Check out Will's portfolio here: www.willgranda.com
Пікірлер: 1 100
@celeryslice2 жыл бұрын
Hi! I’m celery- I was the artist on Prime. While helping 3kliks with this video and during the time of the map’s release I was interviewing at a few game studios. I’d love to let everyone know that I’m now a full time artist working at EA on the new skate game. I’d just like to thank the Counter-Strike community for so kindly welcoming this level, and my other work for CSGO. I wouldn’t have gotten to where I am now without the help of the rest of the CS community. Thank you so much for all the love!!!
@aeronautisch2 жыл бұрын
de_prime looks amazing. It reminds me greatly of Portal 2 due to all the foliage and torn environment.
@tacticalistic2 жыл бұрын
imagine a map based on Aperture Science Labs with this grown green style i would love it!
@viktorpettersson99752 жыл бұрын
HUUUUGE!!
@theduke25392 жыл бұрын
skate just got way cooler
@NorthWestPvPlolrektnoob2 жыл бұрын
EA is going to ruin skate 4 RIP making it an online game
@TheCooPeer2 жыл бұрын
This map is simply gorgeous! Holy hell! Not gonna lie, a little disappointed we didnt get your "sorse" joke with the spilling bottle
@ApertureAce2 жыл бұрын
If I didn't know any better I'd say de_prime was in Source 2. It's stunning to say the least
@ArchOfficial2 жыл бұрын
It took me most of the video to figure out who the other person in "they" was. Gotta love 2022.
@martinduebner2 жыл бұрын
The Problem, that we'll discuss more and more as graphics advance, is that good graphics hurt the Gameplay and distract from what is actually relevant by making everything overly complex and hurting visibility. The Map looks nice for some drone Shots, but actually playing it just puts you on an insane disadvantage and strains your eyes so much compared so simple Maps like Agency.
@pardolagames89942 жыл бұрын
ALL PRAISE TITANFALL
@BiBoetzke2 жыл бұрын
I appreciate the correct pronunciation of "Wolfenstein"
@fire-ballmc97412 жыл бұрын
Its not completle corect he said it more like wulfenstein not wolfenstein but its close!
@isrv2 жыл бұрын
NIPPER comes to mind when watching this a much needed comeback would be perfect right about now
@Funnymoney1012 жыл бұрын
5:53 I've watched far too many 3kliksphilip videos for anyone to convince me that this wasn't intentionally pronounced "Morbs."
@ng.tr.s.p.12542 жыл бұрын
sus amorbus
@Funnymoney1012 жыл бұрын
I KNEW IT
@awsomebot12 жыл бұрын
Literally paused the video right there and went into comments with ctrl+f "morb"
@Waffle_62 жыл бұрын
i glad i wasnt the only one
@inv41id2 жыл бұрын
@@awsomebot1 Same here
@thennoth28602 жыл бұрын
to be honest, this is probably the most beautiful map I've seen in source. I don't care about how it'd play or any issues with how it interacts with certain gameplay mechanics. this is an incredible work of art.
@LeDerpLegend2 жыл бұрын
You should take a look at the game Black Mesa. Especially Xen
@szoopzoop2 жыл бұрын
the power of baked lighting. i love it
@thennoth28602 жыл бұрын
@@LeDerpLegend Black Mesa's Zen is very beautiful, I agree, but it isn't meant to be realistic. this map has gone for a realistic look and it looks fantastic
@Noobgalaxies2 жыл бұрын
@@thennoth2860 Check out the upcoming Portal 2: Desolation mod, it's mindblowing
@staryoshi062 жыл бұрын
Check out the game INFRA, it's one of the most beautiful Source games.
@AshtonRob2 жыл бұрын
3kliks, this video was incredible. This new style of voice narrating is great and energetic, the editing is great and understandable, and it oozes passion for the subject. Glad to still be seeing improvements so many years later! Also, what a cool fucking map, I'm gonna download it for some wallpapers!
@h4lley_c0met2 жыл бұрын
same here! the pacing, the editing and the narration was just top-notch classic philip ;)
@vaece_2 жыл бұрын
@@h4lley_c0met hi
@h4lley_c0met2 жыл бұрын
@@vaece_ omg this made my day. I love u
@vaece_2 жыл бұрын
@@h4lley_c0met
@h4lley_c0met2 жыл бұрын
@@vaece_ lets play together sometime in the next weeks. k?
