* Road made thinner (it is basically to scale now)
* Rail track chasm more shallow
* Play-ground removed and replaced with building
* road marks removed to new hostage point
* completely removed water are, replaced with courtyard (wip).
* May factory area rotated 90 and facing into cliff
* Cliff/rock area completely re-done - larger, and encroaches over rail (for optimisation really)
* Re-built most of pub - inc building outside wall. Will likely convert to two-story building if optimisation is not good enough.
* Have placed numerouse hint faces, replaced many brushes with func_detail, and placed area-portals where possible#
* Tunnels have been re-vamped and polished a bit. The second tunell has been off-set from the first - you can't see down one into the other now.
* Played with sky-box and light settings to give it a better feel.
* Removed many of the dark areas.
* Re-did smoke out of smoke stack (still not happy with colour)
* Implemented hanging (with physics) lights. (shoot and move etc...)
Still have to:
* Complete optimizations
* Finish court-yard
* Tidy some of the wires up (left over from last major version).
* Do hostage area again (this time inside main complex - still activated via switch).
* Need to add env-cupe thingywhats - not quite sure how to do these effectively.
* Redo bus-stop....
# biggested issue is still with optimization. The basic map design may be at fault here - but this may be a show-stopper. I can't really change much more of the outside area without killing the basic map layout/idea.
More in a month:





