awp_tokyo_v2

Counter-Strike CS
awp_tokyo_v2 by bini840
Posted 6 months ago2020-11-23 20:21:35 UTC • Completed • Counter-Strike
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Name
awp_tokyo_v2
By
bini840 bini840
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Completed
Included
BSP, RMF/VMF
Created
6 months ago2020-11-23 20:21:35 UTC
Updated
6 months ago2020-12-09 20:24:43 UTC
Views
459
Downloads
70
Comments
6
Reviews
0

MAP UPDATED - REMOVED INVISIBLE WALLS SURROUNDING THE PILLARS!

Awp_tokyo_v2 complete remake. Also for map-makers, I included the .jmf file so you can study or play around with it.

The wpoly is a little bit higher (around 1900) but with nowadays computers I don't think that will be a problem.

Have Fun!

Awp_tokyo map inspired by Tokyo drainage/sewer system!

It’s simply an engineering marvel, and unquestionably one of the most awe-inspiring wonder spots of Japan. It has been described as “the concrete junkie’s equivalent to a dropper of heroin”. And it lies hidden underneath the outskirts of metropolitan Tokyo.

The aim was simple: to take all the excess rainwater from typhoons and floods away before it can cause any damage. The way it was implemented is also simple – they built a big drain. But the enormity and engineering complexity of the construction is staggering.

During heavy rains and typhoons, tons and tons of flood and rainwater pours down these sinkholes and falls into the next engineering marvel – a giant concrete pipeline acting as an “underground river” which transports the water more than 6.3km through a tunnel 50m underneath the river basin.

https://japangasm.wordpress.com/2012/01/12/the-underground-wonder-of-tokyo/

6 Comments

Commented 6 months ago2020-11-23 20:23:19 UTC Comment #103083
I think the lighting would be much better if you made those pillars into func_detail, so they can cast shadows. :)
Commented 6 months ago2020-11-23 20:32:36 UTC Comment #103084
Yes aesthetically, but it would affect the gameplay!
Commented 6 months ago2020-11-24 21:04:10 UTC Comment #103086
In what way? Wallbanging or would the map be darker overall?
If wallbanging is the issue, then you can set ZHLT lightflags to "Opaque + concave fix", so that func_wall is gonna cast the shadows and all.
Commented 6 months ago2020-11-25 00:51:24 UTC Comment #103087
The T and CT spawn are more darker because I have not included lights directly above especially on those four corners (balconies). So func_detail entity would make these pillars located in these corner to cast shadows making those areas even darker. Subsequently, this would be hard especially for T players to spot CT players as they would in a way blend in the dark.

First, download this file there is a jmf file included also. Second, render two bsp files where in one you tie the pillars to func_wall and second to func_detail.
3. Compare the results then tell me what do you think.

Thank you
Commented 6 months ago2020-11-28 12:14:59 UTC Comment #103096
So basically, it'd be darker. Makes sense for CS lol
Commented 6 months ago2020-12-10 16:34:05 UTC Comment #103133
I love the concept and location - very cool to see when I was in Tokyo last year - but the lighting really ruins this for me. Nothing casting shadows makes everything look monotone and un-engaging. There are no contrast or focal points and it really removes the sense of awe that such a location should have.

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