Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=3298741381
(most current radar)
I remember when I started creating maps for CS:GO, a stalagtite-cave was one of my earlier ideas (although the draft back in 2018, I think, was completely different). I never got around to make it, however with Hammer 5 the idea creeped up again. Orignally I worked on other entries, but since I finally got a little time on my hand and since my brother was kind enough to lend me his PC (featuring RTX most importantly), I prioritised this idea instead, since out of all my scenarios, this is by far the the most "adventerous" one and could display the new features of Source 2 the most, for this theme allows for unusual lighting and organic surfaces.
Here is a recent draft traced from my sketchbook with some inspirations. A lot of areas changed, since I kind of missjudged the dimension of some areas.
An experiment I yet have to see play out is the lift in the CT-area. The idea is to have connector routes accessable depending on wether the lift went up or down. Took me long enough to get the elevator working (small tipp: use prop_dynamic for movelinear, tracktrain, etc. instead of meshes)
One element I definitely wanted to implement is divable water. So expecting that the water would be like in other source games I kind of ran into a problem. You had 100% sight below the water level and on top of that I noticed the gunshot accuracy is normal standing on the ground. The proper solution would probably be to create a water texture for that purpose, but for now I had to rely on the fog entity and multiple func_brushes with a transparent black texture to obscure the view.
So in short: goldsrc water > source2 water
I'll have exams coming up soon, so I doubt I'll get much done for now. Good luck to the other contestants.