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Cyanide 2.0 #130

Jigoku opened this issue Oct 2, 2019 · 1 comment


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commented Oct 2, 2019

Here's a remixed version of the Cyanide race map. It's called cyanide2 presently, to stop it conflicting with the existing map.


Changelog (since r164)


  • Adjusted geometry for new default player scaling (may still need some more work)
  • Reworked the main texture theme with metal panels to add more visual detail
  • Added decals for some ledges and walls
  • Improved use of laser traps (removed those wonky red cubes)
  • Lighter ambient colour (mild green tint to vary colour contrast)
  • Route entities deleted
  • Added some small geometry details


  • Fixed spawn area (widened to accommodate loitering players)

r325 (screenshots)

  • Added more laser traps before the "drop tunnel"
  • Fixed many texture bugs and empty cubes
  • Adjusted some more areas for player scale changes
  • More decals to improve visuals (arrow markers on walls etc)
  • Added some volumetric lighting ents
  • Adjusted water/ambient to have a mild green tint
  • Resized the finish-checkpoint room, added a particle/model as the goal
  • Made sure alt variables are set indifferently
  • Added entrance/exit door scenery
  • Added loose tiles to some floor sections
  • Added some route entities (may need to be redone)

r351 (screenshots)

  • As for high occlusion of being a race map; geometry detail has been increased
  • Removed lots of unnecessary clip material
  • Sound/light adjustments
  • Curved surfaces now have more faces
  • Fixed many more texture bugs
  • Added curved edges to floor design so it better suits the curved walls
  • Placed some more decals
  • Fixed the finish/goal area to look nicer


  • Fixed several corner pieces lacking geometry improvements
  • More texture bugs fixed
  • Some small detail changes


  • Adjusted several ceilings for better map flow
  • Added some alpha material to obstacles in the first laser room
  • Added some small grates for detail
  • Fixed more clip/death/texture issues

r399 (screenshots)

  • Removed alpha material that was previously added
  • Fixed more clip/death/texture issues
  • Sound entities adjusted
  • Some light adjustments
  • Redone route entities


  • Added fxlevel to lighting (along with some duplicate light ents)


  • Replaced dziq/metal_base01.jpg texture
  • Fixed more texture bugs
  • Updated texturecull / mapmodel cull
  • Small sound adjustments


Known problems

  • Nothing at the moment

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commented Oct 13, 2019

I think this map is done for now, unless anyone else finds some problems. The only thing missing as mentioned above, is fxlevels for lighting, but i am not sure how to go about implementing that. Other than this, it needs some playtesting to double check if any walls/floor/ceilings could do with further adjusting.

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