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-Remade the racetrack and drag strip, the drag strip now has a usable countodown as well
-Improved cubemaps
-Updated the HDR support
-Added map credits to the spawn room
-Massively improved the lighting quality in the Lobby area
-The swimming pool water can now be drained and refilled
-Added multiple new rooms in the Lobby including a train station and new storage room (Look around closely, there's much more to find, good luck!), and multiple new areas entirely outside of it
-The bridge in the main build area can now be raised to allow large ships to cross under it
-Added ladders to be able to get out of the water in the main build area without noclipping
-Replaced the house in the water build area with a much more detailed one
-Added lots of new interactable objects in the Lobby
-Varies updates, optimizations, and improvements to all other areas, and much more not listed here
I'll take a look at the soundscapes in a future build, thanks for letting me know about them!
Also, as for the map entities, sorry about that, we kind of built and tested this with FPP installed on our testing server, so we couldn't touch map entities with physgun in testing. We'll see about making improvements on that in the future to help it better support not having that addon installed
@zynx
A friend of yours has informed me about the scaling issues related to some things in lobby, we'll see about improving on that too, thanks for the feedback, and we'll try to work on that in future builds as well! Also, which textures seem out of alignment that you've noticed? We might have missed those in our testing in a few areas
do you follow the grid????
If there's *anything* I'd gripe about however, it'd be the ambiance loop that plays in various areas in the underground areas. (halls, pool etc) mostly just the volume, consider reducing it as it's at the same level music would be, rather than the background. (0.2 - 0.7 would be a decent range.)
Also while I was playing, the Physgun and tools can manipulate doors, (and maybe other entities) you can prevent this in Hammer by adding in a new key called "gmod_allowphysgun" and set it to 0/false. same with tools, gmod_allowtools = 0 or none, I believe. It's been quite awhile since I last dug into hammer.
Thanks for the feedback, where do you feel the scale is off? I'm sure we can look into it a bit in the future, and too much empty space? Which areas do you feel we currently have too much empty space? Our intention was to have quite a large building space in most areas, so we tried to build large areas capable of holding large scale builds in them
Some areas also give me nolstalgic vibes of classic HL2-based maps. I love it.
If I ever get back into Gmod, ya know, like old times, This map will be my Go-to without a doubt!