A Deep Dive into CS2's Pool Day
ฝัง
- เผยแพร่เมื่อ 5 พ.ค. 2024
- After more than 20 years, Pool Day has been remastered for Source 2 🏊
Join me as I dive deep into the beauty and inner workings of this remarkable CS2 map!
0:00 Workshop Maps
0:45 History
1:25 Models
2:22 Fast Texturing Tool
3:04 Meshes
3:32 Normals
4:14 Diving Board
5:10 Slides
6:00 Pool Floaties
6:55 Tiles
8:28 Roof
8:51 Pool
9:44 Reflections
10:16 Easter Egg
11:22 Outro
▶ leplubodeslapin's tutorial: • Source 2 Tutorial - Ma...
▶ ESCalation's video: • Cut Content of CS:GO -...
▶ Link to map: steamcommunity.com/sharedfile...
🎨 Etienne Bednarz www.artstation.com/wenceslas
Special thanks to:
• leplubodeslapin for sharing fy_pool_day's assets with me for the purpose of creating this video
👉 Get 25% OFF your first server: shockbyte.com/partner/LED
▶ My other CS2 stuff: • CS2
▶ My Socials: linktr.ee/LEDs_YT
💬 Discord: / discord
#cs2 #counterstrike2 - เกม
I didn't know source 2 could do all this. Holy shit that quite a huge step up from the hammer I used to use like a decade ago.
The power of not making games for years and loving your job
I haven't touched hammer since 2013 and did nothing else game-dev related since then. Going back into Source 2 Hammer is amazing, you can make layouts that aren't just blocks and squares so easily and like 15x faster now thanks to the ability to just drag in the 3d camera itself + reconfigure your grid relative to a workplane (i.e. if you have something "off-grid" and angled weirdly, you can select a workplane that makes that weird place now perfectly matching on a new grid to work on, and of course you can toggle it off). Complex architectures feel accessible, and no more having to deal with those really complicated areaportals hints and skips and stuff lol
I am teaching myself Blender still because I see it as kind of a necessity for props and assets. But man, everything is much more accessible than it was a decade ago
@@Hooktail if l4d2 and source 2 comes together, I'm 100% coming back~
Same, I have not used hammer for more than four years. This stuff is revolutionary
Yup. And "Eagle One Development Team" has AWESOME tutorials, now truly anyone can easlily make maps.
S2's Hammer is honestly more of a modelling software than a traditional level editor.
It's both, and that's the beauty of it. I hope they will allow for more interactivity for players.
Makes sense as Source 2 maps are essentially big models with collision unlike Source 1 maps.
@@damsen978I've heard from a few well-versed folks that S2 currently has some of the best level geometry tools on the market.
That's what's needed to make such maps
@@bluvsred9266Source 2 definitely still doesn’t shed its BSP roots despite this
Hammer2 is Blender now?
I'm happy that Source2 is making the line between objects and map geometry ever more blurry, but for me personally it is yet another 3D tool I have to learn (Gladly, mostly)
It’s definitely worth learning!
yeah it's a giant step up from the Source 1 Hammer lol. Unreal Engine is also pushing to enable stuff like modelling directly in the editor
I honestly think people working on linear, self-contained levels like this for their Unreal or Unity games should figure out a workflow to create levels primarily and S2, export assets from there as .fbx files, and convert them to their respective engines. There's similar 3rd party tools for Unreal and Unity that are extremely basic compared to S2 Hammer. It's kinda baffling that those engines don't have a mesh editing system as robust as S2 does - given how much longer they've been around for.
Feels like blender, I bet when they were making Source2, their main inspiration was Blender, because some functions of source 2 like Ui, modeling etc are very similar to blender
I dunno why but seeing a remake of one of my all time favourite maps in CS 1.6 inside CS 2 is just beautiful i remember playing with my friends at school on our free time, saying "counter?" And everyone booting their laptops just to play pools
A total dream
Im crying bro
also... mention tiny easter-egg at end. IS actually entire 1.6 version of map playable with everyone if you pull a secret level! NOW THATS COMMITMENT!
