cs_office_css - WIP Created 18 years ago2006-02-12 02:00:06 UTC by Soup Miner Soup Miner

Created 18 years ago2006-02-12 02:00:06 UTC by Soup Miner Soup Miner

Posted 18 years ago2006-02-12 02:00:06 UTC Post #162775
Recently I have started a recreation of the cs_office from CS:Source.
I am progressing very slowly because I am trying as hard as possible to get all the proportions and lighting and effects exactly how the Source map looks or at least as close as possible as far as the HL1 engine goes. Once I get the main layout I'll add in the smaller details like the pictures on the walls.
Here's some screenshots, the lighting is way off I know. I'll have that fixed, I'm also going to have sprites around the lights to create that effect that Source has around the lights.

A hallway in Source:
User posted image

And here's my hallway:
User posted image


The T spawn in Source:
User posted image

and here's my spawn(from a slightly different position):
User posted image

Don't mind that giant hideous green thing on the couch. That will be an invisible wall later so that you don't walk through the couch model. For now I'm just scaling the proportions of the model.

Another part of the T spawn in Source:
User posted image

My other part of the T spawn(not done yet though):
User posted image
Posted 18 years ago2006-02-12 02:57:09 UTC Post #162778
You have done well to recreate it in the HL1 Engine and it has paid off
Posted 18 years ago2006-02-12 04:02:12 UTC Post #162784
Lighting is kinda bright, along with funny scaling :o
Luke LukeLuke
Posted 18 years ago2006-02-12 05:07:03 UTC Post #162799
the lighting is way off I know
Read before you comment.
Posted 18 years ago2006-02-12 06:12:35 UTC Post #162805
Excellent effort WCDude, looks great apart from the lightning as mentioned, though you can clearly see its the source version :) .
Posted 18 years ago2006-02-12 08:54:50 UTC Post #162813
Why are you doing this?

Link straight to images!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-12 10:52:39 UTC Post #162821
Ha I thought they were both Source ;D

Good Job.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-02-12 14:48:04 UTC Post #162877
7th, the last time I posted a full picture you changed my post and made me use thumbnails. Now you are telling me to post the actual image instead of using thumbnails? The screenshots from Source are 800 x 600 and the screenshots from my map are around 820 x 615, I don't want to make the topic all wide.

What do you mean by "why are you doing this?" Why am I recreating the Source offfice or why am I not linking straight to the screenshots?

Arr, avast.
Posted 18 years ago2006-02-12 15:08:08 UTC Post #162886
Do you know what "link" means?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-12 15:17:34 UTC Post #162889
NO, I LACK THE ABILITY TO COMPREHEND THE LONG AND BAFFELING WORDS THAT YOU ARE EXPRESSING TO ME!AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Posted 18 years ago2006-02-12 16:08:07 UTC Post #162894
Why are you doing this? Making it in HL1 I mean, it will never be as good as the source version, the engine just beefs it. Sorry.
Posted 18 years ago2006-02-12 19:59:14 UTC Post #162923
Its fun.
Posted 18 years ago2006-02-12 20:07:16 UTC Post #162924
..........................
Posted 18 years ago2006-02-12 20:28:42 UTC Post #162925
Fantastic, good to know there still are people that pay homage to good ol' original Counter-Strike.
Posted 18 years ago2006-02-12 20:44:26 UTC Post #162927
Looks very nice for a HL remake. Lighting indeed needs that little extra contrast and either scale is a bit too large or there's too little objects, but it looks good nevertheless.
Posted 18 years ago2006-02-12 20:47:28 UTC Post #162928
Yes, it does look cool. Nice remake.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-12 22:26:55 UTC Post #162934
Here's some updates for ya. I fixed up the lighting but I still think it needs to be toned down a bit. If you think so too please tell me, othrwise I'm keeping it where it is.

Hostage models that will be used + plant-in-pot model that will be used:
http://img107.imageshack.us/img107/9105/csofficecss00065oy.jpg
(OMFG 7TH LINKEH)

Vending machines, they WILL spit out drinks if you use the buttons on the right. They also emit a slight blue light, like the ones in Source.
http://img107.imageshack.us/img107/60/csofficecss00071ki.jpg

You'll probably notice that there is no "3D skybox" visible through the windows. I'm saving the "3d skybox" city for last. If I have room I'll make it, if not I'll have to just leave it as the sky. But I'm 90% percent sure I'll be able to make both the outer city and the moving clouds in the sky.
either scale is a bit too large or there's too little objects, but it looks good nevertheless.
The scales are precise. Its because of the absence of the pictures on the wall and other small details that make it look different but those will come in later.
Posted 18 years ago2006-02-12 22:39:06 UTC Post #162935
You know, you're obviously very dedicated.

But what I have in mind is a project that combines the theme of de_inferno in Source and the layout of de_dust2.

People criticize de_inferno because they don't like the unbalanced layout, but it looks a heck a lot better than the dust textures.

Make a map called de_duserno and you think people will play it?

I was going to do it, but I just don't have the time for mapping anymore.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-02-12 22:43:20 UTC Post #162936
If you put the word "dust" in the name people will play it. Enter the nightmare of de_uber1337superdutsHDRftw :P .
If you are going map this fusion I would suggest a name more like de_dusty_inferno or de_blaze(assuming de_blaze isn't already taken).
Sounds like a pretty cool idea, really. If you ever have time for mapping I'd say go for it, just get your own thread for it ;) .
Posted 18 years ago2006-02-13 14:27:46 UTC Post #163045
Im having trouble believing thats the 1.6 engine..... If it is, exporting the materials to .wad files for CS1.6 to use must of took awhile, as for proportion..... I would of extracted the .map file from CS1.6 office, and used that as a size layout, and replaced the textures, windows, different elements, etc. Obviously it is the 1.6 engine (I think) and the difference would be more apparent in gameplay. I still cant believe thats 1.6! How could the plant model look so well rounded with HL1's engines limited shape abilities??? Im sorry, I just cant believe its 1.6...............
Posted 18 years ago2006-02-13 18:29:09 UTC Post #163103
The plant model is 203 polygons. The name of it is gins_leafy.mdl. I'm not sure what map it originated in but its in my models/props folder so it would appear that it was originally from a CZ map.

