Would be really cool if somebody did a TF2 map in CS:GO, probably just changing the art style of course, while keeping the layout. Unless we going to the real classic TF look.
Ironically, though, it looks like the first, outdoor screenshot was rendered with sharp shadows turned off, for some reason. Or is that something that automatically happens when you're far away?
That's the one. I asked because they look as smooth as lightmaps, and I didn't realize the cascading light could get that smooth at any distance.
Something I'd always wondered, though... how does the cascading light work in conjunction with the static lighting cast by the light_environment? Like, if you just took an already-lit map and added cascading light on top of it, it would be too bright, wouldn't it? So does having a cascading light entity in a map affect how VRAD behaves, like maybe the first bounce doesn't commit or something?
I think the art direction Valve took with this map is very interesting. Anyone who follows CS:GO's mapping scene knows that one of the most important things to consider while detailing your map is visual clarity. In the past, maps that have been aimed at the competitive audience promoted visual clarity by using very stark, white textures with low levels of detail. Examples of this would be the de_season remake and de_santorini, both by FMPONE. What makes the nuke remake different is that Valve chose to use lots of color, but kept the pallet washed out and pale. The dark player models stick out just as well on the desaturated background as they do on a flat white background, and you don't sacrifice visual depth as result.
FMPONE's original de_cache was much more grounded in reality but realism doesn't play well and thats why it ended up being more clean and bright.
I agree. Personally, I find FMPONE's style too clean and bright. His style doesn't make sense in the context of real life, though he's obviously a skilled mapper/asset artist. I'm glad Valve elected to introduce the color they did, especially the blue ambient tones.
Someone already did that:I'm glad Nuke is getting overhauled. Somewhere around Left 4 Dead, Valve decided to tone down the grittiness of the textures and go for a more stylized look, even in their "realistic" looking games, but Nuke was basically copypasted straight from Counter-Strike: Source, textures and all, and it shows compared to the maps they actually redid like Office.
I'm not convinced that they do, but I'd love to see someone recreate a TF2 map in CS:GO and post some screenshots to prove me wrong.
Ironically, though, it looks like the first, outdoor screenshot was rendered with sharp shadows turned off, for some reason. Or is that something that automatically happens when you're far away?
I don't remember on which thread, but someone posted a screenshot of a de_dust2 remake in TF2.Would be really cool if somebody did a TF2 map in CS:GO, probably just changing the art style of course, while keeping the layout. Unless we going to the real classic TF look.
Just decompiled the map and looked around, the grass is just models from what I can seeIs all the grass in Nuke part of the improved detail system, or are they all models? If it's all generated by the blend texture as before, they're getting into Frostbite foliage territory. Neat stuff.
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I don't remember on which thread, but someone posted a screenshot of a de_dust2 remake in TF2.
I might have to finally break down and buy this game someday just to have all the environments handy as visual reference, but in the meantime I gotta ask... Did they ever get rid of those pathetic explosions? That was something that was hilarious to me when I played the beta — TF2, a game that has to contend with limited physics, stickybombs that can't attach to dynamic props or func_brushes, and static lighting, has these impressive explosions when the bomb cart goes off, but a game that has none of those limitations couldn't muster more than token puff of black smoke.