Lighting and a Master Map

This week’s update is a little late, as I ran out of time yesterday before needing to leave for the monthly COGG meetup. Before heading off to that, though, I worked on EARL’s Warehouse, tightening up the lighting in the new Depot levels. With the darker environment, light plays a much stronger role in the upcoming expansion than it did in the original levels. Spotlights and flickering lights both serve to call out important puzzle elements that might otherwise get lost in the dark shadows of The Depot. Maybe I’ll add in a swinging light as well.
I also took a bit of time to fix a design mistake on my part. Until now, the map for each level was created from the original template of The Depot, and I realized this was creating problems when there were areas of the Depot from where you could see parts of past/future levels. So, I spliced together all of the Depot levels into a single master map, and will be working from that to make the rest of the levels. It kinda chugs a bit on less-than modern hardware with all of the extra geometry, so when I reach the final phases of the project, I will then optimize copies of the master map for each level, eliminating all of the unnecessary, unviewable geometry from each map.
Another update next week!