Adding the final layer of polish to the final goal in Dockyard:
Basically, since the last version, I did a couple things:
Dimmed the light near the computer.
Moved the cubemap for the room over so as to stop the super-bright reflections.
Added wires running from every light to a lightswitch on the wall.
Added a security camera with an info_observer_point inside (second picture is the view from the camera).
Also, the light closest to the wall with a hole blown through it now has a randomly flickering env_sprite instead of a light source (not visible in the pictures), and the wire running to it has been detached and is now dangling and sparking randomly (just barely visible in the last picture).
I tried to get a picture of the sparks, but my reaction time wasn't fast enough to get them before they hit the ground; they are visible on the ground near the tracks, but originated from the wire dangling from the ceiling.
I may need to move the cubemap again; now it's catching the glow from the env_sprite attached to the security cam and reflecting that.
Also, please excuse if these pictures look slightly worse than the last batch; I've shifted computers for a couple weeks and now am using my not-too-decent desktop. Still, compare those to what used to be there:
The very last thing I want to do to add the final layer of polish is to have one of the lights on the ceiling detach when the bomb explodes and fall to the ground with a tinkling noise. I know how to do it, it's just a matter of doing it and debugging it.
