here is a look at the new office unlimited map.
new textures and a few things i have changed.
i have the rest of the map in my head and am 100% sure of what i want to do.
im taking the map to the roof rather than the underground parking bit i had in the last version. I have rebuilt the elevators from scratch, they work hell of a lot better since i used func_movelinear rather than using the tracktrain entity. all this means is everything you do not see about the elevator works much better. the textures are a mixture of the regular office plaster and instead of the lame wood i made stainless steel doors, elevators, and trim for the walls. as you can see in the screenshors they reflect like real metal does, this is the first time i amde reflective textures but it's going alright. the pics show the metal as beign overly reflective, i will probbaly tone it down a bit before im finished.

the map still includes extended garage (which i rebuilt from scratch) as well as the extended hallway. i changed the props in the room near long hall to look more liek a paper or storage room, i like that look better.. lastly, the big change to the map is having a playable rooftop. there is a ladder and will be a stairway on the ct side of the map to reach the roof, and as for the terrorists, they ahve a stairway right in t spawn and one beside the elevators.

http://i61.photobucket.com/albums/h4...beta_c0000.jpg
http://i61.photobucket.com/albums/h4...beta_c0002.jpg
http://i61.photobucket.com/albums/h4...beta_c0003.jpg
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http://i61.photobucket.com/albums/h4...beta_c0005.jpg
http://i61.photobucket.com/albums/h4...beta_c0006.jpg
http://i61.photobucket.com/albums/h4...beta_c0007.jpg
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http://i61.photobucket.com/albums/h4...beta_c0009.jpg
http://i61.photobucket.com/albums/h4...beta_c0010.jpg
http://i61.photobucket.com/albums/h4...beta_c0011.jpg
http://i61.photobucket.com/albums/h4...beta_c0002.jpg
http://i61.photobucket.com/albums/h4...beta_c0013.jpg
http://i61.photobucket.com/albums/h4...beta_c0014.jpg