@SoggyMicrowaveNugget2 жыл бұрын
I find it really interesting how "Pushing source to it's limits" usually means using Environment modeling techniques that have existed for years. Like I used to do a lot of amatuer mapping in Portal 1&2 and hl2 maps.... Now I have a few Mini campaigns in HL:A , But seeing these creative individuals Brut force an Aging engine to look better is so impressive. When I got a taste of Unity,UE and S2 it was so easy to see that with a Fraction of the effort you could make something that out shined Source mapping. To me it's like when modern artists Choose to oil paint, Purposefully choosing to use a technique used in the 7th century. Source can look gorgeous even today, but Imagine if they WEREN'T hindered by these tools they choose to use? Much love and deep respect to the Mappers if you're here!!! ❤️👌
@celeryslice2 жыл бұрын
🥰
@blueclipsa2 жыл бұрын
@@celeryslice hey, you're the guy!!
@D3ltus2 жыл бұрын
oil painting is not the best comparison, but I'd say it's the difference between Gioto and Faber-Castell
@RADkate2 жыл бұрын
yeah but its more of a ignoracne is bliss situation since you dont have to worry about draw calls, overdraw and dont have to Setup 30 different materials
@elliejohnson27862 жыл бұрын
its*
@NightGhost-qs6yw2 жыл бұрын
As someone who is a friend of Wills I am constantly impressed by the amount of effort they put into their creations. When you talk to them they seem like a playful every day normal mapper. They seem nice and somewhat knowledgeable and never brag about their own skill. Hell I didn't even find out that Hive was their map till one night we we're playing on the map and i asked "damn this is so cool i wonder who made this." lol
@celeryslice2 жыл бұрын
❤️
@BannedProbably2 жыл бұрын
how did that full convo end up going haha
@celeryslice2 жыл бұрын
@@BannedProbably eh I just said I had made some of the models and textures for it and that was about it lmao
@DiggerDeeper012 жыл бұрын
I bet you said "Nah, no way you made this."
@celeryslice2 жыл бұрын
@@DiggerDeeper01 I have a “map coin” for hive as a pin on my CSGO account plus there’s an Easter egg with my name in the map so it wasn’t that hard to believe I think lol
@houuse2 жыл бұрын
This map looks beautiful! It's crazy how a 17 year old engine can achieve something like this.
@KarlKognitiv2 жыл бұрын
Titanfall.
@houuse2 жыл бұрын
@@KarlKognitiv Good point, but it is a heavily modified version of Source.
@HaliOnRepeat2 жыл бұрын
@@KarlKognitiv Titanfall's build to Source is what Gldsrc is to Quake.
@davidbischi2 жыл бұрын
thing is, (as explained) it isnt. It heavily relies on baking PBR textures and materials down to sources ugly and relatively bad glossiness specular non pbr mess of a workflow. the only thing the source engine is doing is giving rough lighting information and information about transparency and reflection. source does raytracing when compiling a map. but modern tools are so much more efficient and realistic than this ancient game engine.
@micho5109002 жыл бұрын
More like Will is able to achive something like this despite engine limitations :D
@CatsT.M Жыл бұрын
This feels like a map made for CS2 now. I hope it gets ported.
@rxcfr Жыл бұрын
This should make comeback for cs2
@xzraiderzx3089 ай бұрын
Really interesting to see that this map was partly a predecessor to CS2s art style, soft ambient occlusion and exaggerated global illumination with really shiny and bumpy surfaces, only thing that’s missing is really bright and vivid contrast.
@celeryslice9 ай бұрын
It was surprising to me too! Whether it was coincidence or not, I think I at least was able to capture the spirit of Counter-Strike's visual style while still pushing it in new ways.
@kylopootis6489 Жыл бұрын
now imagine pushing source 2 to its limits
@sixsus4880 Жыл бұрын
Revisiting it in Source 2 will truly be mindbending
@moonshine715222 жыл бұрын
basalt was such a good map man I'm sad they took it out of the rotation
@omster_2 жыл бұрын
Engage was miles more fun than basalt. Having to play basalt for operation challenges was torture
@TheSearchForTruth882 жыл бұрын
They took it out because it's dog shit.
@mateuszgaecki5949 Жыл бұрын
Can't wait for Source 2 port. If it comes, of course
@cemguzel71062 жыл бұрын
What a genuine way of selflessly promoting a hard-working university student. Getting them some deserved exposure for their skills and knowledge. Kudos to you too Philip!
@celeryslice2 жыл бұрын
❤️
@C_Kava2 жыл бұрын
@@celeryslice Oh hey celery! If I may ask, are you in university for game art/art stuff or some other unrelated stuff ?
@celeryslice2 жыл бұрын
@@C_Kava Hi! I'm in community college atm for an Associate's in Arts, and currently looking for a full-time job at a AAA studio, which I plan to then transfer and take 1-2 classes a semester to get a Bachelor's degree in game art.
