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ze_cathedral_revamped - A Project for GameBanana.

I intend to recreate my earlier cathedral map with much better models, textures and gameplay!

My earlier cathedral map ([ze_cathedral for CS:GO](http://csgo.gamebanana.com/maps/168170 "")) was abyssal in performance, models, textures and gameplay. Reasons for these were because I was asked to create a Zombie Escape map in 5 days (5 days before CS:GO launched public) and because I was back then very bad at modelling, and even worse at texturing. Now that both of these are at a much better level, I have given myself the obligation to rebuild the cathedral from scratch, properly, with the exact only needed amounts of polygons along much nicer and enjoyable textures. Also the gameplay was broken because some triggers prevented the map to be properly finished. I want to show my level design skins with this map, as well as showing that good environmental design improves on the gameplay experience as well. Aside from that, it seems obvious that the gameplay will be improved considerably on its own. If you want to check pictures of the earlier cathedral, feel free to visit my maps on GB. EDIT1: I have added the secondary floor segment and structures as well, now I'm going to finish the entire inside structure as well (pillars and windows above the secondary level and the ceilings which are a little more trickier to create. EDIT2: Finished the entire first corridor. I have decided to add a few archstructures at the railing of the secondary floor in the next update, and I will finish it completely next time I will update this thread. I'm very happy with the results, and for the first time when using mat_wireframe 1 it barely lowers in framerate, and the general wireframe looks way more sanier than the previous version. I didn't even add LODS, by which performance will be improved **even further!** The ceilings are maybe a bit weird but that's probably because self-shadowing is doing a little weird again. I will see what it does when it's disabled, but if possible I would like to keep it. EDIT3: Progressing fairly fast, but the sidewing took more time than I expected, though 3 days is actually nothing compared to level design for Hammer, I have some time on my hands now and I take the advantage of it xD Next is frontwing, most likely the most difficult part of the cathedral! EDIT4: I made a video of a templar I made myself. It's my first character ever made from scratch, textured from scratch and rigged from scratch: EDIT5: Finally the inside is entirely finished architecturally-wise. I will be adding carpets, furniture, lamps and so forth that will contribute to the gampelay. I will be starting the Outside now, beginning with the entrance hall and side towers. This is gonna be a hell of a job, with a lot of research, and not to mention the modelling and texturing. Wish me good luck! There are some features about the cathedral currently that I would like to point out: - The map will feature HDR, which is uncommon across ZE, but it's needed for several effects, especially for giving the windows a better coat in terms of lighting. I will compile for both, so people without HDR support won't have to bother about it. - Currently the entire cathedral consists of 3 texture: The stones/walls/pillars and the windows of which there are 2 textures. This makes up for all of the other stuff that will be added for optimal performance. - There are **no lights**, the cathedral is lit entirely by natural light. Certain areas will however contain lights but at this given moment there is actually nothing that lights up by a source other than the sun. - It doesn't even have LODS, still runs quite good for the large environment where everything gets arguably rendered all at the same time (pretty unevitable due to the structure, that's why optimization was needed from the start).

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  • SpherixNL avatar
    SpherixNL Joined 9y ago
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    > **Posted by JorisCeoen** > > **Posted by Planub** > > >text... > > I tried using them, unfortunatly there is a limitation problem where there can only be one env_projectedtexture at a time being rendered, so I cannot use them :( Also, overlays or decals cannot be projected or pasted over model I think, but if they could that would be awsome, as that would be a cheaper alternative, and not costing any entities, which also has limits to be considered for the ZE community. Isn't that what the projectedtexturecache value is for?
    Mapper
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  • Planub avatar
    Planub Joined 12y ago
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    9y
    > **Posted by JorisCeoen** > > **Posted by Planub** > > >text... > > I tried using them, unfortunatly there is a limitation problem where there can only be one env_projectedtexture at a time being rendered, so I cannot use them :( Also, overlays or decals cannot be projected or pasted over model I think, but if they could that would be awsome, as that would be a cheaper alternative, and not costing any entities, which also has limits to be considered for the ZE community. make a planar model that uses a texture to fake the projected texture. then just align it to your geometry.
    King of Derping around
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  • JorisCeoen avatar
    JorisCeoen username pic Joined 12y ago
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    9y
    > **Posted by Planub** >text... I tried using them, unfortunatly there is a limitation problem where there can only be one env_projectedtexture at a time being rendered, so I cannot use them :( Also, overlays or decals cannot be projected or pasted over model I think, but if they could that would be awsome, as that would be a cheaper alternative, and not costing any entities, which also has limits to be considered for the ZE community.
    Level Design, Modeler, YouTube
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  • Planub avatar
    Planub Joined 12y ago
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    9y
    > **Posted by JorisCeoen** > > **Posted by SpherixNL** > > > If I may suggest, look into projected textures for a better feeling of those lead stained windows > > I've had that in my mind, but earlier attempts on other projects failed me to properly use env_projectedtexture, they just don't seem to show up. Perhaps I should dig more into the options and seek what I did wrong, I'll try to get it working. The problem with them however, is the amazing downgrade in performance they bear, especially if it's combined with 64 players. I'll look into it, but I can't promise it to be added, however I should find a way! Try disabling the shadows if you can. Projected textures are really cheap as long as they don't cast shadows. an overlay or a model (with a fake light texture) may work as well.
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    King of Derping around
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  • JorisCeoen avatar
    JorisCeoen username pic Joined 12y ago
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    > **Posted by SpherixNL** > If I may suggest, look into projected textures for a better feeling of those lead stained windows I've had that in my mind, but earlier attempts on other projects failed me to properly use env_projectedtexture, they just don't seem to show up. Perhaps I should dig more into the options and seek what I did wrong, I'll try to get it working. The problem with them however, is the amazing downgrade in performance they bear, especially if it's combined with 64 players. I'll look into it, but I can't promise it to be added, however I should find a way!
    Level Design, Modeler, YouTube
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  • SpherixNL avatar
    SpherixNL Joined 9y ago
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    If I may suggest, look into projected textures for a better feeling of those lead stained windows
    Mapper
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  • JorisCeoen avatar
    JorisCeoen username pic Joined 12y ago
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    9y
    > **Posted by Planub** > You can use multiple VMTs that don't add to the file size, one for the lit side and the alternate for the unlit side. > > I suggest adding some point lights where the arches are. larger static props don't play nicely with radiosity and sharp contrast. > > Also it doesn't hurt to have a subtle glow on the other side's windows. > > try using $nocull as well, because then it lights both sides of the texture and shadows outside actually cast on the glass. I'll try your suggestions, I didn't think about nocull before, that might a good idea!
    Level Design, Modeler, YouTube
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  • Xenosaj avatar
    Xenosaj Joined 10y ago
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    **Pros:** - I thought the original was nice, definitely looking forward to seeing the revamp!
    Bananite
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    captain0terror Joined 12y ago
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    9y
    Looks astonishing this must be a resource/optimization nightmare? Please teach me to make pretty prop statics =P
    Bananite
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    Planub Joined 12y ago
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    9y
    You can use multiple VMTs that don't add to the file size, one for the lit side and the alternate for the unlit side. I suggest adding some point lights where the arches are. larger static props don't play nicely with radiosity and sharp contrast. Also it doesn't hurt to have a subtle glow on the other side's windows. try using $nocull as well, because then it lights both sides of the texture and shadows outside actually cast on the glass.
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    King of Derping around
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