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Reach for the Skybox (Feb 1, 2006)
One of the cool things about Source is the skybox feature. It's something I've craved for years, and was finally delivered. The great thing about skyboxes is not only do they make things look cool and bigger than they really are, but in the process make the world seem more believable. Combined with sensible partitioning of accessible areas, and you can create a world that seems immense.... and real.
I'm one of those people who, when I was young, playing games, wondered why I couldn't get past certain boundaries. I always wanted to explore past that 'invisible' wall or jump through that window to see what else was there - even if it turned out to be cardboard cutouts of something exciting. A game that didn't make me want to do that was disappointing, because in doing so it had failed to get me engaged in the world. It had made me aware of boundaries. A good game environment convinces you that there's more to the game world than what you see around you.
The key is really making sure that the boundaries are seamless. The playable area and the non-playable area seem as real and as solid as each other, the only difference being that one is accessible and the other isn't. The real boundary is hidden back in the non-playable area, just out of sight of the player. The only reason they can't see it is because something is in the way.
Next you have to make sure that the bits behind the barrier are appropriate and realistic. Even though the player will never reach them, they need to fit in with the environment and not draw attention to themselves. They should be there simply because they're there, not because there was a spare patch of land without a dozen brushes on it. That is, everything needs purpose and some logic behind them.
Of course the huge benefit of areas the player can't access is that you can break rules. You can have large open areas or exciting vistas that you could never let the player out onto. They help break up the horizon/skyline and can give the player subtle indications of direction.

As always, the official CS:S maps do this really well. Nuke has an amazing amount of background detail, and it all fits in with the theme of the map - everything there has a purpose and helps create a strong sense of vastness. Compound is good at hiding the fact that you are locked into a specific area - if it weren't for a couple of fences you could loop completely around the map. The fact that you really could do that if the fences weren't there makes it even better; it's an intentional annoyance rather than a blatant limitation of the game engine. Even earlier versions of Office for Counter-Strike 1.6 used similar tactics to make the world seem unbounded.
Common mistakes from maps I've seen is that the skybox is all too often too obvious, and fail to merge in nicely with the local environment. I've seen too many large mountains that peak in spikes, circling the entire map and creating an unconvincing bowl. Where's the way in? Or out? And why is there nothing behind these dangerously sharp peaks? A good skybox does not draw attention to itself.
As always, it's simply a bit of observation and common sense.
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user comments
Beano at 22:49 on Feb 1, 2006
Im not to fond of cs source, The levels are far different from the old ctrike. Anyways With the newer maps like nuke they are missing one big thing in the level, THE ROCKS!!! Although the textures in nuke are old and nasty looking the BIG rocks made the level interesting. Plus its nice to show off your jumping skills to the roof to Big rock :p
Giles at 09:24 on Feb 2, 2006
How did I know I was going to see a picture of Nuke after the 'jump' to read the whole article. Damn that map's skybox and, like you say, its seamless join to the rest of the map, is so fricking awesome.
Chris Brooker at 00:34 on Feb 3, 2006
I love the passing car just behind the CT spawn point on Nuke. There really is life outside.
If only the CT's hadn't conveniently parked their armoured trucks there:)
Oh, fyi - good riddance to the pink rocks...
Kyorisu at 04:24 on Feb 3, 2006
And while your using defualt compile tools most source maps arn't using properly clipped skyboxes. That or skyboxes are clipped too much causing shite grenade tosses.
reaper47 at 15:32 on Feb 3, 2006
I agree with Beano. I miss the rocks. The boring brown and green earthy ground that you see throughout HL2 and its mods is inferior to the bright and solid rocks of HL1. Same thing for css_militia. The country side theme is nice but the rock arch defined the visual atmosphere for me that was lost completely like in many CSS conversions.
When I first read about HL2 "dried out oceans" were mentioned. It seems they cut it from the final game. Would have been a nice and original replacement for HL1's beautiful desert landscapes.
Chris Brooker at 13:22 on Feb 4, 2006
Generally, Valve do a cracking job at creating maps, whether it's an remake of an older map or a brand new concept. But sometimes I feel they get it a little wrong.
Many of the maps still feel like they are totally isolated and deserted. Take cs_italy for example, there's a silly gate at the ct spawn point and thats it! The only possible way into that map. And on cs_assualt, one of my favourate maps, it really feels like a ghost town. All there is, is some police tape (i think) to prevent people returning. I'm not sugesting that we have entire crowns waiting with police keeping the public back.
I would like more signs of life, not loads of crumpled up cars and distant street noise. I would love to have a TV on in one room (say a remake of cs_estate or mansion) where there is a live news coverage of what is going on in the mansion. Just something like 'Terrorist have taken caputure of 4 people, the counter Terrorist unit are currently trying to infiltrate etc'. It would show that what is happening is 'real' and effecting other people.
Although the maps play just as well if not better than the orginals - they are still missing that little something.
Chris Brooker at 13:24 on Feb 4, 2006
edit:
"I'm not sugesting that we have entire CROWDS waiting with police keeping the public back."
oops...
Addicted to Morphine at 19:53 on Feb 4, 2006
'I would love to have a TV on in one room (say a remake of cs_estate or mansion) where there is a live news coverage of what is going on in the mansion. Just something like 'Terrorist have taken caputure of 4 people, the counter Terrorist unit are currently trying to infiltrate etc'. It would show that what is happening is 'real' and effecting other people."
Join a game of cs_office and join the T side and listen to the radio, you'll be pleasantly surprised.
Chris Brooker at 00:30 on Feb 5, 2006
Heh, so you can. Well spotted.
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