Damn creating props straight from Hammer? This feature is so incredibly useful, I wish Source 1 had something like this. Even with propper the geometry can't be too complicated and it has to be on the grid. Cylinders, or any other complicated shapes are out of the question
You can do this with the old hammer. The props were limited to basic geometrical shapes, though.
Never used hammer but cylinders are very easy to do in Radiant based editors, like the one for Doom 3, Quake 4, Prey and DarkMod that I used, those are not done using brush's at all, like they were in the Quake 1 and 2 days, since at lest Quake 3, cylinders in Radiant editors are done using something called "patch's", is essentially a special kind of geometry (bunch quads in a grid) that you can bend and tweak to form complex shapes like cylinders, make terrain etc, with patch's, you can create very smooth cylinders has complex has those seen in this video from Source 2.
@@Argoon1981 Making cylinders isn't the problem, exporting them as models is. Propper is a tool that can turn brushes into models, and it works fine as long as there are no complicated shapes involved, like cylinders. That's not good because the entire point of models is that they are more complex than brushes
@@demogaming8895 Again don't know about hammer but in Radiant exporting patch cylinders to triangle mesh's for other tools, is very easy, just select them and export as .obj file format and afaik they can be as complex as you want.
S2 Hammer actually feels alot more like an actual game engine editor akin to the likes of unity and unreal VS just being a map editor. Glad to see how much control valve is giving us!
Welcome to the future
I mean, sorta? It's more like a modeling tool at this point
i didnt think i would scream WHAT YOU CAN DO THAT NOW???? at 2am to a fucking source video but my god valve this editor
You do have to wonder why some Source 2 features were removed from CS2. The part about the water slide just made me wish tile meshes were in this game, and also weird how parallax textures don't work considering bullet holes are parallax mapped and I think so are some of the windows on Italy.
Yeah, very bizarre. Maybe Valve had trouble figuring out how to optimize them or something
@@LEDs parallax materials are in the game, they're used on some windows in a few of the remade maps, it's just not present as an option in hammer but you're able to decompile them and edit them yourself into the floor if need be
This map maker did a great job of using/showcasing a lot of source 2's features. I'm really impressed with the knowledge on display here.
I remember playing pool day on a minecraft gun server way back in the day, should show how much community impact this map has
I've seen pool days in so many different games it's truly amazing.
Wow, those grates kinda blew my mind. Whether anyone classifies any of this as simple or not it is all remarkable how far the tech has come.
"this is LED switching off" is such a cool way to end the video i subscribed instantly
Thank you 😜
i did not know S2 hammer can do all of this. this is such a big big step up
A very cool introspective into a Source 2 map. It's great to see one broken down like this because it gives me more confidence if I ever decided to make one :D
Damn this is pretty impressive. I'm currently working on making cs2's first hns server whilst my friend is porting maps. The porting is such a struggle since you basically end up manually rebuilding a solid chunk of the map and even then there's some functionality that flat out doesn't exist in cs2. Resulting in some very jank, sometimes very genius, fixes
Lmk when you get it up, I used to love playing hns back in go
@@MrRobotrax I'll try to remember!
chase mode?
@@444fx yeah
Wow, really fascinating how the cs map making has changed for the better. I remember tinkering with the old hammer editor and struggle a lot. I love your detailed analysis.
I've never played or saw the original map, but this updated version looks great! There's a lot of technical stuff in it, too!
Nice that someone is giving some light to the dev tools valve produce.
