Alright I'm done with this
I'm going to make a video illustrating the tricks etc. but I have a lot of work to catch up this week so the video will be for next week I guess.
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Download at Road Reaction
It's ofcourse a little buggy: peds can fall off the roof if they wander too far, and it's possible to trigger the finish lane at the first checkpoint.
Tricks used:
- heavy use of instances for the level geometry (corridors, rocks, bridge)
- fullbrights (a bit everywhere)
- ylollipop (light spots in the pit)
- custom water splashes within the race's folder (nuclear lava)
- +x 500BRU camera limit (exit tunnel)
- lastlap trigger (tunnel turning black)
- noncars interacting to simulate a hinge (pit passage door)
- use of "-1" constant flashy groove to create a trigger at the groove's pivot (tunnel collapsing behind you when it turns black, then again a few meters further)
As said earlier, I've mainly used original assets (noncars, textures, sounds) with a couple of cameos (Doom, C1). I used waifu2x-caffe to upscale most textures to great effect. I believe supersampling "manually" like this works better than letting the game do most of the job. Ofcourse waifu2x-caffe takes much more time than Photoshop's simple upscaling. It doesn't always make wonders though, I'm not satisfied with the broken windows for example but it's still ok.
This project was really great for me as I've wanted to start this path for a long time. I like using original assets like this as you can go faster at texturing/populating your level while feeling like you're working on something that's cannon in regard to Carmageddon 2. A bit like Doom, Quake, Half-Life usermaps tended to use the original textures too.
Harm's script also makes it very easy and fast to get stuff ingame and test little changes, though I must confess I still use PT2 to compile the map as I noticed differences in beheaviour (3ds Max sources are included with the track zip file by the way), and still do the text setup by hand (the scripts often crash for obscure reasons).
I'm very motivated to work on a full fledged level now (that wouldn't focus on tricks and stuff) and yesterday we brainstormed a nice Beaver City Mall idea in IRC. I'll try to start this project quickly and progress step-by-step as I did with this test track.