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so much love was put into this place. here's one way you can tell: the map doesn't stop at the edges of the playable area! i noclipped past the fence for these screenshots, and just look at all this detail. it's amazing. i've been here before in the map editor, but not in-game.

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ahh, all that extra detail is so you can look out of the windows as the train pulls into the station. they didn't have to do that, but i'm glad they did!

also, hey, here's the train interior once the other passengers have gotten off. once you get off, you can't get back in

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once you notice it, it might bother you: i suspect the roof of the train station was a compromise for polygon count. the roof looks like it's meant to be curved, like many real-life stations. look at the textures on breen's far left and far right, for example.

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i noclip'd up to the catwalk above the tracks (one of valve's less implausible catwalks imo) and from here you can really appreciate the beauty of Source's baked lighting. look at how the light comes in through the roof, and the opaque parts cast long shadows over the station <3

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it's a trade-off of course. in Final Fantasy XIV, there's dynamic shadows everywhere, so they can respond to the angle of the sun and make the world feel less static, which is cool. on the other hand, many angles are visually unappealing, and it being real-time reduces fidelity

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interestingly, those two techniques are like polar opposites when it comes to how much texel density they need. nobody likes a shadow map that isn't razor-sharp, but if anything a baked lightmap looks best when it is quite blurry

(i know there's other kinds of dynamic lighting)

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