Official version released as Zen: Workshop link
Please note: This version is still for testing purposes (not final), although major changes have happened between v2_1 and the current one. The full changelog can be found here.
Daigo takes place in a medieval Japanese castle:
Terrorists want to destroy the historical sites and monuments within the castle boundaries. An earthquake has already dealt some damage, so they see an opportunity to finish the job. It's up to the Counter-Terrorists to stop them!
Credits:
@JorisCeoen (Artwork & Level Design)
@shawnolson (Technical assistance on 3DS Max & Wall Worm Model Tools)
Used assets, credited according to their license:
Monument to Hijikata Toshizo by 3Dystopia (Sketchfab)
Buddha by AliceVision (Sketchfab)
Testing and assistance:
@Mapcore testing hub
@Roald for in-game showcase of numerous problems
@Rebze for testing guidance and impossible amounts of patience (literally years)
In preparation of the final version, V2_2 will be playtested by Mapcore's playtesting group. Feel free to leave feedback in the comments section below, as I will take note of criticism and reflect changes accordingly for the future. Here's a list of the most important things to be done yet:
Improved color palette for readability
Many, many amounts of detailing (lowly present)
Addition of thematic material (next-to-none present)
Addition of labels and overlays/decals (next-to-none present)
Alpha-blending of displacements (ironically, it's all prepared and available, but I didn't have the time to do it yet)
Finalising the radar and navigation mesh (the radar has one small indoor area that I saw missing after release)
Additional optimization in the form of: hint/skip/areaportal and removing many roofing details on less visible roof models (nodraw blocks have been optimized, and most models with the inclusion of 3 roof models)
Fixing lightmap issues on displacements (can someone help with this? See the broken wall at B as a good example)