#1) I guess people forget that WIP stands for “work in progress”
#2) the train is not mine, but it’s shaky and not very stable, so it serves as a good testing train. That shaky train is used to test out every track, every switch, making sure nothing derails. I’ve boosted its speed as well.
#3) The problem with architectural detail is that so many brush faces are used up with curves and tracks. There is a limit to how many brush faces you can have in a single map. I want to spruce up stuff with hl2 models, but I can only go so far with brush work at this point. Now, if anyone can model some architectural details for me, that would be fantastic. (oh, and converting brushes to func_detail won’t solve that issue).
#4) To the person who asked for a matrix-like train station, that’s a good idea.
#5) I’m working on the outdoor area right now. I plan two outdoor spots
#5a) a detailed area full of cliffs and water and a suspension bridge. I’ve worked out some long curvy tracks on high cliffs where if you derail, you’re shit out of luck.
#5b) a less detailed more gm_flatgrass area for construction
Both areas would be connected via tunnels through cliff walls ala gm_mobenix_v3. The outdoor area should be loopable just like the tunnels, and I will try to make it so that you can go above ground and underground in a fully connected loop, just as long as the switches are setup properly.
#6) I’ve created a huge collection of track prefabs. Some I made from gm_wireconstruct, others I found on gmod.org, others I made myself. Once this is done, I intend to release the prefabs. These prefabs are pretty numerous, such as: straight-noground, straight-ground, straight-tunnel, etc etc etc.
also, the track leading above ground is now two tracks. The big empty underground spot for construction has a loop to turn your train around and some more straight tracks to build with.