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Also depending on yer high dynamic range settings
the cubemaps can become extra chunky thicc.
if this becomes too much of an issue tho
I suggest using "mat_specular 0" in the developers console.
(it can also give better FPS, Ya YEet)
As to why it is the floors look like that, I assume it's either due to the scarce amount of env_cubemaps placed around the map, or the floor vertices causing the cubemap reflections to look like a** REEE.
Good, I hate that map more than this one, lol (regardless thanks for pointing this out).
Mostly though it's like 6 versions behind now and I'm currently busy on other projects. One day I might come back to the madlads and remake em from the ground up. Since looking at it now, it's a miracle they even make it past the loading screen.
Anyways to get to the point, I might just try to keep "this" version of mvm_madlad on life support for now with bug fixes if they're bad enough.
Good luck with your other projects.