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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • His_Disgrace
    • May 3, 2019 at 1:07 AM
    • #3,441
    Quote from Interfearance

    8 hours ago, Interfearance said: I think we need more maps like Agency if they are going to keep the hostage maps in mm. It is competitive, fun, has modern graphics, and is optimized. On the flip side, office is full of dead space and littered with angles outside, not fun to beginners (and even some like me who know it inside out), and looks like it was ported without any change from source. To make it a contender, they would have to rethink the art (it is pretty much all glum office space), remove the snipers nests, remove the dead space like near snowman, and reduce the number of angles to make them controllable. I feel like it has no potential to be fun to me because the layout is so stale, but these changes might help.

    Do you think they'll ever redesign office? Hostage maps aren't played competitively and office suffers from a 2/3 T-sidedness IIRC. I like the theme of the map. but not so much the execution. If they do revamp it I think it's likely it'll spend ages out of the game like Aztec has, though.

  • blackdog
    • May 3, 2019 at 8:27 AM
    • #3,442

    3klik’s analysis. The map uses a (tiny) megatexture!

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  • fewseb
    • May 3, 2019 at 8:42 AM
    • #3,443
    Quote from His_Disgrace

    7 hours ago, His_Disgrace said: Do you think they'll ever redesign office? Hostage maps aren't played competitively and office suffers from a 2/3 T-sidedness IIRC. I like the theme of the map. but not so much the execution. If they do revamp it I think it's likely it'll spend ages out of the game like Aztec has, though.

    Unlikely given that hostage maps arnt going to be used in the active duty and there for they gain nothing by remaking it. Unless they want to set the comp community on fire by adding hostage maps into the active duty, it which case it would be the one they would do it with.

    Largely though, aside from Vertigo I dont think well be seeing Aztec or Dust return, itll be -mirage or -overpass when cache returns. Maybe theyll try cobble again, doubtful though. Id hope we would see the hostage maps remade after they get through with all the Active Duty maps, but I think that once the remake Overpass or Mirage itll be the end of remakes, possibly the end of Valve maps, minus new DZ maps.

    Id like to see them throw some community maps into the active duty, but I dont see that happening after the absolute fit the community threw when they added Vertigo.

  • blackdog
    • May 3, 2019 at 4:10 PM
    • #3,444
    Quote from Interfearance

    23 hours ago, Interfearance said: CUT

    At this point I wish they were putting lots more effort on the Wingman mode, it's very fun and offers the level playing field Defuse mode offers. I think it could be a fun complement to the standard 5v5 tournaments.

    Could start as showmatch / less money trophy alongside any 5v5, and hopefully grow from there. With all the maps that community has been churning out, it would be easy to give lots of choice.

    Maybe the formula could be improved, say like having a "progressive" formula where you playing a different scenario in succession, or you create maps with a certain degree of randomisation to spice it up.

  • blackdog
    • May 8, 2019 at 2:45 PM
    • #3,445

    Still haven’t tried the new map!

    How many of you young boys did even ever play with the riot shield in 1.6? :D damn I’m old


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    Valve pls fix, igniting the knife when shield is equipped is ridiculous

  • fewseb
    • May 15, 2019 at 1:19 AM
    • #3,446

    The new drone upgrade for Dangerzone is the funnest thing ive ever seen in DZ, the amount of times ive activated the self destruct on it and its forced people out of their camping spots is unreal, half the time people will run up to it thinking its a new crate and get burned by the fire explosion. I also ruined a final fight between 2 of the last squads by forcing one team out of their hiding spot then fire bombing the bridge next to them so they couldn't escape. I though this would be the lamest of the big upgrades but its the best.

  • Logic
    • May 15, 2019 at 9:23 AM
    • #3,447

    Update: https://blog.counter-strike.net/index.php/2019/05/24172/

    Biggest change:

    [GAMEPLAY] – Loss bonus money will now always step down to $2,900 after a team with a $3,400 max loss bonus streak wins a round.

    This is a weird description, because it only mentions this specific round and not what happens if you win the following rounds. But I tried it out and it basically means that the loss bonus no longer stacks, but caps at $3400.

    Great change IMO!

  • blackdog
    • May 16, 2019 at 7:49 AM
    • #3,448

    All the changes here, this is quite an heavy update!

