Well guys, I’m going to disappoint you again.
I know, it’s REALLY unprofessional of me to keep promising things and not delivering them, but I have good reason. I’m really sorry though, I shouldn’t keep promising stuff, but as a perfectionist…well, you know how it goes by now. You’ve put up with my idiosyncrasies throughout ST Uncut, you get it by now .
I just compiled and played through the map with full lighting (after spending about an hour and a half tweaking the lighting from my last test), as well as some bugfixes.
I don’t mean to toot my own horn, and this is just my opinion, but it looks FANTASTIC. From a purely graphical perspective I honestly believe it looks amazing. I’ve actually kinda amazed myself with how good it looks. I wasn’t expecting lighting to radically transform it this much. But it has. I’m ridiculously pleased with it. And that’s why I don’t want to release the media until I’ve ironed out all the minor flaws I’m finding on my playthroughs. I’m so proud of how it looks I really want the first media release to be absolutely top notch. So, sorry guys. But, on the bright side, because I’m going to be refining it a lot over the weekend (no plans, wahey!), I’m HOPING to get the first map released very shortly, for alpha testing. It’s already in a 100% playable state (start to finish), it just needs optimization, balance and small fixes, all of which I KNOW I CAN DO over 2 days, because having played through the maps now, nothing major remains as of now.
So, there’s the silver lining. Make of it what you will. The video will come over the weekend and the maps may come with them, or maybe a little later, we’ll see.
EDIT: Mods, sorry for the double post, just wanted to catch peoples’ attention.
EDIT 2: Oh here’s a fun fact, entdata on C2A2A2 is currently at 190%. I seem to be the King of Poor Estimation, eh? Still runs just fine, though. Long story short - I thought entdata represented the I/O chain data present on the maps, as that’s what it said on the Valve Developer Wiki. I DEFINITELY haven’t used more I/O than C2A5G or H though (both had roughly 140% entdata), so I’m guessing that entdata actually represents just the number of entity of ANY type (props/lights/etc.) which would explain why the Source engine doesn’t really care when you have more - because that would just be a suggested limit. Blame the wiki for that one!