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Posted (edited)

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8/18/2024 MAP DID NOT QUALIFY FOR STAGE 2

Congrats to everyone who made it to Stage 2 and cheers to everyone of us who tried!!! ❤️

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Map Name - Rally
Location Reference - Conques, France

Rally is a defusal map set in a village inspired by Conques, France with a racing event set as the background theme.

https://steamcommunity.com/sharedfiles/filedetails/?id=3300133474
Reason to take part in this contest? Well... I'd like get familiar with S2 (Yup, I'm still plugging away in S1 H++) another reason is finishing a project, I'm hoping some of you can relate to unfinished maps we have collecting digital dust or being reworked on an infinite loop (✋).

Updates:

Spoiler

4/22/2024 - Created a layout this weekend but it's still a bit early to share, will look to continue updating this thread next weekend :)

4/29/2024 - Updated the layout this weekend and continuing to balance each area, will need to take a couple more weekends to make sure the layout is fun and everything looks like a sloppy mess :D 

5/6/2024 - Mid and A are set, working on B next

5/12/2024 - No updates / Out of town

6/2/2024 - Life things until end of June!

6/8/2024 - Hard reset...

7/6/2024 - Earliest version of the current blockout is playable! (racing to the deadline / screenshots soon)

7/28/2024 - Last official save in Source 1 / Hammer++ (<3) before moving to Source 2

7/31/2024 -  Source2 port is on the workshop and playable

8/4/2024 - Updated pathing for T Spawn to Mid, Updated pathing from T Spawn to A including the underpass between A and B staging areas

8/10/2024 - Added a radar! Huge shout out to JimWood for the work on RadGen and the documentation, and Sami / Eagle One Dev Team for putting together the tutorial. Replaced majority of the map with new meshes. Added a 3D Skybox placeholder. Efforts continue on cleaning up the geometry, there's a few areas left to be cleaned up and an optimization pass still needs to be done.


 

 

Edited by Andre Valera
DNQ Update
  • 3 weeks later...
Posted
Spoiler

First public version of the map is up so here are some screenshots! Just switched over to Source 2 a couple of weekends ago so there's Source 1 brush work, optimization is missing and I haven't looked into making a radar yet. The important part is that it's playable and I'm taking care of as many bugs as possible before the first deadline. Good luck everyone!

image.png.93535f2f14c97692b0828bf7d57ddc7e.pngimage.png.5f76a7faeb2017df0322458a01d85ed8.png

image.png.20a1f3fc098a0bf7b9d7d2a8a449a041.png

image.png.7cb3115b0d209578291753739a088757.png

 

Posted (edited)

 

-Added a radar! Huge shout out to @JimWood for the work on RadGen and the documentation, and Sami / Eagle One Dev Team for putting together tutorials
-Replaced majority of the map with new meshes
-Added 3D Skybox placeholder
-Efforts continue on cleaning up the geometry, there's a few areas left to be cleaned up and an optimization pass still needs to be done

Spoiler

image.png.87418a2f8d26fb7f1d2dbe9461cab5d6.png

 

Here are the most recent screenshots

Spoiler

20240810072601_1.jpg.0c0e53d37da4b0a50584ba0580a875e5.jpg20240810072656_1.jpg.a1862932a6c9fc4701ebebb3435ba8f1.jpg20240810072719_1.jpg.3a508fc8cbe938a69ed0a22e028e65a6.jpg20240810072820_1.jpg.1269c1f943945ca25fd0572f9c74ca1c.jpg20240810072830_1.jpg.f6da00f8eadbfe18b5285c7248a11780.jpg20240810072841_1.jpg.2551b262c0bb2a55d2f9a6618e094da6.jpg20240810072904_1.jpg.cce838014934249c57f324bc95f37e4d.jpg20240810072921_1.jpg.da6e31ff6c174aeb442823fbaa57d176.jpg20240810072958_1.jpg.30e278258759d93f8a52260b60c23916.jpg20240810073137_1.jpg.757acff5517847aeff2eb51f4d9897f8.jpg20240810073231_1.jpg.f1049eefe9c7186553768c4985340b7e.jpg

 

Edited by Andre Valera
text didn't read correctly

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