@celeryslice2 жыл бұрын
In terms of game art, I started really about two years ago from 0 skill taught myself.
@cemguzel71062 жыл бұрын
@@celeryslice Keep up the great work dude! It really is amazing when you take a step back to see how far you've come and educated yourself doing what you like. As another college student working my way into game design, mad respect to you sir! Your work is very inspiring.
@DaRealBruner2 жыл бұрын
3:48 Here's a little unknown fun fact about this generator model, it's an early prototype model recycled from Half-Life 2's beta. Counter-Strike: Source tends to recycle a lot of old Half-Life 2 assets, such as the hostages using older versions of the citizen face maps, and one of the hostages even reuses the head of a cut scientist character Dr. Cohrt.
@mitkodimtrov3914 Жыл бұрын
You also watch radhaz Right niko
@v4led11 ай бұрын
holy sh1t imagine this in cs2
@silphone2 жыл бұрын
Your efforts in pronouncing Wolfenstein have not gone unnoticed - also great video overall, thanks for all the pretty footage, technical details and giving insights from the mappers themselves.
@riiyaFGC2 жыл бұрын
When I heard Phil say it I instantly had to check who commended him on it in the comment section. Fully agreeing with this comment!
@GermanPeter2 жыл бұрын
The Wolfenstein bit caught me off-guard too, most people seem to pronounce it "Woofensteen"!
@silphone2 жыл бұрын
@@riiyaFGC i also expanded all comments and ctrl+f'd for this, but didn't find a comment mentionning it, so i had to write it myself
@TheFibie0072 жыл бұрын
True. Now only getting the O sound right and things are perfect.
@awsomebot12 жыл бұрын
It's based of him, the way Wolfenstein and Einstein get pronounced in english is bothersome.
@nomnom3831 Жыл бұрын
I really hope they will be able to pull off this kind of fidelity for all of their upcoming maps in source 2! Shouldn't be too hard considering the new tools they are given nowadays.
@prebenjaeger2 жыл бұрын
4:36 Watching without subtitles, when I heard this I thought to my self that surely Philip has capitalized the W... turned on subs, and sure enough.
@woodyTM2 жыл бұрын
I've been making games and mods since before quake and honestly this video makes me quite melancholy. I've gotten older and the industry has seemingly passed me by. Stuff that used to be so intricate and complex but yet highly optimized to fit on a standard CD ROM was an absolute wonder... but now with the endless means of hardware headroom I feel like I've lost touch with what this is all about because honestly the limitations truly defined my works and what I was trying to accomplish. I've been hesitant for decades to opt into newer, alternative, engines and I just feel like I've missed the opportunity all together. I'm easily capable of creating maps like this, but I just don't understand the point of it all anymore.
@mewingrat2 жыл бұрын
@@3kliksphilip philip was this written by an ai?
@Sarahsqueak2 жыл бұрын
@@mewingrat I doubt it, “AHH” is not how an AI would speak, probably. It has grammar mistakes as well.
@flawmore2 жыл бұрын
The point has indeed shifted. But you don't have to change with it if you don't want to. There is still room for more retro-games and mods in between all the shiny surfaces. Games such as "papers please", "among us" and "minecraft looks like crap but sold millions, simply because they played well and filled voids. In fact, they would have sold less if they required a 2060RTX to run. Bit of a rant here, but there is no wrong choice. You can either just do what you know, or keep up with the never ending change. Old school car mechanics can't fix new cars, but they're still needed. It's the same everywhere. And if you are capable of creating good, small games I would say you are even at an advantage. There are a lot of games out there, but many are just copies of the same shiny turd.
@David_Crayford2 жыл бұрын
@@flawmore No secrets here, but I would also say that there are new mechanics who cannot fix old machines. There are old systems written in languages for which the original programmers have died, and any left are able to charge a substantial premium; if they haven't already tendered their resignation and retired.
@David_Crayford2 жыл бұрын
@@ButterfatFarms Old games: ever heard of Retro Gaming? UK Police are still using a computer system from 1972. FORTRAN and COBOL programmers are rare and expensive.
@brianmo2611 Жыл бұрын
wonder what this map would look like on the new source engine :D
@DartzinhoV2 жыл бұрын
I was about to comment on how Will's map felt like what Respawn had done with Titanfall (gritty maps using a heavily adapted version of Source) until you mentioned Will had based the map on Titanfall itself
@slendydie12672 жыл бұрын
Looks very beautiful but it's obvious source isn't made for that sort of thing. It's just impossible to optimize such maps on source.
@UnprotectedDesignFlaw2 жыл бұрын
Remarkable job, but a waste of time making it for such outdated engine; I guess it's all about the journey huh?
