So I have been doing some more work on highwire and I think I'm relatively happy with the layout. I have been collaborating with Epifire as well on this one and it's all coming together. PICS!
This is the back side of the office building. The office itself was too small and I wanted to provide another hotspot on the opposite side of the construction site. It's been through a few iterations but I'm pretty happy with it now, it's
got lots of stuf to jump on, off, over and through.

And here's the room you can see on the left of the rooftop picture. It's really just providing a vis blocker and some alternate paths to the outside at the moment, I need to give it more visual purpose.

Zoom out from there and you can see the hallways that I have showed before, I managed to convert all the roof funk_details to models and so I'm avoiding the t_junc limits.

Here's the main hall, not much change other than that the windowframes and funky_details are all models now.

Then, if you were to jump out those windows, you would enter the construction site, which Epifire has been fiddling with. Epifire is a modeller from Interlopers and he's been collaborating on Highwire and making some sweet new models too.

He's got some cool paths, and it's all designed to make the players dive between the buildings. Superfalls fo DAYZ.

This is the interior, there's heaps of stuff to break, Epifire made some awesome destruction effects in this bit.

The roof isn't currently available to players, we're not sure if we should open it up or not.

And I'm thinking a crane in there somewhere, that the player can climb way to the top of and superfall from. I'm not sure how it would play though. Any suggestions? Feedback? What do you guys think of it so far? I want to have a playtest sometime soon...