Still working on Kerk, but I needed to play around with something completely different so I didn't go batty, and thought it was a good time to go back and play with Docks seeing as Brew was nice enough to entrust it to Mojo, Mike, and Me (and Joesmoe, but he isn't aruond and his named didn't match the alliteration I had going there).
So I'm calling this Docks 2 because it's Docks but it isn't. I really wanted to stay as faithful as possible to the original level, but Docks had some flaws when it came to the realm of logic (I mean, come on, it was a river with no exit). Also, because of Half-Life/CS's persistent issues with water and gameplay, I had to make sure people weren't going to go muck around in the water, so that meant one of the main routes had to changed. Additionally, the sewer route has been scrapped and replaced with some modified layout bits that should help rebalance it. Overall, the main layout is left alone, but the surrounding architecture gets a major facelift. (the famous, how to make a vis blocking hallway is now a street). But since I changed some significant layout things, and because I'd feel like a prick calling this thing cs_docks, it's being called cs_docks2.
These are shots from what I'm considering the first alpha. It's technically playable, but there are some lighting, clipping, and other rendering bugs that persist (including Source's pissy water).
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a11.jpg]
The new "back route" that used to be the water route. You now run behind some warehouses to get to the dock area. It leaves you vulnerable to sniper fire, but you can duck and avoid it to a degree.
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a12.jpg]
The CT spawn. I saw a picture of these building fronts in a magazine and liked them enough to put them in. Need to finish connecting the bridge in the background to the skybox.
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a13.jpg]
func_dustmotes is cool
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a14.jpg]
Standing between the two T buildings.
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a15.jpg]
Upstairs in one of the T buildings. Used to be crates and radios.
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a16.jpg]
T warehouse. Still tweaking those lights to get the ambient level correct.
[Blocked Image: http://www.mapcore.net/fletch/maps/cs_docks_a17.jpg]
CT vantage point of the route from the first shot. skybox on that side needs to be redone. Valve made shitty skybox models.
Still tweaking those env_lightglows since Valve seems incapable of allowing for settings to make it look correct. So if you've got suggestions, let me hear them. And if somebody want's to make an impassioned defense of why there needs to be a sewer route, feel free to make it. I'm not completely dismissive of the idea.