I have played so many source mods, this was really interesting
Thank you very much for this awesome video, I really hope it gives motivation for people to maybe start toying with Source 2, and I wish someday we get a Team Fortress 2 on Source 2 in a way (by valve of S&Box) so that the map making communities would be able to move onto S2 !
this video convinced me to download CS2 and once that's done i'm gonna download this pool day map, to see if i can play deathmatch with some bots. this map rocks lol
This is amazing! CS2 maps are going to be so cool in like 5 years
I fucking love source 2, it isnt obnoxiously realistic like UE. It has that sweetspot on subtle realism that isn't overly demanding which I just love so much
Yup, it's nice that it isn't just a bunch of props/foliage scattered everywhere. Instead, it uses with carefully-constructed meshes that are textured in the most optimized way possible.
to avoid getting stuck on the bottom of the pool which I struggled a lot with my port of resortmadness to source2 I found out the solution was to avoid turning it into func_water but tthis leads to a second problem, for a single mesh it is okay, but for multiple water meshes it'll cause the player to walk in the edges or more like when the meshes meet or juctions with each other... so for now, this is another issue we have to deal with as it is until fixed.
Great video man!
i missed this map, glad its back
Great video! More like this please.
Great video, I had no clue source 2 could be that advanced
Love this video idea would love to see more like it
didnt even know about the grenade vents, this is nuts man
Gorgeous maps
Genius Work dude, well done!
Thank you!
Very interesting!
OMG AMAZING MAP
the most popular pg3d map
Facts
First thing i thought about when i saw this
shitty mobile game with no original ideas
we're slowly moving away from func_brush mapping and into modelling an entire map. people think cs2 is laggier than csgo, but really it's not the graphics, it's the entire overhaul of the hammer workflow with the long-overdue hammer update finally allowing us to map like modern mappers
As some one who only started learning about this stuff a couple of years ago, I was hesitant to learn or do anything "modern" because of how overwhelming it all was; I was dependent on pasting and transforming a bunch of blocks and using flat textures/simple pre-made models. But I decided to give it a chance and it's beautiful
Wow. Hammer with Source2 is just, beautiful
I fucking love this tribute. This makes me quite happy and real excited for playing it again. It was one of my favourite maps in cs 1.6 and even tho I didn't like the look of it in csgo, I still played it a fair bit before the whole esport thing, matchmaking, and skins.
It's nice to know that you can make some very nice-looking maps now with more modern tools
Being able to teleport relative to position and momentum is wild.
There are so many possibilities to have fun with this.
portal in CS2
Info_landmarks were already used for this in source 1. They had been used for level transitions in both source 1 and goldsource.
Damn. Source 2 is amazing, and this is an amazing map!
what an amazing map
amazing video
i can never get enough of how much indirect lighting valve put into cs2 compared to csgo in the comparison shots
i REAALLY hope that s&box comes out for everyone soon, i really love the source 2 development flow and can't wait to move to a different engine.
So this is just him explaining how source2 has basic tools now
Great
i played this map in VR a few times on pavlov and remember it very vividly for some reason.. didnt even know it was a CS map
I loved pool day! Used to no life ice world and snow!
Damn! These tools are so cool, I wish we would use these to recreate the charm of Source 1 maps.
This looks amazing, I'm so glad i can (hopefully) stop working with software from 1996
I think source 2 hammer will be a good bridge for me to transfer my map making skills into 3d modeling as I've never been able to wrap my head around blender
In my opinion, it's a fantastic bridge to modeling (for those who have never modeled before). For those who have, it'll be convenient, but still limited
I wish the source 2 hammer loading icon would be like aperture laboratories logo because that would make a cool reference
9:35 that was the ladder texture i was talking about but for tf2 it is just and invisible block
Source 2 is so amazing
And this is the beginning of a new era of Community Maps.
I was discouraged about creating maps with this new engine, but after this video it left me speechless, a mapmaker now has everything in just one tool, this is fantastic besides, I think that source 2 is competing with other engines like with unreal with these tools
I love pool day. Played it on CSS and HLDM
My favorite parts of that level were the out of bounds. Especially the bigger pool area... Get up on top and there you see a nice view
pool day goes back all the way to halflife 1 where community servers still use it to this day as a deathmatch map
thank you for this bomb of information video. i will try some technics in my own map surf_evo.
Great, do more of this stuff!
How are these lightbulbs ropes on inferno made?
