Continuing the work with procedurally generated maps.
Added better prop generation, also rooms get slightly tweaked shapes.
Not perfect and a bit too chaotic, still great progress since last video nonetheless
Source Engine mod programmers: "Damn, this valve's spaghetti code is suffering, how do I implement the specular poopy cascaded shadow cubemap light rendering?"
Maplogic wizards:
After over a year I have remade the script for outlining pickups on HUD in SourceWorld.
My older demonstration of same feature is apparently the most liked post on this account.