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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • Klems
    • October 11, 2017 at 1:43 AM
    • #3,181

    Looks gritty as hell.

  • RaVaGe
    • October 11, 2017 at 5:57 AM
    • #3,182

    Funny to see how Valve had to step up it's game, I guess it was kind of frustrating for the artists to see custom maps that are looking twice better than their own stock maps ahah.

  • FMPONE
    • October 11, 2017 at 9:01 AM
    • #3,183
    Quote from Squad

    7 hours ago, Squad said: http://www.counter-strike.net/dust2

    Updated Leet Krew

    [Blocked Image: http://media.steampowered.com/apps/csgo/images/dust2/Ts.png?v=1]

    bald guy is an instant classic

  • RivFader
    • October 11, 2017 at 10:37 AM
    • #3,184

    Really pleased with the look so far, but obviously disappointed at the lack of changes to the layout. I still hope Valve invests more into the mappool of their game in general though. We need a dedicated "Best of Operation" maprotation, at least an attempt to bring every map (even the unpopular, reserve rotation ones) up to par and a genuine effort to revitalize custom servers and custom maps as a method of longterm engagement with the game.

  • Beck
    • October 11, 2017 at 12:48 PM
    • #3,185

    A Site

    [Blocked Image: https://i.imgur.com/nlU4235.jpg]

    I like it!

  • RaVaGe
    • October 11, 2017 at 2:42 PM
    • #3,186
    Quote from RivFader

    4 hours ago, RivFader said: Really pleased with the look so far, but obviously disappointed at the lack of changes to the layout.

    Lol, I can't even imagine the shitstorm if they even moved a single crate.

  • RivFader
    • October 11, 2017 at 2:52 PM
    • #3,187
    Quote from RaVaGe

    9 minutes ago, RaVaGe said: Lol, I can't even imagine the shitstorm if they even moved a single crate.

    Remember when they changed the doors? :D

  • laminutederire
    • October 11, 2017 at 3:07 PM
    • #3,188
    Quote from RaVaGe

    24 minutes ago, RaVaGe said: Lol, I can't even imagine the shitstorm if they even moved a single crate.

    With them narrowing B tunnels, it will be a storm somewhere in the world!

  • Squad
    • October 11, 2017 at 6:22 PM
    • #3,189
    Quote from laminutederire

    3 hours ago, laminutederire said: With them narrowing B tunnels, it will be a storm somewhere in the world!

    From these slider screenshots it doesn't look like B tunnels is more narrow now. What makes you think that?

  • poLemin
    • October 11, 2017 at 6:48 PM
    • #3,190

    They only look narrower due to their height.

  • Squad
    • October 11, 2017 at 6:50 PM
    • #3,191

    True that. I'm glad they made it higher, makes it a bit easier to toss nades into B.

  • OrnateBaboon
    • October 11, 2017 at 6:53 PM
    • #3,192

    Walkthroughs of the map.


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  • ElectroSheep
    • October 11, 2017 at 8:48 PM
    • #3,193

    I'm really digging the new one

  • blackdog
    • October 11, 2017 at 8:58 PM
    • #3,194
    Quote from RaVaGe

    6 hours ago, RaVaGe said: Lol, I can't even imagine the shitstorm if they even moved a single crate.

    Well the first walkthrough I found today by some guys was a continuous “oh wtf” “oh what the shit this is shit” cos couple corners are changed? ?

    Nading A-long will take adjustment, the building is much taller now.

    Spotted couple more differences in crates, A-connector crate is wider and lower, lower the one on A-ramp looks like, and taller? the one in mid (or at least removed the pro-jump).

    Personally I like much more B side of the map, visually speaking.

  • Radix
    • October 11, 2017 at 10:02 PM
    • #3,195
    Quote from blackdog

    43 minutes ago, blackdog said: Well the first walkthrough I found today by some guys was a continuous “oh wtf” “oh what the shit this is shit” cos couple corners are changed? ?

    Well, it was obvious that this would happen. But it's still just stupid. Unfortunately these guys are usually pretty loud so it's hard to ignore them. But Valve will just have to.

    The gameplay of the map is as close to the previous version as it can be. There are just a few small changes, that are probably intended and absolutely make sense to me.


    The visuals are really amazing, imo it's (by far) the best looking CS:GO map atm.

    But on the other hand it might be frustrating for ambitious community creators, because Valve have raised the bar so high that only a few will come even close to this level when creating custom maps.

    I feel so empty and unmotivated right now. lol

  • gav
    • October 12, 2017 at 12:25 PM
    • #3,196

    I had a run around - Still D2 - some big enhanced graphics and new stuff and seems like inferno So much detaiL ! . So many antennas. but the readability everywhere is not as big improvement at first glance as I thought it might have been. This may be different when playing comp . When you are T and you go through CT Doors you cant read shadows of anyone playing B ramp which is a game changer. Where is the pizza and Where is Sub Zero ?? :P

  • Pivac
    • October 12, 2017 at 1:35 PM
    • #3,197

    They nailed it with this remake, absolutely stunning artistically and design-wise. New Inferno is great from gameplay design perspective, but it lacks in visuals and artistic quality in my opinion. New Dust 2 raises the bar on both fronts while keeping frame rate decent.


    Potential gameplay problems / What I think still needs to be changed:

    - Terrorists being able to spot/shoot CTs passing to B (changing the Mid doors position to obscure vision from T spawn seems like a decent solution here)

    - Mid-to-B terrorist smoke could be too powerful because CTs have limited vision above the smoke compared to previous version, could be problematic on high-level/pro matches

    - Limited grenade throws from T side when attacking Long compared to previous version (it was hard to attack that position even without this limitation)


    Quote from Radix

    15 hours ago, Radix said: The visuals are really amazing, imo it's (by far) the best looking CS:GO map atm.

    But on the other hand it might be frustrating for ambitious community creators, because Valve have raised the bar so high that only a few will come even close to this level when creating custom maps.

    Exactly how I feel about this :D

  • text_fish
    • October 12, 2017 at 2:13 PM
    • #3,198
    Quote from Pivac

    34 minutes ago, Pivac said: - Terrorists being able to spot/shoot CTs passing to B (changing the Mid doors position to obscure vision from T spawn seems like a decent solution here)

    [Blocked Image: https://i.imgur.com/wRnGZng.gif]

    That's like, one of the most iconic parts of dust 2? The mid doors allow T's to try and ascertain how many CT's are going B and it allows CT to cover suicide so that T's can't rush mid. It's a near perfect bit of map balancing.

  • Pivac
    • October 12, 2017 at 2:38 PM
    • #3,199
    Quote from text_fish

    7 minutes ago, text_fish said: That's like, one of the most iconic parts of dust 2? The mid doors allow T's to try and ascertain how many CT's are going B and it allows CT to cover suicide so that T's can't rush mid. It's a near perfect bit of map balancing.

    What you say is true, so I guess it's a matter of opinion. Currently CTs have to waste a smoke (or do it with HE grenade trick) only to not get tagged by a sniper as they pass by and obscure how many players they move to a vital location. I've seen many pro players and analysts complain about this and I agree with them. Ideally suicide and the rest of upper mid would still be visible from CT mid, it's just a matter of placing props and brushes correctly.

  • Radix
    • October 12, 2017 at 4:18 PM
    • #3,200
    Quote from Pivac

    1 hour ago, Pivac said: I've seen many pro players and analysts complain about this and I agree with them.

    Yeah, maybe this should be tweaked a little but it's still an essential idea of the map.

    In my opinion dust2 was never meant to be a map for pro players. It's the map to catch new players and keep them playing.

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