For now, lets talk about this past week and the changes which you can see now.
I however did optimize the Lighting Free Fall coaster so the supports are made out of brushes, getting rid of almost 14k triangles if my memory serves me right. As well as moved it around a bit. The Drop tower is also now a brush now. I also added catwalks on Valari, as all Boomerang type coasters do have catwalks. However this are very simple and quite rough, those are barely noticeable, I was aiming to just get the correct outline for the coaster, it doesn't have to be realistic.
I did some extra brushwork in the ceiling, and also did some light tests. The more light entities, the more it will take to compile a map. I tried reducing the count of it in gift shop and upping the brightness. However, it did not look as good as it did when I had all the light entities. Real gift shop have a lot of lights, so it immediately looked way off from what a gift shop should look. I decided that I will just sit back and take the longer compile time. After all, light is pre-baked, so it doesn't cost anything more to render.
I also added a signage, similar to that from Pharaoh's Curse, to the gift shop entrances. Its nothing special, but it should help out players to identify middle as gift shop and help out when calling out enemies.
Gift shop might not be as impressive as other areas, but I am quite happy as to how it turned out. After all, it can be a tricky area, because gift shops have a lot of objects, and optimizing it, specially being in the middle of the map can be tricky, so it's a trade off at the end, and I am happy where it is now. I am sure that people will comment on it and I can improve on it further should feedback tell me to do it.
With the phong attribute you can really tell the material that the train is made. It looks much closer to the real world. You can tell how foamy the seat cushion is. I love it.
I will go through during the week and tweak out other materials with phong values where I have missed some. What is great is that phong is just a value (Can be implemented with a texture) so it can be done very quickly.
Other comments and images
I also added other images here as I couldn't fit them in another section.
I also plan to watch all the demos from the playtesting session. I hope that it goes well. It's always a bit scary to release a map and see how it is received, but well, I just gotta power through it. And the best way to answer is with changes and patches. IF it all goes well, I think I will be releasing a final version around the 4th or 5th of July!
As always, the final top view!