i played on a server without noclip and i was still very able to get to the top of the roof; in fact it was the most fun part of construct.
Dammit, I'm missing all of the fun mapping challenges.
This vacation sucks..
Thank you so much Colton for handling all of this while I'm gone, I'm sorry if you need a hand but I won't be back for around 24 hours :/
Wow, I didn't even know I was close too 1,000 posts
It will need a LOT of revisement between both myself and HighVoltage and the community before the passage will be considered done.
Pushing the current build of the map to the workshop once it finishes compiling. I will not bother compiling cubemaps for now, they are just getting in the way, and are not even what they are supposed to be right now, since we are working on the map, and we do not plan on updating cubemaps until the map is mostly done.
Colton, if you don't mind may I work on the tunnel and submarine systems? I have a few ideas that I would like to implement myself.
Once again reminding you about the concrete area you said you'd add.
[sub][sub]or i'll just do it myself, fine. :colbert:[/sub][/sub]
If I considered myself any good at mapping I would want to try to help out, but I feel like I'd ruin more than I'd help since I'm such a novice :P
If you are talking about another area, by all means, I apologize.
Basically, my idea of it would be a large area under the map with a deep pool of water (enough for building large boats or submarines),
with a raised platform out of the water (but by the pool) for building and a couple of exits. (One to the mirror room and another hidden one to the lakeside building assuming it's hollowed out and something is done with it)
Very rough sketch so it obviously wouldn't be 100 % accurate ingame and it would have to be modified in order to be built around the existing map; but it would follow the general concept.
The only doubts that I have about this are that some might consider it too "complex" for gm_construct.
(Might have a small waterfall from the lake spilling into the pool below for aesthetics)
Where the entrance to the tunnel would be: (under the platform in the lake)
Where the entrance in the mirror room would be:
This idea probably wouldn't work for various reasons i'm sure (mainly because some might think it's too complicated), but still throwing it in there.
Sorry about having to use MS-Paint also.
It doesn't have to be as elaborate as Lolwat's idea, since it could just be a smaller pool with droplets of water leaking from the rock ceiling directly above.
Another idea closer to Lolwut's could be some kind of floodgate setup, where excess water from the pond is coming through the passage way underneath the platform "upstairs" and going through a tunnel into a large pool. Just imagine the main pond in the map actually being a spring, you could have flowing water "down the tube" underneath the platform and walkways going along it, making an air pocket and an area above the water where you can walk arround.
I've seen this sort of thing with water reserves in cities before, all the water comes from a big pond in a closed off park in the middle of the city, exactly like construct.
Now that i'm reading my username directly from someone elses post,
why did I choose that name when I made my account
That does sound like a very interesting idea though.
I'm sure it wouldn't be an issue.
Now that i've looked at my sketch again and again, I think adding a bridge overhead between the small platform by the mirror room entrance and the building platform would be good.
(There would be no way for you to escape from NPCs chasing you)
I also realize that the stairs leading up to where the mirror room entrance would be and the bridge are really large in the drawing compared to the other doorways and halls in the map.
It was a mistake on my part.
[Note: Right now we will not be updating the map on workshop until we have semi-finalized a couple things. Garry gave us a huge to-do list on the map, and these changes are happening because he wants them, and much of the community wants them as well, most notably are Underground Tunnels and an Underground Submarine area being added soon. Please understand that we do not want to confuse the community by pushing out a half-drafted update of the changes so far, so when we get more done, we will update it again.]
Also, grocel is working on some concept stuff regarding textures and optimizations, he will post media in the thread semi-soon. If everyone likes his stuff, we will merge the changes into the main project.
I know it doesn't reflect players but I never questioned it.
It does reflect the geometry in the map though it seems.
Either way unless it's changed, players still wouldn't be reflected in the mirror so there's no point in worrying about the illusion for it if more than one person is in the room.
If having that entrance to the mirror room seems like a bad idea, you could extend the path, maybe add another small area in between, and have another entrance coming into the building by the bunker.
Or maybe even the dark room.
Here's a revised sketch for how it could be done if the mirror room entrance doesn't work out
(assuming it isn't removed altogether)
The path could go to where ever actually.
Something that has always bugged me a little is the side texture of hanger beams (pic1), it looks so lo-res compared to everything else. Perhaps you could replace it with a clearer looking texture like the ones in pictures 2&3. I know its a small thing, and others have mentioned they like the original textures on the map, but I just think it would make the hanger look a bit fresher/renewed.
Also is it possible that you could still include links with the updated map, I can't access the workshop without the beta (if I can could someone please let me know how, the link does not work for me.), and I would really like to see the progress first hand.
Keep up the amazing work.
I am going to give people here in the thread an alternative download. This download will be for the Draft of the map as it is right now, with optimizations, but with no lighting data, seeing as lighting is not necessary to showcase the actual brushwork of the map.
So if you really want to see the map as it is right now, in fullbright, with no extra fizzazz, here is a link:
Using this, you can see how we hollowed out the lakeside building, how we sealed off the apartment building, and how we made a passage between the spawn buildings.
Note: I even included the mapicon for the map, since workshop doesn't process mapicons properly. This mapicon is subject to change at any time.
Is the lakeside building still just a w.i.p. right now?
I know the term "hollow" was used, but I didn't think it was literal.
In my opinion it needs SOMETHING inside to give it detail.
With no floors maybe you could hollow out each of the windows in the textures on the walls. Not for people to enter through but just so they could see in or out.
Also that passage connecting the garage with the building next to it does look really bare.
(as i'm sure you're already aware)
If nothing else, atleast make the passage extra detailed.
I am just tidying up some stuff right now. HighVoltage will handle the details.