This is a sub-page of Proto:Blockland/Beta7.
This beta lacks the actual .mis
mission files required to actually define object positions and properties in a map, however all of the map assets are included.
It should be noted that the use of the word "interior" in this article often refers to the entire .dif
model used on these maps, referred to as an "InteriorInstance" in Torque Game Engine.
General Differences
- Maps "Bedroom - Dark", "Kitchen - Dark" and "Construct" are not mentioned at all, so most likely didn't exist yet at this time.
- All the map preview images are 512x512 pngs, instead of the final releases' 1024x768 jpgs.
Bedroom
- Terrain data for this map is identical to final.
- The "Bedroom" map preview shows us what the bedroom interior looked like on the 28th June 2005 - there is no clock at all, and the plug socket and vent lack any detail. On the floor there is one single horse and three item pickups near the bed; we know these to be a spear, bow and sword based on different retail beta images.
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- There is only one different texture, which is the poster - this version has more lego-like bricks, using the same technical lego brick graphic used on the main menu of v0002.
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- The plug socket detail is slightly distanced from the body of the plug socket itself. This was fixed before the v1 release.
- The pillow here is much lower-poly and is positioned a little further back, compared to how it looks in release.
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- The underside of the bed ends has worse looking texture scaling, fixed before release.
- The end of the bed mattress is a bit longer on this version, which means players aren't able to fit down the little area there.
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- The door handle on the interior door is lacking a secondary texture which was added before release.
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- The door handle on the exterior front door also lacks that secondary texture, has much larger texture scaling, and is missing the rod connecting the handle to the handle base.
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- The "glassa" shape used for the windowpanes only uses two triangles for its surface, while in retail there are a lot more triangles used. The collision model is also thicker than the final, and the glass surface is slightly offset.
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Kitchen
- Terrain data for this map is identical to final.
- The "Kitchen" map preview was taken in May 2006 and so looks identical to the final kitchen map preview, other than being a different screenshot taken.
- There is an unused sky left behind in the files "Sky_Heat2" - it was featured on the Kitchen map earlier in development, but wouldn't have been used by this time. This skybox ended up re-appearing in the v21 update in 2012.
- The shelf unit in the corner of the room has some incorrect-looking texturing, and the top of the metal rails aren't ramped at all.
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- The bottom of these metal rails didn't have this texture fix applied (likely by accident) and so remains incorrect even in retail.
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- The extractor fan unit above the oven has incorrect bevelling on two sides.
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- The texture UVs on the glass doors are very slightly different.
- The texture UVs on the wooden table's legs are slightly different.
- The interior door handle has the same edits as on bedroom.
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- The "stoveburner" shape used on top of the stove is different - it only uses two triangles for its surface, while in retail there are a lot more triangles used.
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kitchenBuilding
There is also an additional interior object in the "interiors" folder called "kitchenBuilding":
- It is of the kitchen, but only the exterior walls. It lacks all windows and other entrances.
- The use of this interior is entirely unknown - it can be assumed to be an accidential leftover that wasn't actually used in the map
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- The interior of it is completely hollow, but only the top faces are properly defined, lacking all other interior walls - this causes the portal zone to be invalid, and so major rendering issues occur while inside of this interior.
- The lightmap resolution is far lower than the regular kitchen interiors.
- Many positions are slightly off for some reason - the base goes slightly lower, the walls are slightly higher, and the roof is offset slightly to the right.
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Slate
- Slate's interior file (the invisible ground you stand on) is exactly the same as final.
- The files for this map's skybox (Sky_Spooky1) has the top skybox texture (5) in a different orientation, and the resource file specifies the side textures in a different order to match. The skybox is otherwise identical.
The Slopes
- The "Slopes" map preview shows a map looking quite similar to the v0002 slopes, and interestingly includes a v0002-style baseplate and brick items. It is surprising to see this on a screenshot from June 2005, and may just be leftovers from earlier in development.
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- The terrain data for the Slopes map is different - it is an in-between version where there are many edits made for retail, but some edits still missing here.
Testmap
There is leftover terrain data in a file simply called "Testmap.ter". This terrain only has what looks to be some tests of raising and painting terrain. It is dated July 1st 2005.
Unknown Map
The "Unknown Map" image is completely different - this June 2005 version uses a completely different gradient in the background, and reads "UNKNOWN" instead of "UNKNOWN MAP"
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