I have decided considering how many of your videos i have watched i should stop procrastinating and subscribe
Probably the definitive Pool_Day, hasn't been this good since 1.6
Hammer got way easier now. I remember doing a cube test and taking 2 hours to know it how to compile. that's good actually.
Man. Hammer in source 2 is such a massive improvement. Back in source one, when I watched videos on mapping, I was definitely nodding along getting the gist of what you or them were saying, but my understanding was surface level at best and the engine was still far too intimidating and arcane for me to even think about giving any aspect a shot.
But this?
I've barely ever touched modeling programs and I feel like I not only could understand the basics, but make something with it.
Probably wouldn't be good, but it feels... Approachable. Even the texture mapping, something that normally straight up freaks me out in other engines looks... Fuckin' doable here.
I'm probably not gonna become a proper mapper or anything, but if I'm gonna be honest, I think it'll be easier than ever for multiple people to work on one map together here, between how you can just make models in the program now and how easy it is to move things around and try out different layouts, textures and looks.
Speaking of collaboration, I don't know if you noticed, but many things, from the water fountain to the indoor water park, are instances, meaning some people can work on certain parts of the map and compile them without affecting other parts, making collaboration easier than in Source 1.
more people need to know about the power of s2 hammer
Ok so now im actually very hyped by any form of TF2s2
I have played pool day in Half-life Deathmatch, didn't know it was a CS map!
On what goes into a Source 2 map, if you're using Linux, there is no source/source2 SDK, because despite what their marketing would have you believe, Valve game devs do not care about Linux.
holy shit source 2 is amazing
i used to play a lot of poolday in 1,6
they were so hectic
Holy shit; I didn't expect a tool like Source 2 to have the functionality similar to Blender.
It still lacks all of the cool features Blender has like subdivision surface, solidify, and Boolean, but being able to make more simple shapes from within Hammer is still a huge plus
@@LEDsEspecially boolean
pool day wow, my old man brain can just about remember it. And what a day it was, can someone pass my slipers?
leplubodeslapins is the legend who also made aim_map also why not use a trigger_push for the diving board?
but workshop maps are currently only available to play with bots. it's broken.
That's an amazing work from Leplubodeslapins
Also a nice video from your part, just discovered your channel !
Thanks for tuning in! I appreciate you being here 😊
9:44 I'm pretty sure the water is using screen space reflections in these shots? It turns to a cubemap if you look directly down at it
source 2 nipper maps are gonna go crazy im telling you
I've played the original map for soooo many hours, but I've never realised that there's HE in the pool!!!
fy_pool_day and fy_iceworld were some of my fondest gaming memories as a kid on 1.6
9:53 That's not actually true. The cubemaps don't update in any way, it's just that they now have an adjustable volume that defines their shape and size. Source 1 cubemaps had no bounding volume, so they would project as if they were infinitely large, like a skybox.
When i see this map i can't stop thinking of Pixel Gun 3D.
That's the same thing i thought! Guess the devs REALLY liked CS to recreate some of the maps in their game
God I misss that game, I actually haven’t played it in like 3 years out of fear of what it’s become but man. It was amazing. Upgrading my weapons with coins, using the old weapons that were clearly Minecraft items, like the cactus flail, ender wand or the ruby sword.
What a game
@@jocaleb0236 and now it's a money mule full of unbalanced weapons and players ruined everything with the 3-cat-spam...
@@LukeMaster12-ITA yeah that’s why I stopped. I remember the ender wand being “removed” for being op since it shot through walls and exploded with a lot of damage. Then like they added giant projectile weapons that insta killed no matter what and were impossible to dodge and went through walls. That ender want that was always a 2 shot seems great in comparison with its tiny projectile huh
I never touched Hammer and I don't know anything about mapping. But I've seen 3kliksphilip make his map de_sparity and I have to say: These new tools look sooooo much easier to use. It looks really user friendly and it looks like a lot of the tedium from making a map has been wiped out of the process. I feel like mappers are going to have a lot of fun with this engine.