@VFuzball2 жыл бұрын
I used to be really involved with the mapping community. I remember I ran a server that Celery used to be a member of. I love seeing these old names pop up in your videos. I only ever made one map but it was nothing special.
@celeryslice2 жыл бұрын
❤️
@Kacpa22 жыл бұрын
Working in spite of the limitation and issues allows for such creativity to flourish. Same as many games done on hardware that had no business being able to run such impressive games. Granted some minor silly issues like smokes breaking and not working correctly with the models in the map should be fixed. But seeing such creativity and detail in more drawn non PBR style is very refreshing and nice to see. I dont like PBR in most cases i seen, tho these cases were mostly awful like Warcraft 3 Reforged which by its destruction of og Wc3 ruined both word 'reforge/reforged' and some of technologies for me like PBR because of its disgusting and unnecessary implementation in something that should be down to earth, faithful remaster, but is anything but such.
@Brawltendo2 жыл бұрын
It’s super easy to make stylized art/materials in physically based renderers though. It’s just up to what the people using it want to make. Essentially exactly what was just shown in this video lol. They defied pretty much all Source conventions and expectations to create this map, just like you can defy PBR guidelines to make something less “real.”
@theblah122 жыл бұрын
I’d argue that the biggest problem people have with PBR rendering doesn’t have anything to do with the tech itself, but rather the software used in that more modern workflow -mainly Substance Painter. It’s very easy to use the default grunge maps and edge wear/dirt generators to create something that looks fairly good, but also very samey and distinctly “PBR” looking. The software pushes you towards a particular art style that isn’t totally suited for every project. Of course, the same could be said for traditional non-PBR rendering, back when artists made heavy use of AO maps straight from Xnormal and photosourced textures mashed together in Photoshop. Ultimately, an artist’s toolbox goes a long way towards defining their style, and it’s important to be conscious of that particularly when trying to emulate a art created in a earlier era, using a different set of tools.
@Misuune2 жыл бұрын
If CS:GO ever gets that Source 2 treatment, I'm sure as hell gonna miss all these crazy well-detailed maps that just do their best to use tricks to make a map for a 2004 engine look truly astonishing. Source 1 might be visually dated, old, janky and awful to work with nowadays but the fact we could create stuff ranging from maps, animations, amateur mods, fully fledged games and more cool stuff that it just makes it impossible for me to NOT admire it for all those years it stayed with us since release of Counter-Strike: Source and Half-Life 2.
@kiliwami40862 жыл бұрын
I don't think we'll miss out on such maps. There are millions of people playing cs and probably thousands of mappers, there are so many creative people out there who would want to go even beyond the limitations of source 2
@FranzJx2 жыл бұрын
celery the goat
@celeryslice2 жыл бұрын
❤️
@TheGodlike3002 жыл бұрын
FranzJ map when?
@ayowdf Жыл бұрын
What?
@KalkuehlGaming2 жыл бұрын
I also thought baking light on the textures could tickle the best out of a csgo map. But could we get even further? Is it possible to implement animated models like water fluid? I thought about to build a map with a breaking dam when the bomb explodes where the breaking dam is a baked animation. How far can the source engine go? All I know of animated models are the fan in inferno and the heli rotors in several other maps.
@RickTheSmugLord2 жыл бұрын
If you played Half Life Ep 2, I think there's the bridge scene in the beginning that nicely collapses that I think uses it's own animations. And I also think the End Of The Line Train scene where it flies and destroys the building into a bunch of chunks is also some what a separate animation? Dunno if those types are what you're referring to?
@KalkuehlGaming2 жыл бұрын
@@RickTheSmugLord Yes you are right. But I think the bridge is animated only partially. There are bending rails but the rest looks like its just a lot of single models that fall apart. But even the bending rails are a big thing. Do you mean the exploding citadel in episode 1?
@nordgeit2 жыл бұрын
I don't see why it couldn't be done. Team Fortress 2 uses those. Bread Space comes to mind, albeit a smaller scale than a dam breaking. Something that massive could still be done, however. Just needs a lot of time.
@staryoshi062 жыл бұрын
You could use baked animations yeah. There was plenty of "cinematic physics" in ep2, and tf2 has baked explosion animations in some payload maps.
@npc_blob16092 жыл бұрын
Valve-made TF2 payload maps like Goldrush, Badwater and Thunder Mountain use bespoke baked physics animations for their finale explosions.
@Edude_P2 жыл бұрын
Celery is a very talented artist! Prime will be fire! 🔥
@Schaddn2 жыл бұрын
"A convincing looking sky morbs into existence" PHILIP
@Xeph0r2 жыл бұрын
This is a beautiful map. I wonder what these guys could do if they were working with source 2 instead.
