@ Darkon: As much as I'm led to believe, or at least as much as I understood and saw at least, 227g is more or less finished, some minor details excluded. But I don't want to put words in Smirftsch's mouth, so don't take my words to heart. But from what I've seen it looks and works phenomenally.
@Shivaxi: A map entirely from static meshes would in fact be possible. However, I am not skilled enough to pull off something like this, not yet at least. So expect a solid BSP shell, filled with meshes, and replace sheets of fire with emitters. I have no intention on re-inventing Unreal
I wish to try some things I think would fit in the world of Na Pali, but nothing major. It's mostly a learning process for myself. I am thinking about mesh'd terrain though. Would be nice, since I could have more detail and no BSP problems
To talk directly about the map, I made little progress in the last 4 days. I used this time to talk to Smirftsch about the new features, learn about them since I had no idea how to do some things (e.g. I couldn't set up emitters etc.) as I never had any experience with these things before. But I must say I was overall surprised how easily it was, for me at least, to wrap my head around the concept of emitter setup
I've also taken about 95% of all solid additive geometry and converted it to meshes, and I've been further cleaning up these meshes in 3dsMax, to reduce the amount of polygons per mesh and number of textures used, fix triangulation and tessellation etc. I improved the overall frame rate for about 20 frames with this. As for today, I've been messing with emitters. I must say they're an extremely powerful tool, but the problem is that there are no appropriate textures, so I've got to work with what I've got. Made a nice 256x256 fire texture that works great in game, except that it maybe looks a tad cartoon-ish. I don't know, will need more opinions on this matter. But yeah, I'm really happy I have the opportunity to learn about new technology (to me at least) on the old engine, which I know intimately. I'm thankful for this opportunity.
Also, the level will be non-linear. You can end the level in two separate ways. I'll see how much time I'll have, but for now I'm planning on two levels, and if you play the first level correctly you can also play out the second level that may be missed completely otherwise
Keep your fingers crossed it works out.
Will keep you guys posted.