Industrial zone: acid baths, crane, powerups. These are very close to what we got ingame.
Now the City environment. That first painting was also used as the menu backdrop. (also blue complete Tanka in the bottom right corner)
Tez made concepts with a similar atmosphere 15 years later for Carmageddon:Reincarnation.
City: the slums and commercial district. Again some parts of the level geometry are very similar to what we see here.
The "Coastal" level: a famous bridge and a look at an early map design. Interesting how powerups were scarser, and the race wasn't looping.
Three other coloured pieces depicting an early Desert level (with the old GASSO sign (still in the files)), the Mayan Hotel (!!!), and the Sodburbs level with an early Fearrari F666 (that level evolved into the ski resort one).
The original sketches for the drivers. Moose became Vlad. Sawbones had to wait for the Splat Pack.
Then the original portraits used to make the ingame menu images.
Some cars now. An early blue Feararri F666, a red Towmeister, what probably led to the Plow, and a couple of cars very reminiscent of Grunge Buster and Road Bratt (tyres!).
Special tweet dedicated to Tanka! It was meant to have a trailer but that was cut due to the physics engine limitations.
Early Eagle designs. And a strange badge that could have appeared on it (for a long time I thought this was related to cops).
A more futuristic design (with a little batmobile vibe? The Batmobile inspired the Eagle Mk2 at least)
Great sketches of the cops (and what we ended up with ingame). Not sure if the last pic is also meant to be a cop or just a pilot.
Cop vehicles now: a bike and a bulldozer that didn't make it ingame. And an early Suppressor.
More vehicles! First one might've evolved into Fraud Broko? Second one has a serious Road Bratt look as well. The idea in the last one was used on PropShafter in Carmageddon 2.
Various vehicles. I really like the simple blades in the second picture.
Final tweet. Some other oddities. Almost forgot to post the last one, Rig O'Mortis.
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Done with this. Kept it as just a driveable brushwork, and as much texture details as poss. Also enabled shading to help define the geometry. And swap wheel textures upon acceleration. Might be surpising, it's not easy with #Carmageddon. #DOSgaming#retrogaming#modding#IonFury
To make things easier; I translated the gradients from the Ion Fury palette to arbitrarily selected ranges in the C1 palette (ouch my eyes). Then used a custom #BRender shadetable to assign new gradients (i.e. red, grey, yellow) to these ranges (and enable shading).
Had to resort to a complicated setup of intersecting planes moving along the rear suspension to try and fake the wheel texture swap as the car accelerates.
Default #Carmageddon 2 24bit to 16bit (#BRender RGB565 pixelmap) texture conversion VS dithered RGB565. While it's ok in original 640x480, the dithering pattern becomes too annoying in hires. Should give it another try with noise rather than pattern diffusion.
The impact is most noticeable on the door and the rear bumper. IMO the textures are too small anyway to take advantage of the effect.
Also tried enabling #BRender dynamic dithering on those material (while disabling map interpolation) but as expected it didn't work in Glide mode.
Installed good old Photoshop 7 to be able to use Graphest DepthDither, great plugin!
Couldn't find the specific theme I used for years on my old iBook within @kaleidoscopemac : it was MammaMia, by Albie Wong. It was perfect for a tangerine iBook clamshell!
More early shots from scans. Featuring the Twister and Lead Pumper original textures. (that radiation symbol disappeared with the texture shrinking). Also the original #Carmageddon logo which can still be found in the game (Coastal map). #gamehistory#dosgaming