@Endy_1237 ай бұрын
I want this on cs2
@sholan67152 жыл бұрын
It's so crazy how different our views are. I'm born in 05, so I grew up playing mw2 with my brother and Crysis etc. So I'm fostered in too a higher quality of graphics. So when i play cs, pubg etc i always use the lowest possible settings and stretched, because I think it's over rated with pretty colors and high textures. compared too you that have followed the whole development of graphics and seem to get excited by every little foward step hih. sorry for the long comment, just wanted too share:)
@rockstar-made2 жыл бұрын
Just imagine the kind of maps we'd get if we actually got Source 2
@romenzonez45912 жыл бұрын
BETTER DUST 2!
@solaris53032 жыл бұрын
@@ROBST3RR dust2 is a map for CSGO, which runs on Source 1. The rumors of it being created in S2 Hammer are verifiably false.
@SirYodaJedi2 жыл бұрын
@@ROBST3RR that's not how the Source works
@SirYodaJedi2 жыл бұрын
@@ROBST3RR Yes, they have backported portions of Source 2 to Source 1. This means that stuff like the UI and audio engine have been adapted from Source 2 code to work in CSGO. This does not mean that a map can be made in Source 2 Hammer (Hammer 5) and ported to CSGO; at best, individual models can be created and baked in Hammer 5, then imported to a CSGO map (which is likely what's going on). Stuff like brushes or displacements just don't really exist in Source 2 the way they they do in Source 1 (there are analogs, but they work completely differently).
@TheSearchForTruth882 жыл бұрын
Source 2 will never be released.
@StriderPF2 жыл бұрын
What song is being used for the first minute or 2
@trofchik94882 жыл бұрын
Objects casting sharp shadows during overcast weather is my long time problem with videogames. I love cloudy days precisely because shadows are soft and blurry. Videogames can do it right simply by, say, rendering shadows in lower resolution and applying a bit of blur, yet many still don't.
@tekt_real2 жыл бұрын
Very fascinating map! Thanks for covering these sorts of things!
@XradicalD2 жыл бұрын
Hopefully the Source 2 port comes sooner than later, the engine is being pushed to its limits and the old Source workflow just ain't cutting it.
@fitmotheyap2 жыл бұрын
I think csgo might not get ported to source 2 for a while longer considering all the clickbait on youtube, we have no real info
@megakarlachofficial2 жыл бұрын
@@fitmotheyap beside that, porting it to Source 2 would require users to buying a new PC because of system requirements (mostly for those who have a old PC back in early 2010s), not only that, it would break tons of (Source 1) workshop mods/addons/etc... that was unconverted to S2, such as very old one that wasn't been updated a long time while also having the developer inactive for long time. The developer inactive thing may be solved by another modder by decomplie the map but however, doing with something like 100.000+ maps or more would take times, and so with porting them to S2.
@fiddlove2 жыл бұрын
The worth of a medium is not determined by its limitations, but by what is achieved despite them.
@conor9872 жыл бұрын
still looks dated but impressive still
@MrJinxmaster12 жыл бұрын
I know it's huge and probably a massive pain to alter but it's such a good tech demo for source I don't know how valve could resist.
@DocTHORasu2 жыл бұрын
It is incredible how much time and effort some CS:GO creators put in their work. And I don't mean just map creators. I mean video content creators like 3kliksphilip that are digging deep into the process of creation, bringing a new angle most of us don't have access to, map creators that are trying to bump up the level design game in a CS:GO that is old and limited by an outdated engine, skin designers that are trying to create different styles of gun skins and so on. The respect I have for those people is enormous and I am so happy when I see that somebody is chasing their passion, even if that passion it is not necessarily very profitable.
@Jofoyo2 жыл бұрын
Just goes to show that art direction is always going to triumph over fancier new graphics. You can have the most up to date polished renderer there is and still have a map look like garbage because you smear fog and bloom everywhere and have no care for the aesthetic.
@AlphaGarg2 жыл бұрын
This *is* 99% 'fancy new graphics' though, just done elsewhere and baked for the engine beforehand.
@Jofoyo2 жыл бұрын
@@AlphaGarg That's not new or fancy, even GoldSource used baked raytraced lighting lol. What I mean is the actual renderer, here there's no PBR, no true volumetrics, no real time specular reflections or realtime shadowed point lamps, etc. nothing like you might see in newer engines. The point is those don't make a better looking game on their own.
