CHANGE LOG
25/10/13
22:55 Right, at long last - the map is now completed. Over the weekend, I shall get the final compile and that will mean that the map will be ready for usage on the server!
17:41 For you petrol heads on the RP server, there has been an additional Petrol Station added. It is much smaller but it is located at the other side of the map.
Additionally, the shopping area (4 shops) has been doubled with an additional floor being added.
24/10/13
18:52 Its been a very long time since Ive actually been mapping and here is why. Initially I couldn't get hammer to work until earlier this week and over the past 24hrs, been up and down from the hospital. Anyway enough of personal matters; shall get the guns firing again and get this finished for you guys
08/10/13
21:05: Haven't been keeping this up-to-date for extremely small trivial aspects. Anyway Ill try to summarise everything in this list:
- Cave implementation
- Industrial part which cave is located
- Traffic lights installed at several areas (junction lights and 1 set of pedestrian lights)
- Minor changes to roads to try and improve move-ability around the map
- Few building details (fixing window frames etc)
In addition, I know roughly how long a full map compile takes (55-60 mins). This means that if I carry out some optimisation, it could reduce that time AND improve general FPS etc whilst online.
Hopefully I remember to keep you guys informed but its rather easy to forget :/
30/09/13
11:30 Morning all. Just to say that whilst I haven't been able to speak to agent (as he was at work) I decided that it would be for the best to start some small details to make the map look more detailed and interesting in certain aspects. One suggestion was the use of traffic lights - which are now being implemented at certain areas of the map (not every junction).
If I remember correctly, there was also a suggestion for pedestrian crossing lights (light is always green unless the player presses a button to cross the road). As the server has the car killing ability, this set of lights could give players the safety to cross (if the drivers are safe - but as its gmod who am I kidding??)
Here is the above image explained:
ROAD A traffic light turns green for 20 seconds whereas
ROAD B traffic light is at red
ROAD A traffic lights turn to amber/orange whereas
ROAD B traffic light is at red
ROAD A traffic lights turn to red and
ROAD B traffic light is at red
ROAD B traffic light turns green for 20 seconds whereas
ROAD A traffic light is at red
ROAD B traffic lights turn to amber/orange whereas
ROAD A traffic light is at red
ROAD B traffic lights turn to red and
ROAD A traffic light is at red
Pedestrians are given 10seconds to cross at marked lines before the above sequence repeats itself
28/09/13
22:33 Going to call it a rap for tonight. Before I can go any further forward, I require additional information from agent about the next part of the map, plus I need to test fully what has been completed to date to ensure that there are no noticeable problems. Apart from that, hopefully everybody is having a good Saturday evening and I shall update you all again at some point tomorrow
19:36 Many people were wondering what would happen to the skyscraper. My solution to this problem was to create a fairly moderate but open room. This allows the player to purchase a space and can use for whatever purpose they may use.
14:41 Finally completed the residential area. Here is the 4 apartments which all have parking. 2 flats on the left have on-street parking and the 2 flats on the right have off street parking.
02:56 Just finished the 2nd big house. This house has unique features in comparison to the other "big" house in the residential area. This includes having a garage for vehicles and/or items.
27/09/13
19:49 Whenever agent comes online, I will be doing another private test with him to resolve any current problems with the map (bugs, human error, corrections etc). I hope to have most of the construction work on the map completed by the beginning of next week (houses & skyscraper). Of course, there is still plenty more to be completed before it is eventually used on the server & tested by other members from the community (but that is for agent to decide

)
17:01 Did a lighting test to see if any areas of the map were too dark/too light at street level. To this, I realised why removing the lighting from the tunnels wasn't such a smart idea - as it was pitch black
In addition, I've made additional edits to the multi-storey ... again!
01:13 Decided just to finish the layout of the house so here it is:
00:38 Morning guys! Took a couple of days away from mapping as I was beginning to get fed up with opening SDK. Anyway, enough of my personal stuff - straight into the map details.
I am currently in the process of buildings the houses within the residential area. Each building will be unique with parking facilities (driveway, garage or street parking). Here is a picture of the first building which I'm still in the process of completing.
Right I will be going to bed now after another busy week (with little mapping). Friday will provide the best opportunity to try and complete the rest of the houses effectively and then that'll be another step towards major constructions being completed!
23/09/13
18:39 As I mentioned earlier this morning, I have now completed the surrounding cliffline within the residential area. Additionally, I have altered the height of the up ramp within the multi-storey car park.
Finally, I shall be resuming work on the map on Wednesday!
01:05 Haven't mapped as much this weekend as I had originally hoped for however, this doesn't mean that I haven't done anything. I have got the residential area marked out and have begun to start the major features (roads, pavements, perimeter etc).
The image below displays the residential area. Although it doesn't currently look attractive, the nodraw (yellow blocks) will have a cliff surface within the next couple of hours. Additionally the screenshot shows a mini-roundabout (which made Master crack up).
22/09/13
13:44 Got a cheeky request from agent to make an additional level to the multi-storey. I have done so and currently in the process of developing the map perimeter around the car park.
03:27 Added a couple of fixes to the multi-storey which includes additional turning space when accessing ramps, bollards to stop vehicles from falling into pedestrian staircase and support walls to prevent vehicles getting wedged between walls.
02:11 After a couple of hours with making this change, I am proud to present - the second level to the car park which now classes it as a "multi-storey". With access to the 2 levels with separate ramps (1 up and 1 down) it should be easy to get your vehicle parked. Additionally, those who are more observant: you will notice that the "empty" skyscraper has been reshaped. This is in preparation for construction which will occur sometime after the suburbs/residential area which I shall start work on later this afternoon (whenever I get out of bed