I wouldn’t say it’s easier since there’s a lot more to learn and work with now, but they have made it very easy to use these new features, so it shouldn’t be an issue for new users
Wish you talked about the PBR shaders more. Some source modders might not know about it
There are still some more things I need to learn about them since CS2 has some interesting shaders to choose from
@@LEDs I see
Bruh the fact that pool day actually has the floors sloped for drainage lol
at this point using source2 is better than using unity
5 minutes ago? neat
S2 is cool
Holy fuck Source 2 Hammer is insane
cs_Workout, best map change my mind
also video related, this map was made in 2001, so that means pixel gun ripped this guy off since I know this map at "that one pixel gun map"
Yeah, I’ve seen a lot of comments about that
Can you imagine if we had these kind of modeling tools back in 2012 even how different the landscape of gaming would look right now
Imagine what TF2 would look like. Or maybe we would’ve seen TF2 S2
Now we just need to figure out how to backport all of these Source 2 features onto a Source 1 map. #savetf2
I have a very vague memory of this map or something really similar being in pixel gun 3d
i normally really hate Source 2 lighting but those maps actually look really good, what give me hope that if one day we got tf2 ported (never) it will not lose it charm.
Why do you hate source 2 lighting?
@@thefriendd6506 It's hard to say but it feel kinda flat. Tho probably it just need some work to be good.
It is 100% possible, despite any unofficial adaptations you may have seen, and I'll prove it
@@LEDs i mean we will not see tf2 s2 officially (i still hope one day). but the work of Amper Software of porting/rebuilding tf2 in source 2 is actually impressive. tho my opinion on source 2 lighting when come to tf2 is mixed. in some areas, it's definitely an improvement (in door it's especially good imo). in others. it's too strong and harsh (outer areas feel "too sunny"). it still need some time to adapt tf2, lighting is such important aspect of tf2 in terms of design.
i hope Valve some day in future release S2FM with hammer 2 with official public workshop and support of tf2 on source 2. Maybe i don't want Valve to do port multiplayer tf2 on source 2 like csgo but if they made official source 2 pack from tf2 to S2FM it would be great
holy shit.. my simple old hammer editor trained brain is absolutely shitting it self the moment it saw you can MODEL INSIDE THE DAMN SOURCE 2 HAMMER
And you can make giant meshes with concave bits instead of separating an area into a million different blocks
so I'm officially an old timer, didn't expect to find out this way
congrats on becoming old!
damn, i would love to make maps for source 2
i need to buy gpu with ray tracing support
Please revive the hype around fun maps :00 (and *cough* fuk the competitive scene)
Some of those meshes quite dense for props that are small/far away. I think there could be some optimization done.
Probably wouldn't make any difference on such a small map
@@MrRobotrax Yes, I wasn't very careful/focused on polycount, Source 2 can handle a lot more than Source 1. What you need to be wary about are the overdrawn geometry (I think it's called like this ? i'm not sure, when a lot of vertices are overlapping on a small part of the screen in the rendering, happens quite easily with foliage) and texture memory (we have to design maps for users that still have GPUs from 2012 with 2 Go of Vram, that's why there's a lot of benefit at using tinted materials or Hotspot materials, to maximize the reuse of textures)
the original source engine was really moddable, source 2 is a whole other level. i realllly love how valve mad bot source 1 and 2 super moddable so you can mess with them as much as you want
would love to try these if the game wasn;t running rampant with cheaters
you mentioned that csgo 2's source 2 doesn't offer parallax mapping, but parallax mapping is an extremely old technique that now has been replaced by other things
It’s still used and is also known as displacement mapping. The functionality exists in CS2 with bullet decals, but not as a texture mapping option.
@@LEDs well yes however displacement mapping is a way more advanced version of parallax mapping, as parallax mapping was kind of ugly with how it segmented the objects to achieve its effect
but yes you are right
@@bird9188you're such a nerd
Ahh nothing like getting blueballed by seeing all the innovations of Source 2 and realizing that not only do you map for TF2, you also don't have raytracing supported GPU.
i get it LCD i see it
The new pixel gun update looks great