This is really cool.

A lot of Valve titles use one of my favorite level-background tricks: making a small version of the level backdrop you want out-of-bounds and rendering it after the skybox/skydome but before the level geometry. The idiom for the technique is built into the source engine, letting the level designer place a specific sky_camera into the scene.

These shots of the Favela map were taken by using noclip to fly over to where the backdrop models were in the level so that the models were being rendered by both the main camera and the backdrop camera at the same time. The backdrop for this map has a lot of foliage, though it just shows up as green splotches on the low-texture-resolution planes.

Counter-Strike: Global Offensive (2012)

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