A very special thank you to:
CL86, G.Curnutt, Car Crusher, KrazyEights & Tom
for their help with designing and play-testing this map.
How do I install this? (BR 1.6+)
In your Steam library, right-click Brick Rigs, and select Manage > Browse Local Files
Navigate to "Brick Rigs\BrickRigs\Mods"
If there is no "Mods" folder, create one.
Drop the "BricksdaleSpeedway" folder in the ZIP file you downloaded into the Mods folder you just opened.
Restart Brick Rigs, and the map will show up in your main menu.
Can I use this with multiplayer?
Yes, as long as everyone involved has any version of the map installed.
You can even host a public server with the map, but you will have to give a link to this site in the description so other players can download the map too!
What did you use to make this?
To get the map to work in Brick Rigs, I mostly used the unofficial Brick Rigs SDK.
To make the new Brick Rigs-themed props, I used Adobe's wonderful .brv importer addon for Blender (available in the Brick Rigs Discord in #mod-uploads), added bevels to the bricks (after painstakingly fixing the meshes), then baked normal maps onto brand-new low-poly meshes. There are many tutorials online to teach you this baking process! See here for a quick example.
To make the new Brick Rigs-themed buildings, I ripped the current building textures from the game using UE Viewer, then created new, relatively simple meshes using a tiling-texture multi-UV method to achieve the same look.
To make the scenery surrounding the track, I used Quadspinner Gaea, generated a normal map and color map of the finished terrain, exported the heightmaps as static meshes with the Mesher node, optimized the meshes in Blender, then applied the textures to the same optimized meshes after a bit of UV tweaking. This achieves the illusion of detail on the mountains when you're on the track without tanking performance.
You can also directly import the heightmaps to your landscape in Unreal and avoid the texturing step entirely, but that wasn't applicable for this project.