@AlphaGarg2 жыл бұрын
@@Jofoyo ... well, no, most textures for GoldSrc props (like the ones in Decay, Condition Zero, or Paranoia) were either digitally painted by an artist or photobashed. Perhaps I should've been clearer instead of assuming you watched the whole video. I'm not talking about VRAD, I'm talking about the use of external tools, in this map's case Substance Designer and Substance Painter. Meaning there is (rather, was) PBR, just not in real time, as it was all baked onto the textures beforehand by the artist. I'd say that's fairly fancy technology, especially considering the GPU requirements for Substance Painter. Also, there very clearly are specular reflections all over this map. Philip even made a point of showing it, since that's the sort of stuff the map creators were teasing him with before giving him access to a version of the map itself. In the end, though, I do agree that style beats tech. It's why games like Portal 2 and Left 4 Dead 1 and 2 age so much better than some of their contemporaries like Gears of War and Skyrim. It's just that, in this case, most of that style was only possible thanks to tech that I'd personally call fairly modern.
@Jofoyo2 жыл бұрын
@@AlphaGarg I'm very aware of their use of Substance and it's demands which aren't as bad as you make it out to be, I used to use it on my shitty GTX 750, it was just slower and struggled with 4k textures. And I did watch the full video. But what I am talking about is real time specularity with shadowing and clear parallax, and such shading on all surfaces, the entire point of my initial comment is we don't need full real-time lighting, and GI, and everything else that people keep praising as a magic bullet, for something to look good. That is what I mean by fancy and new graphics, I'm sorry my definition of the word confused you. I'm talking about actual render fidelity, not texture trickery. My vrad comparison is just that, a comparison, it's similar to what they're doing, just on models, baking their own lighting and AO into the mesh textures. Something plenty of games have done in the past. Philip even compares the fidelity of the map to id tech 5 iirc, from 2010. All of this has been possible for at least a decade. But even then they had better lighting and shaders than what source has.
@AlphaGarg2 жыл бұрын
@@Jofoyo Yes. Except that, again, it does have specular lighting. But yes.
@Max-oo1xw2 жыл бұрын
I really missed this type of video. Thanks to the mappers and to you for presenting it.
@karhu072 жыл бұрын
Wait till it gets added to cs and they start removing objects for optimisation.
@Serygalacaffeine2 жыл бұрын
This must have been pure agony to make in source!
@Tommo_7 ай бұрын
need a port of this to source 2 O_O
@StyxDescension2 жыл бұрын
I really want to play this map myself just to feel how un-source it is. Just from visuals alone, it's stunning. The cracks and fractures in concrete, the wear and tear of pathways and walls, it all looks fantastic.
@paschalepus2 жыл бұрын
Easily the most beautiful Source map I've ever seen. It's incredible that there are people out there skilled enough to create a map like this in an engine as old and limiting as Source, or even at all.
@robertf7610 Жыл бұрын
Great, good-looking map. Congratulations on the job / career opportunity, you deserve Celery!
@celeryslice Жыл бұрын
Thanks!
@visualdrone2 жыл бұрын
Size in MB: 800 In-game FPS: 8
@HZLTS2 жыл бұрын
@hoterbran Hotel: Trivago
@Leff162 жыл бұрын
@hoterbran Dust: 2
@ketchumluc1232 жыл бұрын
Directx9 the great cause of this, i can't wait for source2 to bring directx 11 and finally throw dx9 to the void
@kwarrtzorau72036 ай бұрын
The final comments about grunge not being supported in the source engine are interesting a year on, since most CS2 maps (official and user-made) have gone even *further* in the clean, cartoony direction
@BNuttSack2 жыл бұрын
Man too bad it's a wingman map. Probably never going to play it
@MFKitten2 жыл бұрын
I'm so excited you're covering this map! :D
@MFKitten2 жыл бұрын
I am working on shrinking the audio portion of the map as we are reducing the overall file size of the map a bit. I am also referencing your video on reverb in cs:go to see which reverbs would be nice for each space. I can't wait to see people play this map! Will has been living and breathing this thing for so long now, and when he says a year, that's counting the entire 24 hours of each day. He is a madman.
@Foxtrop132 жыл бұрын
I like when maps are not a cube with brightness to the max so the competitive player base dont cry
@nino7771cp2 жыл бұрын
As someone who is has been learning all facets of game development for the past 3 years and have learned quite a bit about how levels and graphical content for games are created, I have a deep appreciation for people like WIll who take dated engines like Source to their limits to create masterpieces like these. I don't even play CS:GO anymore but would happily take a stroll to explore the map just to look at all the work put into it. PBR has become such a massive part of modern game development and does so much for prop and level artists that sometimes I forget older engines like Source don't support it. I struggle to imagine the countless hours poured into reproducing the effects PBR offers manually. Source 2 can't come soon enough for games like CS:GO and even Dota.
