The collective "we."
Maybe some of those things were what Garry had liked about this map as they made it stand out a bit more from the other generic GM_Construct maps. Yeah, the current version still has new features that make it better than the older GM_Constructs, but it still has a somewhat generic feel. Just my interpretation though.
For me, it wasn't so much that it was a bad map, just that everything was being executed poorly. The entire thing just seemed like a clusterfudge of ideas thrown into a map that didn't fit, constantly with nothing being refined properly and stupid amounts of time taken on simple unnecessary things.
The authors had some interesting ideas, but several didn't belong in the map at all.
I came back to this thread when I noted that the map had been updated to remove such things as the silly tunnel system and submarine area as mentioned before me, but even then it felt like the map was going in circles and not really becoming anything special.
That and as Max has said, there was so much dramatic behavior involving the treatment of the map.
Garry showed an interest and as a result the authors were giving every update post an "UPDATE" banner at the top, and responding to everyone like they're technical support at some video game company. The icing on the cake was the massive apology paragraph when Max took over.
Given Max's history (I still adore his 3D mountains for TF2 as an example), I'm actually once again looking forward to this maps development, and worrying less about the authors themselves.
I agree, this map in its current state just doesn't feel like Construct anymore.
Max, my biggest request is a complete makeover of those buildings. Preferably custom textures based off the original static model. Their current textures look VERY off. As for soundscapes..the ambiance would be nice but I'm personally against it.
Feel free to contact me if you need some help with this project.
This is the building nearest the spawn, facing the entrance. On the left side, the roof has a lip on it. On the right, it doesn't. Just a minor inconsistency.
The whole wall here seems to have reflectivity inconsistencies.
This is extremely nitpicky , but some of your changes to the map made the dark room less dark. Here are original images next to touched up versions, because I've found that if your monitor isn't calibrate correctly it shows up invisible.
yeah that's because i added fog
also its not that some monitors aren't calibrated correctly its the contrast ratio on them, newer monitors have a better ratio so its easer to see.
New build coming up in an hour or two — I fixed some more things, and I added soundscapes!
They're entirely custom (no HL2 sounds etc), and they're fairly weak in terms of volume... hopefully enough to not be complete dead lifeless silence, yet not too much to not be distracting :)
Eh, my old CRT had better light/dark contrast ratio then my current ASUS monitor.
Hell, my old main monitor had better contrast ratio (Albeit it was a studio-quality monitor made for editing and it required it)
As people get more obsessed with different things, color quality and contrast has gone to garbage; One of the main reasons I'm still searching for a reasonably priced 16:9 1080 (or higher) CRT.
Or, for OLEDS to become the main format, because they change color / brightness almost instantly (in nano-seconds as compared to 2-10 MS current ones do) and they have a REALLY, REALLLLY nice contrast ratio and color quality.
Another new build uploading right now
As for recording; since you'll be doing a lot of ambient sounds I suggest a non-dynamic microphone, be it ribbon or condenser.
i use audacity and sony vegas with a few custom vsts
why was the water texture changed to use cubemap shaders?
was the previous texture's shaders unable to handle the new skybox system
Some minor modifications were made to the map, most notably, the mirror room lights are now static. This effectively shrunk the map size by half compared to the prior map builds.
Screenshot taken in Ep2, because gmod 13 is currently broken.
Some adjustments to the credit room were also made, but very very minor stuff.
Was this recently discovered or something that those working on the map have been aware of?
It seems really silly to keep a feature that does something like that if it's purely cosmetic,
so I'm pleased to see it go in favor of something more practical.
In addition; forgive me for asking, but are you back on the project?
Your post sort of gives the impression that you did this.
Colton and I were never removed from the project, Max was added to the team and did a lot of good work.
And the file size issue was just us not realizing it until the toggle lights were removed.
I just assumed based on the snipped dramatic post, that you guys had been asked to step down from the project. If anything that posts purpose makes even less sense to me now than before.
Regardless, with Max's guidance and your previous works on the map, I'm sure three heads will be better than one. We're already off to a good start by effectively cutting the file size in half.
the build that's shipping with today's update in a few hours is the one right before colton's change there, though
With Cubemaps built, it was about 47mb. (We are looking into probably removing cubemaps all together (somehow), they increase the map size, and don't have enough pros to outweigh the cons.) ((Map doubling in size when we buildcubemaps, and odd reflective surfaces being where they shouldn't be, etc.))
So all-in-all, if we go ahead and keep cubemaps out of the map (somehow), or disable specularity on just the map (somehow), the map size will be effectively around 40mb I suppose, with full LDR and HDR lightmaps baked into it.
I'm gonna remove reflectivity from the outer walls and lower cubemap resolution, that should do the trick
Light 1 on, light 2 off, light 3 off, etc.
That's why the valve wiki recommends to use as few toggling lights as possible.
Cubemaps are good. Just place the ones you need, where you need it. water requires one for simple reflections. As for cubemap size, you can also make the ones that don't really matter, a small texture size like 128, or 256.
rather than wondering what causes it.
But thanks for the interesting breakdown.
Do people find it even remotely interesting to have water in the mirror room?
Just coming up with design ideas to further the room.
P.S. As you may have guessed, having water and the mirror in the same room causes the mirror to pork up.
(Water doesn't render in mirror. Mirror doesnt render when water is on-screen.)
Removed the water.
Why bother? Usually when you have water in the same PVS as the reflective glass it causes rendering issues because they share the same reflective texture. Unless garry added a new buffer image for the reflective glass. It does seem pretty useless though.
How does a small tunnel-loop connected to the mirror room sound? For trains, and the sort.
I'm currently revising the geometry of every archway in the map. Nothing visually different, just how they are shaped.
Changing every one of these:
This is groundbreaking development right here everyone.
The birds are lovely additions to the game. But just like real life they don't shut the fuck up.. Maybe some pauses between the sounds or just a few less birds