cough Man, I haven’t been here in ages. Looks like the ol’ thread’s been gathering dust for a few months.
However, it won’t be gathering dust for much longer, because after no updates since January, I have returned.
Yes, that’s right, I am back. I apologize for the lack of updates, but the past five months haven’t offered much progress in the way of development. Although I was producing new content for the past 6 months, a majority of it was determined to be inadequate, and was either heavily overhauled or scrapped entirely. Even now, many areas which I intended to include with this update had to be delayed until a later update due to the fact that many of them required far more work. Granted, I could have delayed the release (again) and worked on said areas, but to be honest, I was tired of having to delay a release of the map again and again so I could add something new. So I cut out all the WIP areas, did some bugfixes, and before I knew it, the map was in a (mostly) operational state. And because I don’t want to delay the release of this map any longer, I am pleased to report that you can now download it from the Steam Workshop. [NOTICE: the map available on the workshop is considered a work in progress. As a result, all original content within the map is subject to change]
Of course, rather than just sit around and talk about all the new areas which have been built recently, I figure I should show you a few of them:
Originally a small storage closet, this room outside the main silo access door eventually evolved into a fairly extensive maintenance area (I also figured that there had to be a stairway from administration somewhere, and this was the most logical location). Eventually, this area will be connected to the elevator shaft from Office Complex (It would have been in this version, but the access hallways were determined to require heavy reworking), and possibly the offices themselves. For now, however, it’s just a small side area with a workshop and an obsolete computer. I might change it up eventually to give it a more “maintenancey” feel, but I’m pretty happy with how it looks at present.
Once again, the loading dock has been redone, this time to match the loading dock found in the B map of WGH. However, the old design for the loading dock has been kept, and might eventually return in another map. I was thinking of lighting the area beyond the dock (as well as polishing it up a bit, seeing as lighting the dock would require detailing the walls), but I eventually determined it’s okay as is. I’d also like to add that, seeing how long the loading dock road is, it must be pretty difficult for the truck driver to back up all the way from the road to the dock.
Shown here is the hallway located outside the loading dock. At this point, it really doesn’t have anywhere to go to, so it just dead-ends. Later on, it will probably actually lead somewhere, although that’s probably a ways off. I’m probably also going to fix up the lighting, seeing as it’s pretty dismal (I’ll probably change it once I get around to lighting tweaks on the rest of the map, but if you indicate you really want the lighting improved I’ll look into fixing it in the first bugfix update).
Although the general design of the corridor has remained unchanged, the corridor leading off Storage Area 1 now has the addition of a stairway leading down to the second silo access point. Although I really don’t have much to say on this screenshot, I thought I’d upload it anyways just for the sake of showcasing the changes that have been made since the last update.
Here is the aforementioned Silo Access Point 2. Originally it wasn’t going to bear any resemblance to the access point at the start of the level, but I ran out of ideas and ended up making it look more or less like the access door at the beginning of the map. If you have any suggestions on how I could make it more original, I’d be glad to hear them (unless you’re fine with it as is, in which case I’ll leave it untouched). Eventually, once Blast Pit has been restored (or at least the first map), I might make the door fully functional, and actually allow the player to access the silo this way. For now, though, It’s just going to be an aesthetic-only feature. As a side note, this is another dead-end hallway- this will eventually change once the hallway off the back of Storage Area 3 has been completed.
Here is Hazardous Materials Storage Bay 1, the replacement for the forklift bay (In case you’re wondering why it was replaced, I eventually determined that the location of the access door relative to the other forklift access doors was too far from the rest of the access doors to make any sense from a logical design perspective). I’m probably going to redo the back end of the room (and probably reconfigure it so the door from Storage Area 3 doesn’t connect to it directly), and I may eventually repurpose the room altogether. For now, though, this will be the iteration of the room that will be in the current map. Make sure to let me know what you think, as I’d say out of all the areas, this is the one I’m looking for feedback on the most.
So anyways, that about wraps up this update. Feedback is not only welcomed, but desired. I look to make these maps the best products I can, and one of the ways I can do that is by getting your take on my work. Don’t be afraid to nitpick, as I aim to create bug-free maps- and even small discrepancies can be detrimental to the gameplay experience as a whole. I do ask that criticism is kept constructive, though, as saying “WORST MAP EVAR !!1!1!111!” won’t really help me improve my mapping skills. Feel free to offer suggestions for improvement as well, as I’m sure there are plenty of good ideas out there. I can’t guarantee that I’ll implement each and every suggestion given to me, but I’ll try my best to make sure as many of your ideas as possible are integrated. That’s all for now, and I’ll try not to put a 6-month delay between updates next time!