@Darkslayer55512 жыл бұрын
Dota 2 is on source engine 2....
@celeryslice2 жыл бұрын
Hi!!! Thank you so much! I authored all my assets in PBR and then tried to tune the Source shaders as best I could to mimic it. Not much control, especially on masking reflections in areas that should be shadowed, so a lot of it needed to be subdued :(
@taylorgwynn2 жыл бұрын
Looks amazing, I can't even imagine the effort even one of the porting techniques would take. (and always nice to hear they/them used properly, thanks kliks ❤️)
@nmaurya3472 жыл бұрын
Always grateful that you put subtitles for us. Do you do it manually or some other method??
@nmaurya3472 жыл бұрын
@@3kliksphilip ohh, thanks for response
@elcacahuate7l9792 жыл бұрын
Agreed, for non english speakers his subtitles are a huge help
@The_Viktor_Reznov2 жыл бұрын
I like subtitles for the little chance he hides some Easter Egg or cut lines in them.
@Klaster_12 жыл бұрын
Totally not interested in CS:GO or modding, the video makes me want to pick up 3D modelling and create stuff. Learning FreeCAD basics felt really empowering, I'd expect the same feeling from mastering new, modern, accessible tools. As to the map, the way the author went creative despite the engine limitations reminds me of ad_tears, one of the best Quake maps I played (not that I played much, though).
@SylphidUndine2 жыл бұрын
in my early days of map making (back in 2001--yes that i'm old) 1% of my map consisted of props, but back then they were referred to as 'prefabs'. the rest were just models so a lot of the time if i wanted a custom prop on the spot, like a chair or something, i had to model it myself. i hardly relied on pre-frabricated models that was already provided in the half-life valve hammer editor.
@CanularRadio2 жыл бұрын
2001 dam letsgo
@dc22199x Жыл бұрын
Cs2 is coming, cant wait a map for its battleground like pubg size?
@framekixrr2 жыл бұрын
It looks amazing, glad you covered this Philip
@theepicshifter1251 Жыл бұрын
Just so y'all know this map is bigger than the entire file size of HL1
@Mylifeintechnicolor2 жыл бұрын
I think that the Titanfall inspiration also had been a motivator of how the Source engine can look. I think people forget that Titanfall and Apex Legends runs on Source
@pinkmail68412 жыл бұрын
you are correct but it a highly tweaked Source engine like Source is to the quake engine
@robot63462 жыл бұрын
They don't run on source, they run on an engine that was based on source. It's like saying Half Life runs on the quake engine.
@teslashark2 жыл бұрын
@@robot6346 Goldsource is basically quake
@robot63462 жыл бұрын
@@teslashark it is very different underneat. just because there are parts that are similar to eachother it doesn't measn they're the same engine.
@stevethepocket2 жыл бұрын
@@pinkmail6841 And Source 2012 is highly tweaked compared to 2004. And they tweaked in some more in 2015 when Newke came out. They just haven't put quite as much work into it as Respawn did because there was always this nagging sense of "Why put in the effort when we're already working on a way better engine... it'll be ready any day now... any day now..."
@ChristianStout2 жыл бұрын
Hard to believe this was made in an engine from 2004. On ya, Will!
@celeryslice2 жыл бұрын
🥰
@FurryWrecker9112 жыл бұрын
This is kinda making me reconsider my life choices as this is stuff we have done at my job for the past 6 years. Never thought to try to port the lessons learned into Counter Strike. Pretty much everything minus Displacements is stuff I'm familiar with. Also fun fact the bus depot HDR image at 7:49 is used in Designer, and is also the default skybox for the Operators screen on Rainbow Six Siege.
@steveskeletonneii63362 жыл бұрын
What is your job?
@FurryWrecker9112 жыл бұрын
@@steveskeletonneii6336 3D Artist for a simulation company. We pretty much make computer games involving electrical boxes and wire circuits that teach electricians how to not electrocute themselves. My art director was a fan of hiw game studios do 3D art so we've followed that type of workflow
@DandyDNA Жыл бұрын
These neat tricks to optimise ur graphics > raytracing
@ballsackretard2 жыл бұрын
It's nice detail and decent composition but the art style is all over the place. The foresty outside areas are nice, but the bricks look like fortnite and the concrete damage makes no sense at all. Textures are nice quality but look super unrealistic when only barely up close to them. You can tell the textures are all made with nodes in whatever surface designer program because they don't follow any consistent style. Just my honest opinion.
