Counter-Strike's Iconic De_Dust 2, Remade In Unreal Engine 4

Counter-Strike’s most famous map has changed a bit over the years, but it’s never looked as good as it does here in this remake of part of the level by artist Wiktor Öhman.

Öhman, who has worked on games like Far Cry 3, has “fond memories playing it with my friends at LAN parties in my teens”, and so figured for this project he would “do my own twist on it by combining several of the [level’s] iterations into something new”.

Image: Medium

Note that it’s not the entire level, but when you see how much work has gone into just this diorama, you’ll see why doing that is something maybe left to people getting paid to make Counter-Strike levels for a living, instead of working on this on the side.

Here’s a video detailing the making of the scene:

While here are some images:

You can see more of Öhman’s work at his ArtStation page.


    Meh, whilst there's some slightly better texturing, in all honesty, you could achieve something similar in current CS using Reshade.

      There is far more going on in those images than just some pretty lights to make shadows seem more minecraft.

      Look at the edges and corners of objects, looks how the footpath curves over the crest of the hill compared to the source versions. The UE map is dirty, gritty and rough, it has so much more detail and realism including blades of grass shooting out of the cracks in the asphalt and even the small rubble on the ground is casting shadows because its not just a flat ground texture.
      I wouldn't call it photo-realistic by any stretch but it sure does look pretty.

        Depth filtering isn't exactly hard, and achieves pretty well much all of what you just described.

        Whilst yes you are correct the author has done this in construction rather than post, the point still stands its not all that much of an improvement, and would come closer to being a reimagining than anything else.

    It looks more "realistic" than the other versions, but that's not necessarily a good thing. Too much detail makes it harder to spot enemies (remember turning off textures in competitive shooters back in the day?) and puts more load on the GPU.

    I think for a fast paced CS type game it's actually detrimental, but it'd be terrific for a more strategic, slower paced game.

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