It's getting closer - the completion of Alpha 1 that is - and although Alpha 1 is, but only the accumulation of a long awaited first step, I hope it will make future progress easier. Years have passed and from an outsider's point of view, very little progress has been made, but I view it differently. A foundation has been gradually built, a story revised over and over, various assets, learning curves completed and conquered. It is one thing to be full of ideas, it is another thing to have those ideas carefully laid out, like a puzzle, so it produces a coherent image.
That image above is of a rigid airship I've been working this past week or so. To confirm, yes, it is entirely made of brushes, apart from a little spotlight at the bottom of the gondola (the crew module). As I have mentioned before, I prefer making my environments and entities entirely brush-based if I can, while using models only as a convenience or if the shape cannot be rendered properly as a brush. The reason for this is not just because I find making brushes easier than modelling, but also because I find brushes give off a certain hard-edge or "natural" look in the context of the Source engine.
For fellow mappers out there, some of you may already know this, but if you press Alt+E while having a bunch of vertices selected with the vertex tool, you can actually choose to either shrink or expand them. I only recently found this out by looking at the Hammer Hotkey Reference article over at the Valve Developer Community. Using Alt+E while having vertices selected is extremely useful when making a shape such as a "football" (the airship above), or just having a larger pipe transition into a smaller one. So far, the engine recognizes the shape and renders it successfully in-game.
Anyway, remember that I try to upload my Hammer files on GitHub. That way, in case something were to happen or as just a way to share my work with others, the files are online. The specific file you're looking for is "atc_test", although this will probably change to "d1_intro_01" in the future - with the original "d1_intro_01" changing to "d1_intro_02" and the original "d1_intro_02" changing to "d1_intro_03", respectively. Lastly, I created two new music (ambient) tracks, the first one will actually be used in one of the first scenes of Above the Catacombs.
Read more: Freedom4gamers.com
Later, way later than I had hoped, but here are the full details of the RTSL Awards 2016.
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THIS MOD REQUIRES SOURCE 2013 MULTIPLAYER UNDER THE "beta_test" VERSION. IT ALSO MAY REQUIRE HL2:DM BUT I'M NOT SURE. This is a very in-alpha version...
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