 After seeing this video, I immediately knew that I wanted to try this plugin. It's a plugin by Dataplus that allows you to load BSP files into Gerard. BSP files are the map files for Half-Life, so that means that you can also load maps from other mods, for instance Counter-Strike. I don't have the old Counter-Strike files, but luckily the internet archive has a repository of more than a thousand Half-Life maps that you can download, so I picked that too because it's the map that I spent the most time in, so I know it well enough. Starting from a press project, I download the plugin from GitHub and I add it into Gerard. I enable it from the settings, I will now download Dust2 from the internet archive files DE underscore Dust2. Feel free to try any of your favorite maps. I will create a new folder which will be called Dust2 to store the files and I will extract the content of the zip file into this new folder. Now that they are loaded in Godot, I can create a new 3D scene. Let's save it as Dust2. Now you have to open the addons folder and drag this BSP map DSCN to your scene. This will create this kind of node which you can select and here you have the import options for the plugin. Basically you will want to search for the path here to the Dust2 maps Dust2 BSP and now you have all these options that you can select and then whenever you select the options that you want you can create a map. It will not look exactly as we expected but let's try it out. It takes a bit of time sometimes it might hang and crash. Here is the first time we imported a map. So first of all we see that the map is a bit dark which we don't like and there are a lot of errors if you see here that some of the walls are transparent so how to fix all those issues. Sometimes import them and they work better but at this time we need some tweaking. So let's go ahead and remove all these which are all the nodes created. Let's delete them and instead of importing with the default options let's remove the optimize and let's create the map again. Okay so now we see we've got better results. You can see now that some of the walls are not transparent anymore but it's still very dark. That's because the default environment in Godot is a bit dark for this kind of map. So let's create a new child node and it's going to be a world environment. Then let's create this new environment for setting up the light and in ambient light we want it to be white and let's set it to something like three so it's a bit more bright. Okay so now this is starting to look like that's two. We see that some of the shadows have some issues here. Most of the textures are working and the light that you see and the shadows that you see on the map are already pegged in so they are inside of the model. If you notice that they have these blue outlines I don't know if you can see them because they are very small but you can select these nodes and basically it's made of meshes that are the parts like the Lego bricks that build your map. This is how they get imported into Godot and as you can see here there are some graphical issues with the importer and they are very inconsistent. Every time I imported the map I saw different issues here and there but it's pretty pretty good. Let's let's change the color of the sky. Let's let's make the sky here it's a good place. Let's change the sky. Okay so background clear color that's a custom color and set I don't know like something like this. Now that we have the map let's try to walk through it. Instead of doing the entire tutorial thingy and doing a first person shooter controller I will get this pre-made node from Garbage. I added the player here which is the same with the FPS controller. Okay so we have it here oh it's super tiny. Okay let's see how tiny it is. It's a bit small. When you import the map you have the scale factor which is now at one. I think that the FPS controller is too small but we can fix that in a very ugly way. Three three tall that looks kind of like a okay let's try it out and yeah I can move my mouse. I still cannot move because I haven't configured the controls but we're pretty much inside the map. Okay let's set up the keyboard keys. Let's try it out again and we should be able to walk around the map. Okay so yeah we're pretty much walking through dust too. Let's see if we jump. We have collisions. The jump is a bit lower but yeah this can be a good way to set up like some prototype levels. If you already know how your counter strike maps feel and you want to make like an FPS but you don't want to go through the hassle of making test levels for you know trying it out you you can basically do this and you know have dust too or any other whole life map in your game and just try it out. See how the scale of the characters are. I don't like the rendering a lot like it has a lot of issues but I think that this is something that we have to modify with Godot. It's not the import itself. Another experiment that we can do is instead of using this light which is the one that is provided by the map itself the map information we can try to use Godot's own illumination. So let's make a new scene and let's import it again without the lighting. Instead of adding import light maps let's remove this one and see how it looks. Okay we see now that there are no light maps whatsoever. We have the default environment so that's the sky and the horizon but no shadows whatsoever which I believe makes it less buggy. There are less textures that are broken but okay let's add some low illumination. Okay direction and light. Okay and we see here that we have already some light. Let's move the sun closer so we can see the direction that it's looking at. Okay it's looking that way. Let's move it. This rotated. It was kind of like this okay. So now all the objects are illuminated by Godot. They cast no shadows but at least this looks good. The issue now is if I enable the shadows you will see that it's not exactly meant to be like this. It looks nice but in these kind of shapes where they are hollow and there are no content inside of course the only shadow cast is whatever you see from here. So in this case this part of the wall is the only thing making a shadow. I think you can fix this if you go through the map but I would just I don't know it doesn't look like the real dust to me especially because the light is very soft in Godot and I don't know I kind of like the old school shadow that you have but it's pretty nice. The interior this this looks really bad. No this doesn't look good at all but at least you can experiment with some other lighting. Juan please fix.