Map: divided expressway with median, edge parapets+railings, Daikoku Futo PA ring road
Reworked the mainline and Daikoku Futo PA against real references (Wikimedia aerials of Daikoku JCT + OSM way data for the junction) rather than guesswork. - Divided carriageways: raised median kerb with dark anti-glare fence down the centre, matching OSM (lanes=2, oneway=yes per carriageway). - Edge containment: white concrete parapet topped by a dark metal railing -- the signature Shutoko silhouette -- backed by a kill wall so cars cannot leave the deck. - Palette corrected from dark grey to Shutoko pale concrete; asphalt lightened to mid-grey to read correctly in daylight. - Daikoku Futo PA: replaced the single straight stub ramp with a full loop road encircling the parking apron (real loop ramps measured at 48m and 121m radius), elevated on pillars, reachable from BOTH carriageways via on/off ramps. Median and barriers open at those junctions so the ramps connect. - Removed the old four-sided perimeter box; the apron now extends under the ring, so there is no exposed edge to fall off. Verified by executing MapBuilder headlessly under a stubbed Roblox API: build ok, 823 road segs, 797 median segs (26 junction gaps), 1594 barriers + 1594 railings + 1594 kill walls, 72 ring segs at constant 389.6 radius, apron covering the ring, all decks continuous at Y=46.
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@@ -581,8 +581,11 @@ function CarManager.init()
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end
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if gone or fell then
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warn(
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("[CarManager] recovering car for %s (destroyed=%s fell=%s)")
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:format(player.Name, tostring(gone), tostring(fell))
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("[CarManager] recovering car for %s (destroyed=%s fell=%s)"):format(
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player.Name,
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tostring(gone),
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tostring(fell)
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)
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)
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-- CRITICAL: spawn() teleports the car to wherever the
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-- CHARACTER is. During a void fall the seated character is
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