@SergoJpg Жыл бұрын
de_30fps
@CesarLuisAfonsoDias2 жыл бұрын
Meanwhile my fps in CS GO In 2013, with a 2012 labtop, average gpu, was 60fps In 2017, with a 2012 labtop, average gpu, was 50fps In 2018, with a 2018 labtop, top gpu, was 300 fps In 2022, with a 2022 labtop, top gpu, was 50 fps This new maps are so badly optimized, specially Temple...
@Sarahsqueak2 жыл бұрын
how do you only get 50? i get over 600 with a 3060 on maps like ancient
@Millenia3D2 жыл бұрын
This is just down right gorgeous
@tirs0d2 жыл бұрын
This map is breathtaking. 3 times during my watch of this video did I almost have a heart attack because of: 1- The amount of detail on a skybox that is covered in clouds and fog 2- The amount of props that cover the map 3- The amount of WORK that went into each prop, basically making the entire map outside of source then porting it in Unfathomable.
@celeryslice2 жыл бұрын
🥰🥰
@the_kovic2 жыл бұрын
This video has me confused. Just how many Wills are there? Apparently, a bunch of them have worked on this map.
@anotsospookyskeleton17712 жыл бұрын
Will goes by they. Will (celery) is one person.
@c53112 жыл бұрын
Thank you for using their correct pronouns philip
@celeryslice2 жыл бұрын
❤️
@Poloolpp2 жыл бұрын
You will still get more fps on this map than ancient
@CharlesVanNoland2 жыл бұрын
I don't think the 800mb is what makes it detailed. The detail is what makes it 800mb. You could make a 1gig map that looks like a wolfenstein3d level.
@CanularRadio2 жыл бұрын
Noland the Dyer's ass DAM
@Habbitual2 жыл бұрын
Er, I think the point of saying it was 800mb was to make you think "Well why is it that large?" He then proceeds to show the map and why it's got such a large size. He didn't say that it was detailed due to a large file size.
@untrust20332 жыл бұрын
Prodigy!!!! DAMN, where do you even start adding that much detail?!
@captainamerica18512 жыл бұрын
Can you make a video on thread starvation issue in csgo
@petrikaaa2 жыл бұрын
What
@Moco262 жыл бұрын
@@petrikaaa it's an issue that people with bad PCs have, so you're probably not poor enough to know anything about it
@captainamerica18512 жыл бұрын
@@Moco26 not just low end anyone can face this issue below are my pc specifications Win 10 Pro x64 Intel I7-9700k GeForce RTX 2060 SUPER 16GB DDR3 Steam and CSGO are both installed on my M.2 SSD.
@petrikaaa2 жыл бұрын
@@Moco26I was curious, I had 1 very bad pc but never heard of that
@revolver35702 жыл бұрын
why is watching this guy talk about grass and foliage entertaining even though I don't play csgo
@batt3ryac1d2 жыл бұрын
It reminds me of Alyx. Most beautiful game I've ever seen not because of sheer graphics but because of the meticulous detail.
@Tenetri2 жыл бұрын
it will save them a "hellbaublblublu" amount of time?
@bon3z8102 жыл бұрын
as a 3d artist, man, this is such an enjoyable explanation.
@celeryslice2 жыл бұрын
I’m so glad!! I helped to make sure it was an accurate as explanation as it could be, and 3kliks helped to make it approachable! :)
@StefanH2 жыл бұрын
I'm most impressed that vertexlitgeneric doesn't completely shit itself in this map
@celeryslice2 жыл бұрын
Me too
@NowBearInMind2 жыл бұрын
I can already feel the FPS dipping
@Darkslayer55512 жыл бұрын
That poligob count
@RoboZombie777 Жыл бұрын
Apparently the mapper of this is working on Skate 4 now.
@generalhartwood79152 жыл бұрын
Its a good looking map, but none of these techniques you've mentioned are 'revolutionary'. Mappers have been using been using mostly models for a while now and asset creators have been baking light into their assets since the dawn of the source engine. Removing CSM (the dynamic light) is a neat idea, but some projected textures in certain areas (just have to be careful with PVS) could really help bring some definition into areas I feel. Everything feels a bit washed out at the moment.
@Ununoctium-2 жыл бұрын
Glad you used it for the comparison: at the very start of the video it really looked like it was de_prodigy to me!
@genericscottishchannel1603 Жыл бұрын
holy smokies source 2 gonna be fucking cracked
@mzov_17242 жыл бұрын
5:52 A CONVINCING LOOKING SKY M O R B S
@VanitasFR2 жыл бұрын
It's morbin time
@RMJ19842 жыл бұрын
Who exactly is Will and why is he making such pretty maps for CS?. Why on earth isnt Will making his own game or paid single player mods with the talent he has?.