I have been delving into Proving Grounds trying to get it cleaned up for release with 4.1. The original level was built in 4 hours, but the new version was built in just about 4 days. I haven’t really spent a lot of time on it, but the time I have spent on it has been worth it. There were not a lot of details in the last version i gave to QA, but In the next version I am going to add all the stuff I didn’t put in before. The interior sections were not very flushed out, but in the next version I will have fully flushed out spawn areas and color coded spawns. It is easier then ever to get lost in the level because everything really looks the same.
As for Crenshaw, I’m not sure what the heck I’m going to do with it. I think that I have so much work in the lighting department, that I’m going to have to rethink MADD, or try and axe the MADD shaders in every location that’s not directly being lit. Needless to say that everyone loved the palm trees I made for that level, and they should as they are like 1600 polys a piece. I may have to limit them in some areas or replace them with some other prop. Also I would like to add in some of the detail in the open areas that I have to get rid of including a lot of the weeds that really added to the level. The Rustang is definitely making it back in, and I am going to do one more destructive pass on it so that it really looks messed up. There were some suggestions to remove the pool area balconies because hardly anyone was using them anyway. I may have to give that some serious consideration. I think if I made some of them jump-able, it might add to the flavor of the level, and give it a little more depth that it seems to be lacking. As for performance in that area, its pretty good considering the immense amount of detail it has.
Docks, I hate to say has got no love whatsoever. There is a part of me that would like to say F*** it and move on. I think Airport as a replacement would be awesome. Aiport’s bomb friendly setup is totally something I would like to see added to the game. As for docks, let the idiots in the community that will undoubtedly redo it anyway, have at it. I think that there are times were I think when we get levels that just arnt cutting it anymore, we should just totally ditch them. And this level is one of them, both from a gameplay standpoint, and a visual standpoint. Unfortunately some on the development team cave to community pressure and redo outmoded levels anyway. Uptown was a prime example of a level best left dead, and I’m sad to say that the current iteration doesn’t live up to the visual quality of the rest of the project. Scale on the level is just so totally unbelievable, then add things like only one window is open, and doesn’t match the rest of the windows on the building. Parking structure that isn’t large enough for a car to actually traverse it….etc etc etc. I could go on for days. It looks like ass, and I think that getting it to the visual quality of the rest of our product is a waste of time.
Ok, now that I have ranted on. Things at home are going good. My lease is coming up really soon on my place. Wow, where did all the time go? In July I will have been here for a year, its hard to believe that I have been back here that long, but its true. I have to admit that I miss the place Rudy and I had in the Marina, it was really sweet. Santa Clarita just doesn’t have the same ring to it.
Last weeks review at work didn’t turn out as bad as I thought. We found out that we were losing one of my favorite guys. He is moving onto another company, I have to say that I’m going to really miss him, not just because he is someone I consider a friend, but because he is a consummate professional who inspires others to do better. Things here wont be the same without him, but as in life, people move in and out of it for a reason. I hope he does well where he is going next. Adios Kuo, hax0ring the game wont be as fun without you!