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ITT: Post maps/scenes that never saw the light of the day.


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Something I never got around to finishing for the Polycount Escape thing: Was a fun, short experiment to get more practise at a hand-painted art-style

Some unfinished shite. Last one actually finished but that is the only picture of the map and I dont think I have the files anywhere anymore. Also alot more unfinished stuff somewhere laying around

continuing off of this theme of never completing or really accomplishing anything past a scene here's some more things I never did anything with... I've essentially come to the conclusion that I

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Detailing here is great. Lighting is probably too dark for comp CS too so keep that in mind. Visability is key.

Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either.  I wanted to do a night map, but not sure how that will work for competitive.  Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map.  Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now  )

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Detailing here is great. Lighting is probably too dark for comp CS too so keep that in mind. Visability is key.

Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either.  I wanted to do a night map, but not sure how that will work for competitive.  Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map.  Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now  )

 

de_acceleration does it quite well, have a look at that as a base maybe?

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Detailing here is great. Lighting is probably too dark for comp CS too so keep that in mind. Visability is key.

Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either.  I wanted to do a night map, but not sure how that will work for competitive.  Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map.  Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now  )

 

de_acceleration does it quite well, have a look at that as a base maybe?

 

Thanks for the suggestion!  I'll check it out

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I found a concept i've made for my map fy_pool_day back in 2012 in which you were able to switch at any time from the version i made (with "csgo graphics") to the original version of the map (made by Squall on CS 1.6) by just switching a lever.

Here on this test version, there was no button/lever, you had to shoot at a box in the middle of the map :

http://m.youtube.com/watch?v=v-njp5ekq3Q

 

Try to guess how i did it :)

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Hehe you know what, you're right ! Or at least that's what i tried to do at first ^^

With this method, i had loooots of issues due to lighting and collision, and i needed real walls behind the func_brush to optimize the map (even if it's true it wasn't really needed for such a small map). So after transforming all the walls in func_brush and remaking the map with old graphics also in func_brush, i deleted everything and found a much simpler and elegant solution :)

The environment exists twice on the map : one for the "newer version" and one for the CS 1.6 version and there's a trigger_teleport that gets activated when you switch the lever/shoot the box. To keep the relative positions of each players according to the trigger_teleport box, i used a info_landmark entity.

The only constraint is that the collisions must be exactly the same (so that players don't get stuck when teleporting). If anyone wants to do the same for a new gamemod or something, don't hesitate to do it and ask me if you need any help.

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