So, anyway, some notes:
- Cel-shading is gone. Too much work for something that's just
icing on a cake. Maybe I'll do it if I have time left over, but I doubt
it.
- Screenshots: 1st is before. 2nd is in-editor. 3rd is in-game.
- Yes, I know the roof tile texture looks radioactive. I wanted to
it to be shiny and such, but there's too much sky and the cubemaps just
end up looking really bright. Argh.
- Still some dev_ textures left over. They actually work pretty well for laying things out.
- Framerate is looking good. Few textures use normal maps (it makes the textures look too realistic) if at all, so it's basically just generic lightmapped brushes.
- There are no cartoony static props with exaggerated proportions.
This is all pretty much going to be brushwork. But what am I going to
do for physic props? I'm pretty sure func_physboxes aren't going to
work too well.
- The sky will be replaced with a more cartoony one. Somehow.
- Environmental lighting is temporary. I think I want to do an
evening setting instead, with orange-light torches (like last year). I
don't like bright sunlight - while it's definitely more cartoony, it
kind of washes everything out. Or maybe I just suck with picking out
daylight colors.






