9 hours and 53 minutes
Overall week 20 was a lot of progress. Lots of assets done and some layout changes.
Pharaoh & Drop tower
You can also see on the left a drop tower. Modeled after some basic drop towers to be very generic. I like how it looks. It is roughly 51 meters high. Which is realistic while also being tall enough to be visible from almost any open area in the map. I had a bit of a challenge choosing the color scheme. As the other coasters already had blue, red, yellow, light blue. I opened up a wheel color chart and settled on purple with a lime green. I wanted to have a variety of colors around the map. After all the impression I want to give is that Roaring Peaks, the fake theme park, its a big theme park, with many different themes, where it so just happens that the game takes place on the new Egyptian theme.
Valari & Lighting
I am still missing the catwalks for Valari. And I also want to get rid of some geometry on the floor that is not visible by walking normally on the map. SO I want to get some extra triangles back. I had to bring down the ceiling on the building behind the obelisk so that more of the coaster is visible, as you go from gift shop down to the coaster entry.
Also visible is lighting. Based on Superman Escape from Krypton (Which I hope I get to ride soon!) Lighting is a great choice for the 3D skybox. It's easy to model out, but looks very impressive. It is also a very tall coaster. Escape from Krypton is roughly 100 meters tall, so it is almost twice the height of the pharaoh coaster in game, if not more, as it starts from a higher elevation.
Again another choice of colors had to be picked. Red and blue and yellow are already very prominent colors on the next coaster (Which I modeled before lighting and drop tower) so I had to choose something else. I also noticed that the coaster had a big logo on the top of the tower for superman, so I wanted to have something similar. A simple icon that I can model out fairly quickly but is instantly recognizable. Lighting was a quick and good choice. I chose a black color on top, as it implies a dark sky above. I could keep the blue and yellow which I started as default for the model. And modeling a lighting icon is easy as well as very recognizable. And thus, lighting stands very tall and can be used from almost anywhere on the map to align nades and practice new strategies.
I guess Fire Barn could work. Nuke offers many barn assets for the skybox which I can recolor. one of them works great as a coaster station so that saved me some time. The track is red with yellow, so I could just add in some barns around to make it more farm looking. However, this idea is not very thrilling, so I might decide not to go on that direction.
This one is located near Queue Exit. I lowered the walls and expanded the area around a bit on that zone so it's more open now, and players wont be able to abuse the previously tight skybox enclosing to land nades easier. You can see the coaster as you come out or as you go towards emergency exit. It is also visible from the side exit of Maintenance, right next to Pharaoh's half loop. I am very proud of this one.
Func_fact, I just modeled out this coaster in Planet Coaster, so it works out actually. I wonder if someone can do a better job at replicating it better. It was fun to ride it while imagining it the rest of the park around. Interestingly I can't model out Pharaoh's Curse in Planet coaster because the inverted coaster doesn't have half loops!
Ark to Anubis
I also opened up the top of the hallway, so that nades can be thrown out. Either a smoke can be thrown to smoke of tomb, or flashes in preparation for a push into Tomb. I think this small change will make A a better looking site to take for Terrorist, as they will feel safer on the queue area.
I figured out by sketching that I could extend the area on (now) Dig to make it bigger on the left and back side. If I lowered the ground then Ts would be at a disadvantage. Thus Dig is a theme that would fit naturally. Now it takes longer for Ts to get to supplies, offering more time to CTs to prepare.
I kept the entrance from trash the same as before, so this opened up a huge line of sight to watch towards Dig. If CTs don't have a sniper it is easier to smoke off also. However, Ts can just as easily block it off. And have some spaces where they can push and hold cover. It should be interesting and fun to play. Trying to hold the angle as CTs, but miss a shot and Ts can gain quite a distance while you prepare your next shot.
Also, Vents are gone now. Those were rarely used and when they were used it was because ts already had a better advantage, so it only made them stronger.
Lots of fixes to collision. People complained that walking on walls was somethings a bit tough, so I will go room by room making sure everything is smoothed out to offer the best smooth experience when you hug walls. I also haven't done anything on soundscapes or cubemaps.
I am quite happy with the 3D skybox but could use some touches and can be optimized a lot on the triangle count. The map is now very optimized as that change on B offered new Optimizing possibilities, but any frames I can get back are always welcome.
I will see how the playtest session goes, and I hope it all goes well. But I have a feeling that this will be pretty much what the final layout is going to stay like.
Finally the layout at the end of the week (With a more emphasis to B site)