only effects people who want to upload mods!
If you only want to download mods off the workshop, you dont have to think about this process at all. Simply subscribe to QuickMods on the workshop and they will show up in the "mods" drawer, simple as that!
Legacy QuickMods vs the future modding system
This update does not change how QuickMods are made, it is only a simple "wrapper" which allows you to upload mods to the workshop.
At some stage in the future there will be a much larger update coming which completely re-hauls the train modding system! The QuickMod system is very old and outdated, and nowhere near as user-friendly as the modern prop modding system. One day you will be able to use this same modern system to create train mods, but this is a very large update and won't be coming for a while at least.
Moving house!
The next few weeks are going to be very busy for me in real life, since I am moving house! I'm moving from the quiet suburbs of Blenheim back to the big city of Wellington.
This means that Rolling Line updates are likely going to stop until I am moved in and organized, but who knows, i may be able to fit in a quick update before then! we shall see.
QuickMods coming to the workshop means accessing train mods just became 100x easier, so expect to see a ton of train mods showing up on the workshop in the near future!
The Weka Pass is a preserved historic railway in New Zealand and is now available as a the next free official layout in Rolling Line! This is also the first proper official layout to take place in New Zealand since the original "top of the south" layout the game launched with.
It's about time Rolling Line went back to its roots and introduced some New Zealand content!
This layout was a true community effort, and includes help from multiple community members in the form of scenery detailing, new props and new trains!
I would love to start things off by giving a massive thank you to:
Ze Trackmeister - For detailing scenery on the layout. specializing on the suburbs, power station, rail sheds and surrounding areas!
William Tremblay - For detailing scenery on the layout, specifically the farmland, vineyards and around the hills!
Coconut Pie - For making the model for the Dg locomotive! (the crown jewel of the Weka Pass)
Long - For making the models for the Da locomotive and the NZR coaches!
Sweed - For making the models for the Ka steam locomotive and the animated rail-crane prop!
Finn - For making the Frog Rock shed, as well as several other props!
Mr Pink - For making the tractor model!
And a special thank you to the volunteers at the Weka Pass railway for the amazing work they do, and especially to Matthew Morison for showing me and my family around when we visited the railway!
So without further ado, you can now find the Weka Pass alongside the other official maps when choosing "New Game" on the main menu:
Just like the other official maps, I've made a top-down 2D map of the layout: (You can view an HD version here!)
Oh, and yes, the Weka Pass does definitely have Easter eggs ːsteamhappyː Lots of them in fact!!
Anyway, here are a bunch of official HD screenshots of the layout:
Along with the map itself, this update also adds the Dg locomotive. The Dg is an old English Electric built diesel locomotive used around New Zealand between the 1950s and 1980s.
These locos are actually notorious for being plagued with engine failures, electrical faults and known for having cramped cabs... but they do have a lovely engine sound!
The Weka Pass Railway owns two Dg locos: 770 and 791
Thank you so much to Coconut Pie for making the excellent model for the Dg!
New props
As part of the Weka Pass map, this update adds a few various props.
These are:
Tractor (make by Mr Pink!)
A bucket
Snappable piece of corrugated iron wall
Miscellaneous scrap pile (made by Finn!)
A taller variant of the NZ semaphore signal pole
As well as these, the new buildings used on the Weka Pass map can be found in the new "misc -> weka pass misc" drawer:
These are:
The red NZR sheds
Shed doors
Frog rock shack
Glenmark station building
Other fixes/features
This update also includes:
Improved the collision on the NZR coaches. You can now teleport along the floor of the coach
Narrowed the underside of the NZR coaches (just to make them look a bit more balanced)
Fixed collision on one random silo prop in Picton on the "top of the south" layout
Re-named flexytrack back to "gap-fill" track again
Added some error-catching code to fix issues people were running into where the edit tool would not enable editing as it should
I'm so happy with how the Weka Pass has tuned out, and working with the community on this project has been a ton of fun. The Weka Pass has been talked about for over a year now, so it's amazing to finally have it released and officially in-game!
As for my future plans, the end of this year is going to certainly be busy... I am going to be moving house in just over a month, and the rest of the year after is going to be a hell of a rush, so updates are likely to slow down for a while now, at least for the near future.
I also just yesterday received an Oculus Quest (thanks to the Oculus Start developers program!) and this thing is blowing my mind, it's incredible! Needless to say I am very excited to start developing for the Quest and testing things out with it. I do in fact have plans to bring Rolling Line to the Quest eventually, but this is going to be a truly MASSIVE job, and will involve huge changes to the game before this is possible. So it will likely happen one day, but not for a long time at least, but know that I am in fact very exited to work with the Quest in the future!
As for the meantime... maybe I could finally make the 6th issue of "Model Rolling Line" magazine... That would certainly be a fun idea ːsteamhappyː
It's almost time for the Weka Pass update! but before then, here are two brand new locomotives to fit the "historic New Zealand Rail" theme, the Da and Ka. As well as these locomotives this update also adds a new set of NZR passenger coaches with full interiors!
Firstly, a massive thank you to Long who made the Da and NZR coach models! And to Sweed who made the model for the Ka and its tender!
The NZR Da Class
The Da was the single most common locomotive in New Zealand around the 1950s - 1980s and played a huge role in replacing Steam in NZ. Also you might recognize them as being very similar to the American EMD G12, because they are basically the same!
The Da locomotive also has its own unique engine sounds! You can use these engine sounds for quickMods too by using the "EnglishElectric" audio preset.
The NZR Ka Class
Meanwhile, the Ka is another popular steam locomotive which was used between the 1930s - 1960s and is likely most well known for being the engine involved in the Christmas eve 1953 Tangiwai disaster (where a volcanic lahar destroyed a bridge over the Whangaehu River in the path of a passenger train)
You can find both of these locomotives in the new drawer called "Historic NZR" along with the new coaches as well:
The new coaches also have full interiors!!
Another small change, you can now find the Rotary plow and snow plow addon painters in the "steam" drawer (they use to be in the old "Christmas" drawer, which was pretty hard to find)
Another new feature is that there is now a full credits page in the "about" menu which goes into detail about all of the community members who have contributed to the game!
And one small bug fix: Snapping now behaves normally regardless of whether "surface angle snap" is enabled. previously having both settings enabled would cause strange results.
You can also make use of all of the new horns in QuickMods by using the horn presets: diesel_dg diesel_da steam_ka
And you can use the Da's engine sounds by using the engine sound preset: englishElectric
The Weka Pass
The weka pass is less than two weeks away! This means I can share some more preview images to show how the layout is shaping up!
Firstly, i would love to thank Ze Trackmeister for his help on detailing most of the new scenery!
I hope you enjoy these new locos, and i hope you're hyped for the Weka Pass map!