Progress report eh? Okay, detailed-ish one incoming.
I was pretty well on track for a release tomorrow until this morning, when I got asked to help with some family matters, which has kept me occupied all day until this very moment. It’s a shame - if I’d spent all day mapping today I’d definitely have made tomorrow’s release.
Been suffering further creative block on the 3D skybox’s exact layout and the blank segment next to the warehouse. From previous screenshots where the containers and cranes used to be has now been moved into the skybox and there is (for now) instead a blank area, which I’m hoping to fill with something interesting but not visually obstructing. Input would be welcomed though nothing too drastic please. I’ll figure out something eventually, I always do - but for now it’s really had me stumped for quite a while.
So, I’ve been doing what I normally do when I suffer blocks like that on a nearly-locked in map, I just instead worked on whatever I felt like. I’ve been fleshing out the cave tunnels (which look GREAT btw, REALLY pleased with them, even though they’re only a very small part and very simple). So far I would say about 1/2 the map is fully detailed, with 5/6 of it being layout-complete. No scripting or enemy encounters have been even started yet - but that really isn’t the hard part. I can put those together in a few hours.
It’s going well overall, I’ve been putting really good detail into previously dull areas. The train yard’s looking pretty fleshed out and I’m getting close to “lock in” point, which is the point at which I say the layout is “final” and no longer going to be altered except for detail/scripting. In addition I did a fair bit of work on the ending segment of B1 to prepare it for the linkage to B2 - they now link together properly! The ending section of B1 at the top of the lift is pretty different to what you guys might be used to - it could be a bit of a shock! When the B2 Alpha is released, it’ll ship with an updated version of B1. B1 itself has seen NO CHANGES aside from the ending segment being altered, so don’t get too excited! The PROPERLY updated version will come with the beta, which will ship I don’t know when but hopefully in the sorta near future.
I actually landed a job which will last me 3 - 4 weeks, starting next week, so progress (which has already admittedly been quite slow) will slow down even further. Don’t fear though - during this time I’ll still be mapping during the evenings after work, but I won’t be able to dedicate full days to it anymore. I still firmly believe that the beta/RC/final stages will be a shitton quicker than the alpha stages, because of the great feedback I’ve received from the community - and importantly - because no major redesigns are needed. Unlike with ST Uncut, and probably because of my greater experience and INITIAL interface with the community on this project - my areas are generally much better designed. So far with OaR Uncut I haven’t shipped an area where people have flat out said “this bit needs to be redesigned,” unlike ST Uncut where the TOW Courtyard, Helipad, Furnace Room, Gasworks etc etc saw plenty of design complaints.
This is because with OaR Uncut, in addition to me being more experienced and communicative with the community on initial designs than before, I’ve also planned ahead a lot, and tried my best to be very self critical. It’s also partly because of the design principles I have with OaR Uncut, which are quite different to ST Uncut. ST Uncut was more straight remaking with major aesthetic overhauls, while OaR Uncut features major, major design, layout, and aesthetic overhauls. Because I’ve been redesigning most of OaR’s layouts, it’s forced me to put more thought into designing areas and this has hopefully made me a better mapper. It hasn’t been easy though! I didn’t think that mapping for OaR Uncut could get much tougher than it did for B1, but boy has B2 proven me extremely wrong.
As ODB so aptly said though, I’m working well outside of my comfort zone, and that’s where all the magic can happen. I’m really hoping to make B2 into that one map in OaR Uncut which everybody looks forward to.
I only got back from Greece yesterday! No wonder it’s been quiet in here.
The weather here has been splendid, but it’s been even more splendid in Greece. I’ve had my break. Now is the time for work!