The computer model(not shown) is 83 polygons, gins_flatscrn.mdl. Again I'm not sure where it came from.

The tree model is 240 polygons and it is from cs_militia_cz.

The couch model is 260 polygons and it is from de_batcave.

The hostage model is 1443 polygons and is a custom model from FPSbanana.

The walls, ceiling, and other various textures were taken straight from the Source office's textures without any changes(except for being convert to a 255 color bmp via Wally) so they are 512 by 512 pixels. All source maps have a default texture property of a 1/4th shrink(.25 x, .25 y on the texture proterties window). I have shrunk the wall textures to .25 so the height proportions insidoors are exact. The size and layout of the 1.6/1.5 office different from the Source office so I canot go off of the 1.6 office. I must use several reference screenshots that I have taken(I have about 35 right now and I'm still taking them as I go along). Each tile on the ceiling when shrunken down to .25 is 32 units wide and 32 units long. I use that plus reference screenshots to scale the width of the hallways/rooms so the width propportions are exact. the only light entity in the whole map is the light_environment, everything else is done with texture lighting. Other textures, such as the floor and snow textures, were taken from the Source textures and shrunken down to 256 by 256 then shrunken in Hammer to .5 to conserve texture space. because of the shirnking of textures in Hammer the r_speeds are rising quickly but have yet to break 1000 so its looking pretty good now. The model in my screenshots of cs_office_css is a Source convert, including Source arms, but is not a screenshot of Source.
Phew, hope that clears it up for you, Xyos. if you still can't believe its the Half Life engine, well, just wait untill its done and you can play it yourself.
Posted 18 years ago2006-02-15 15:00:17 UTC Post #163436
I dont know what u thought I meant, I was saying that in a good way.(Like I cant believe he made that touchdown would be a good refrence example) I guess I could of worded it better, but cant change that now. Anyway, It looks like an enormous amount of time went into that, and looks to be crazy! Those 512 textures might bite u later with performance, but still it looks like a crazy insane Uber 1337 godly pro map!!! (I dont know if more than 8 people could play on it, but still its nice) :)
Posted 18 years ago2006-02-15 21:12:28 UTC Post #163527
Oh, sounded to me like you were implying that I was somehow "cheating" on the remake. My bad, misinterpretation.
Posted 18 years ago2006-02-17 23:54:34 UTC Post #163794
New screenshots. Still need to tone down the lighting but it looks a lot better than before.

An attempted screenshot of the outside, focusing on the arcitecture of the snow(thank God for Nem's terrain generator). The snow looks quite good.
http://img204.imageshack.us/img204/9302/csofficecss00030nj.jpg

Part of the vending machine hallway
http://img204.imageshack.us/img204/4650/csofficecss00042za.jpg

An attempted screenshot of the vending machines in action. SHAZAM!
http://img49.imageshack.us/img49/3078/csofficecss00053wu.jpg
The vending machines work the same way as the ones from Source. You "use" the buttons on the side, you hear 2 boins being put into the machine, there is a small pause, and a drink spits out of the machine.

New model: 7UP can.
574 polygons(yikes! But it looks great)
Posted 18 years ago2006-02-18 10:55:40 UTC Post #163823
Nice and almost looks like the Source version.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-02-21 03:03:06 UTC Post #164209
Give me a playable beta! My email is x_atom_x@hotmail.com my cs clan will love this.
Posted 18 years ago2006-02-21 18:34:22 UTC Post #164330
There will be no betas. Wait for the initial(and final) release.
Posted 18 years ago2006-03-04 19:08:13 UTC Post #166403
Impressive :D
Posted 18 years ago2006-03-05 07:20:23 UTC Post #166452
The image quality is a bit crappy, so some of the models looks pretty messed up.. :)
Still nice, tho..
Daubster DaubsterVault Dweller
Posted 17 years ago2006-05-15 17:30:06 UTC Post #180317
To anyone who was looking forward to this map:
I'm discontinueing it, at first it seemed like it would be a fun project but after a while it just got boring and overall unfun to do.
If anyone wants the source files to what I have so far PM me and I'll send them to you and the 60+ reference screenshots I used.
Posted 17 years ago2006-05-15 17:36:17 UTC Post #180318
Oh well...Trust me on this when I say you will come back to it someday...I stopped working on Dedication for a long while because it got tiresome...However after a while the game I played grew tiresome and I looked forward to mapping once again.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-15 17:46:05 UTC Post #180319
Maybe, but highly unlikely. When I get tired of a map its because I'm tired of doing the same map that map at the moment so I start on a side-project and come back later. In this case I don't want to make the map naymore because its actually not fun to make anymore.
Posted 17 years ago2006-05-16 00:33:52 UTC Post #180347
Aww, that's a shame. This was looking pretty awesome (looked like my CS:S on my old graphics card, which is high praise, trust me :P ). I would've said that it was Source running on low end specs if I hadn't known better.

I hope you come back to it one day, it definately showed a lot of potential.
AJ AJGlorious Overlord
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