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  • Bastion
    • May 16, 2019 at 6:43 PM
    • #3,449

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  • blackdog
    • June 8, 2019 at 12:59 PM
    • #3,450

    I know readability would suffer, but this looks so cool, I wouldn’t mind playing on this BF-looking playground.

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  • Mamorex
    • June 19, 2019 at 7:05 PM
    • #3,451

    Today, with CS 1.6 dust2, Valve added a new material parameter, "$pointsamplemagfilter" "1". It works only with "LightmappedGeneric" and Bilinear or Trilinear filtering.

    1 (right) - textures are pixelated (not filtered) 0 (left) - textures are blurred (filtered)

    legacy_d2_crate01b.vmt

    Quote

    Quote LightmappedGeneric { $basetexture "dust2_legacy/legacy_d2_crate01b" $surfaceprop "metal" $POINTSAMPLEMAGFILTER 1 }

    It gives good results with pixel art textures.

  • blackdog
    • July 20, 2019 at 3:13 PM
    • #3,452

    I have mixed feeling about bugs like the stuck bomb, but I’m leaning toward the idea they should reset rounds where the bomb is lost in geometry. They have referees in the pro matches anyway.

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  • blackdog
    • September 6, 2019 at 5:05 PM
    • #3,453

    NRG resist NAVI in overtime to win 2-0, advancing to semi-final along Avangar.

    https://twitter.com/CSGO/status/1170003101782167552?s=20

    dunno why I don't get tweet embeds anymore.

    ~

    Next we see if Astralis still can be Liquid's kryptonite, or Liquid will solidify beyond every doubt their status of #1.


    Edit: feels good to be right, I did speculate in a comment to one of Thoorin’s videos, that Astralis would be studying Vertigo and come back thanks to that, and in fact they kicked their asses.

  • blackdog
    • September 6, 2019 at 8:13 PM
    • #3,454

    DLC / Operation soon?

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  • Interfearance
    • September 7, 2019 at 3:23 AM
    • #3,455

    Billion dollar company can only work on one project at a time due to severe understaffing.

    The coop sounds fun, I was actually playing a community coop map with friends a few days ago. I also hope the weapons are coop only if they are released as none really seem like they have a place in comp. I really hope wearables don't become a thing, the contrast is already bad enough at times.

    An engine switch would be very sexy and it would be nice to work with an engine that is a little less antique. My ideas are always too ambitious for source and it takes me hours to execute one complex area with valid geometry and on grid verts, and then I end up scrapping it because the map is not unique enough, not thematically consistent or logical, or has inherent balance issues. I want to fuck up faster and in style.

    My alts have more. See you in silver soldiers.

  • fewseb
    • September 7, 2019 at 3:52 AM
    • #3,456
    Quote from Interfearance

    25 minutes ago, Interfearance said: Billion dollar company can only work on one project at a time due to severe understaffing.

    The coop sounds fun, I was actually playing a community coop map with friends a few days ago. I also hope the weapons are coop only if they are released as none really seem like they have a place in comp. I really hope wearables don't become a thing, the contrast is already bad enough at times.

    An engine switch would be very sexy and it would be nice to work with an engine that is a little less antique. My ideas are always too ambitious for source and it takes me hours to execute one complex area with valid geometry and on grid verts, and then I end up scrapping it because the map is not unique enough, not thematically consistent or logical, or has inherent balance issues. I want to fuck up faster and in style.

    My alts have more. See you in silver soldiers.

    The tac-21 predates any coop gamemode, the others are all very easily just cut survival weapons. But I also dont see how a spatula will really mess with the cs formula if it was in the base game.

    As much as im sure everyone here would love to work with something from this decade, a source 2 update in reality just results in less features for us the mappers (do to valves failure to port over entities or code that isnt used in the main part of the game) and more bugs for the player base to deal with. That ontop of the physics and lighting changes that would completely change the way the game is played in the pro scene.

  • Vaya
    • September 7, 2019 at 4:07 PM
    • #3,457
    Quote from blackdog

    19 hours ago, blackdog said: DLC / Operation soon?

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  • Interfearance
    • September 7, 2019 at 5:45 PM
    • #3,458
    Quote from fewseb

    13 hours ago, fewseb said: The tac-21 predates any coop gamemode, the others are all very easily just cut survival weapons. But I also dont see how a spatula will really mess with the cs formula if it was in the base game.

