Adding up to the resurrection:
I've added a nice ambient sounds system. It basically consists of a train which goes around 4 path_corners. When it passes each, each one triggers different multi_managers which, in return, trigger different sound combinations (e.g. gunshots in the background + wind).
Basically, this screenshot shows that I halved the walls' thickness wherever needed. They used to be pretty thick and now I halved that.
I also fixed the texture scaling on those wooden windows. :3
Oh mah gawd, look at them barrlz! Those are 16-sided barrels:
They're
almost seamless. There's only 1 micro-seam to be found on the sides, and the seam between the sides and the top is, well... unavoidable. But at least I prevented the seams from the sides (and yes, I used Alt+Left-clicking, so that I can avoid that stretching...)
The trash cans probably have a more noticeable micro-seam, but I guess that won't be a huge gameplay issue.
At the balcony, I sort of skewed the wall here. Try to surf that if you're a daredevil, and you might fall to your death! >:D
I also added some sort of a dumpster.
Now I have an excuse for not having a door at that entrance.
I clipped the bricks! YAAAAAAAAAAAAY
I converted the RUSH B CYKA into a sprite and it's far better-looking compared to the func_illusionary with a transparent texture on it.
This thing... this is my mechanism for locking and unlocking the secret doors which lead to the Easter egg rooms.
Basically, what I've added is a small, invisible func_door.
The door is triggered by the C4 explosion (be it site A, or B, or whatever). After triggering, the door closes. And when it closes, it triggers a multisource entity, which is both the door's master and the master of all the secret doors. If the multisource is OFF, the door won't trigger it, because it's its master, so it won't unlock the doors after the C4 blast.
However, if the multisource is ON, the secret doors are unlocked, but so is the invisible door. The invisible door will then close, disabling the multisource and locking the secret doors.
In theory, it should work, but I'm yet to test it in practice.
I've also made this neat entity setup for fun_kobbl. Basically, this is a mortar bomb. I'll add a secret basement into fun_kobbl where I'll place a monitor which will display the map, and you'll have buttons on it (but no, it won't be like the Half-Life mortar where you can bomb any place). You will have a few options to choose from: site A, site B and the T spawn, respectively.
What will I do next?
I'll
move that stupid street lamp 16 units away so it stops blocking me every time I try to walk between it and the wall corner. I'm just so mad at it that I'll even knock it down, literally.
Lastly, remember Vodka95's thread about multiple mapping questions?
Well, here's that map, too:
xD