[map] cs_fallingliquid

[map] cs_fallingliquid

Re: [map] cs_fallingliquid Posted by Kasperg_JM on Thu Mar 22nd 2007 at 11:46pm
Kasperg_JM
66 posts
Posted 2007-03-22 11:46pm
66 posts 1589 snarkmarks Registered: May 20th 2006
This is a a discussion topic for the map "cs_fallingliquid" by Kasperg_JM which can be found here

Map description:

A hostage rescue map inspired by Frank Lloyd Wright's Kaufmann House.
This version is a reduced version of the HL2 map (the guest house is not present, for example)
All the artwork in the house was made by the map author and belongs to him. All the textures are either Valve's work or the author's work. The geometry was also built by the author based on information found freely around the world wide web.

There are 4 hostages in the house. CT forces have the advantage of a quicker trip to the hostages, but terrorists can use the many terraces and exits of the house to take out the CTs. Due to the nature of the building, there are multiple ways to approach and defend the house, making each round different.

The performance is still far from optimal, specially when it comes to long-range battles. Hopefully, this map will be more playable as computers become more powerful, who knows. There are several occluders placed to help performance but they don't help as much as we would like... Use HDR only if your computer can handle it. The LDR lighting looks a bit more yellow while the HDR has a prettier orange light. This could be fixed with another 5 hour compile, so I'm sorry if you don't like how the LDR version looks.

A lot of graphical changes were done to the map. Higher-res pictures, more accurate stone textures, better lighting using smoothing groups, HDR and fixed "most" of the lightmap grid problems. Most of the windows and doors now use 2D textures to help with performance. It might not look as good as the HL2 version in that sense, but good performance was seen as more important. The river now uses a new custom material which is refractive, scrolling and mildly reflective. It looks better than the static HL2 water, fits the situation better and also helps with performance.

Map screenshots:
Loading embedded content: Map #2866
Re: [map] cs_fallingliquid Posted by reaper47 on Fri Mar 23rd 2007 at 12:31am
reaper47
2827 posts
Posted 2007-03-23 12:31am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Looking at these screens made me remember how much I hate HL2's gray, cloudy default skies.

The architecture could need some work.

...

just joking :D

In fact, these screens are a reason to re-install CSS.
Re: [map] cs_fallingliquid Posted by Riven on Fri Mar 23rd 2007 at 4:17am
Riven
1640 posts
Posted 2007-03-23 4:17am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
HAHA, Reaper, you made me yell real loud, then I kept reading,... good one.

The map looks fantastic in HDR, but if there's one thing that ruins the environment, it's the edge of the river. It should go somewhere, not just into the rocks. I also think that the waterfall could be re-done, what's wrong with the cs_militia waterfall? (Could strip that flowing water foam texture from the model and place it in here)

Really great looking map. A pretty close representation of the Kaufmann House!
-it's funny how well it works as a cs map, except for the cramped spaces.

Good Job for the author!
Re: [map] cs_fallingliquid Posted by Junkyard God on Fri Mar 23rd 2007 at 6:25am
Junkyard God
654 posts
Posted 2007-03-23 6:25am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
The out door scenery in this map is great, maybe you should try turning this into a de_ or cs_ map aswell. :)
Re: [map] cs_fallingliquid Posted by Kasperg_JM on Fri Mar 23rd 2007 at 12:07pm
Kasperg_JM
66 posts
Posted 2007-03-23 12:07pm
66 posts 1589 snarkmarks Registered: May 20th 2006
It is cs_ already ! :D

I tried using the militia water material but failed. The waterfall should really look more like this http://www.waterhistory.org/museum/fallingwater.jpg, which is something the foam texture wouldn't help me with. In the heat of the battle, the waterfall won't be the main thing to worry about ;)