    As much as im sure everyone here would love to work with something from this decade, a source 2 update in reality just results in less features for us the mappers (do to valves failure to port over entities or code that isnt used in the main part of the game) and more bugs for the player base to deal with. That ontop of the physics and lighting changes that would completely change the way the game is played in the pro scene.

    I doubt lightning changes would do anything to the visibility. There are already many competitive games that have dynamic and realtime lighting. Also, inclusion of physics props is completely up to the mapper. The piss poor source materials push map makers towards modern and/or minimalist styles if they want their map to look presentable, while truly grungey and dirty themes are almost impossible to pull of and look like they were made in this decade. Just because there are some uncompetitive features doesn't mean you are forced to implement them.

    Working ingame Lighting Preview Faster/Improved 3D Preview Importing feature for VMF files (Maps from old Hammer) Undo-History New Chooser for Models and other Assets (Asset Browser) Map size is no longer limited to Grid size Maps dont have to be closed to work Clipping tool preview Moving and Transform functions for Brushes are now more like in "real" 3d modelling Programs like 3DS Max. For example: You can specify the pivot Point of a brush [/list] If you have ever touched hammer, this would probably make you excited. Also, the engines capabilities are all around improved, mainly because of vulkan, and its astounding ability to actually use your gpu.

    Frame differences between a 1080ti and a 1050 running csgo with an i7-8700k are around 10 on average in my rig. This means that source 2 can actually afford to look better because it will retain its framerate due to the gpu being used. It is still by no means impressive or cutting edge, as there are other engines like Anvilnext that can do all of this with realistic destruction and maintain insane fps. Better than a 15 year old piece of shit ?


    Edit: Acceleration and velocities can pretty much be replicated in source 2 while feeling just as if not more responsive.

  • fewseb
    • September 7, 2019 at 9:05 PM
    • #3,459
    Quote from Interfearance

    3 hours ago, Interfearance said: I doubt lightning changes would do anything to the visibility. There are already many competitive games that have dynamic and realtime lighting. Also, inclusion of physics props is completely up to the mapper. The piss poor source materials push map makers towards modern and/or minimalist styles if they want their map to look presentable, while truly grungey and dirty themes are almost impossible to pull of and look like they were made in this decade. Just because there are some uncompetitive features doesn't mean you are forced to implement them.

    Working ingame Lighting Preview Faster/Improved 3D Preview Importing feature for VMF files (Maps from old Hammer) Undo-History New Chooser for Models and other Assets (Asset Browser) Map size is no longer limited to Grid size Maps dont have to be closed to work Clipping tool preview Moving and Transform functions for Brushes are now more like in "real" 3d modelling Programs like 3DS Max. For example: You can specify the pivot Point of a brush [/list] If you have ever touched hammer, this would probably make you excited. Also, the engines capabilities are all around improved, mainly because of vulkan, and its astounding ability to actually use your gpu.

    Frame differences between a 1080ti and a 1050 running csgo with an i7-8700k are around 10 on average in my rig. This means that source 2 can actually afford to look better because it will retain its framerate due to the gpu being used. It is still by no means impressive or cutting edge, as there are other engines like Anvilnext that can do all of this with realistic destruction and maintain insane fps. Better than a 15 year old piece of shit ?


    Edit: Acceleration and velocities can pretty much be replicated in source 2 while feeling just as if not more responsive.

    Im saying I have no faith in Valve to port over already existing features that they just dont happen to use or remember. If they could guarantee a hammer update that included everything we already had/ an equivalent + the new features, that would be great but I doubt it would happen. They didnt even remember to include the Nav mesh building UI, the spectator flashbang overlay or the use of spectator overview images when the made the jump to panorama and that was just the stuff you actually see regularly. It took them 4 years to re-add toggleable lights and they only added it back because they needed it for Phoenix Compound and im supposed to think theyll remember to port over every side entity and feature to a new hammer?

  • Interfearance
    • September 7, 2019 at 10:09 PM
    • #3,460

    Valve is comprised of professional blue ballers. They give you something great, but it is limited in such frustrating ways, and you cant complain because it was only $15.

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