Update Time! Beta 1 Prelude
Ok, it's been over 5 months since the last update; and I've repeatedly told people over chat that my deadline for a beta release was always going to be Christmas. Well I'll tell you right now, I don't think I'm gonna make that deadline. HOWEVER, I will stick with New Years day as my new deadline

The Truth be told, I've been working long these past couple of days since I've been out from school, trying to make up for all the lost time from my architecture projects, and I've made quite a bit of headway. So much headway, that in fact I'm skipping the alpha 2 part 2 & 3 releases I had originally planed. And while I may not be supplying a download just yet, I may be able to wet your appetite with some screenshots. But first, the current lay of the land with the new projected release list:
- Released: Alpha 1
- Released: Alpha 2 part 1
- Cancelled: Alpha 2 part 2
- Cancelled: Alpha 2 part 3
- ToBeReleased: Beta 1 (scheduled at or before Jan. 1)
- ToBeReleased: Beta 2
- ToBeReleased: Final
Now it would seem we're not that far off from having this thing done! Here's the current status in words:
- All spaces to be projected into the map are now occupying their place. Meaning, we now have every space mapped out, and successfully compiled as a whole.
- The entire map as a whole runs awesome (on my test comp at least), and is passing every fps challenge I've thrown at it.
- The train tunnel models are completed and already in the map; yes, you may walk their length. It's all connected now.
- There are absolutely no known huge cosmetic bugs to be found in the map, & no showstoppers yet to be found either. So far so good!
- The map's optimization runs like a champ, and I'm actually quite proud of it. The most intense area to your fps might be aaron_da_killa's train depot map, I have not yet bothered to optimize the version he sent me, so I want to see if it's worth the trouble when the beta is released.
- The map has exceeded two Source Engine limits I've already had to suppress. 1. It's passed the number of t-junctions allowed (t-junctions are everywhere a func_detail touches world geometry) I've had to apply some parameters to get around that, and let the compiler continue. Also, we have reached up to 91% of the allowed number of brushes for a Source map. That's thousands & thousands of brushes. 2. We've surpassed the number of entity data allowed in a map (125% listed in the compile window). I'm guessing that translates into also the number of entities allowed for a map.
So, as you can see, The map while although running quite well, is pushing what Source can handle. This thing is larger than most single player maps I've played. for the onset of this project, I never thought this map would be THIS huge. But, I've said enough, let me bring you gentlemen some tasty appetizers before the first Beta release next week.
Here's the new Overview: (green denotes non-playable spaces)
The following are screenshots from in-game of some of the new areas you guys haven't seen yet. Click the spoiler button to expand the images.
[*]Alrighty, first we have connection zone #4 by Zein: This is the zone between my and aaron_da_killa's map.
[center][img]http://genecy.net/snarkpit/spcm2_files/beta1/area2/spcm20038%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area2/spcm20039%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area2/spcm20040%20copy.jpg[/img][/center]
[*]Next up, is connection zone #3 also by Zein: (It's pretty small, so no need for a lot of images) This is the connection zone between Redwood's and hlife_hotdog's cave map.
[*]I don't know if this was ever posted, but this is train station B by haymaker: These images are heavily doctored because they were so dark, so that you may see all the detail.
[center][img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20028%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20029%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20030%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20031%20copy.jpg[/img][/center]
[*]Now we have connection zone #2 by me: Some of these images too, are heavily doctored so that you may see all the detail, because it is relatively dark in the game.
[center][img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20032%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20033%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20034%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20035%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20036%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20037%20copy.jpg[/img][/center]
[*]And here are some wireframe overviews: The blue wireframes are that of the models in the map. The long tubular blue wireframe is the new tunnel models.
[*]I also took the time to make one huge overview that's high-res. I stitched a bunch of close-up overviews together to give you folks an idea of the enormousness. It's so big, I'll just give a download link to a zip file containing it. you can grab that
here
Now, what's holding me back from releasing the beta? Two things: I have yet the chance to make the plaque decals for each individual author to have placed in the map yet. I want them to denote which member made what, and they will stay with the map for final release. #2. I'm having an issue lighting up the tunnels the way I want to right now. If they were lit up, I'd give you a screenshot of them, but they're not quite yet the way I need them to be, so I will need to continue working with them in order to get them to that stage. Muhnay has already sent me the snark Trophies for the winners from the original competition, and you will be able to find them on pedestals within their respective maps, and they can be thrown around like other physics objects in Source, so that will be cool. All this is expected to make beta1 release.
Here's what we have left on the list to do before final:
- Complete construction of actual train, and get working with the tracks and timing.
- Figure out final spawn placement, and weapon balance spawns.
- Fix some missing overlays and decals and textures for models
That's it! The thing is practically done; the last hard step will be to model and implement the 'Snark Express' train itself, but I have a bit of experience with path_tracks and trains in Source, so I have no quarrel there, it's the model that gets me worried a little. I'm willing to take the challenge, but help would be appreciated.
Thanks for all who made this update possible!
Blog:
www.playingarchitecture.net
LinkedIn:
Eric Lancon
Twitter:
@Riven202