Counter-Strike: Global Offensive
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Quote from SotaPoika
I noticed some TF2-ish influence in the new de_train too.
Other than the more vibrant color palette, I don't notice too much TF2 aesthetics in the map. It does feel a bit more sci-fi for CSGO's taste i guess.
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It's a bit jarring it's futuristic but set in the eastern bloc..
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Since when did they introduced that 4 blend option ? That's owsum.
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Quote from kinggambit
I noticed some TF2-ish influence in the new de_train too.
Other than the more vibrant color palette, I don't notice too much TF2 aesthetics in the map. It does feel a bit more sci-fi for CSGO's taste i guess.
The clean industrial building kind of looks something by BLU:
And the use of trims and some brush detailing kind of reminds me of TF2. That's why I said, "some TF2-ish influence". That could be just me though, seeing things not really there.

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This one was the most TF2 like for me.
Quote[Blocked Image: http://i.imgur.com/9kW8rmD.png]
I could imagine a scout running threw the image every second.
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I don't understand the CSGO community, the majority (or a very loud minority) seem to despise change.
I've heard so much hate for the new train. Personally I think it's a nice direction, my only confusion is the slight TF2ishness of it and the slightly out of place "high-tech" tunnel area, which others have picked up on.
I think it's a good update, apply a thick layer of gameplay to a map that was being held together with new technologies from when the game played very differently before.
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Quote from RaVaGe
Since when did they introduced that 4 blend option ? That's owsum.
In the last operation, with cs_insertion (http://steamcommunity.com/sharedfiles/fi…htext=insertion). I haven't made a 4wb yet, but at first glance the twovertex blend with a blendmodulate texture is more appealing to me despite it may be helpful some times (I used to cut displacements in de_rust to fit >3 texture blends as workaround).
Quote from kinggambitI noticed some TF2-ish influence in the new de_train too.
Other than the more vibrant color palette, I don't notice too much TF2 aesthetics in the map. It does feel a bit more sci-fi for CSGO's taste i guess.
It is very tf2ish, less contrast and details on textures + tall square buildings with some 45º angles; blue vs red coloured buildings (notice blue is in ct areas); industrial old masonry style with chimneys, big windows etc; wider and clean spaces...
Quote from jackophantI don't understand the CSGO community, the majority (or a very loud minority) seem to despise change.
I've heard so much hate for the new train. Personally I think it's a nice direction, my only confusion is the slight TF2ishness of it and the slightly out of place "high-tech" tunnel area, which others have picked up on.
I think it's a good update, apply a thick layer of gameplay to a map that was being held together with new technologies from when the game played very differently before.
In CS there has always been rage when dealing with new stuff or changing the old style/maps. Despite that, I can understand the shock of some players, it's a big rework of the gameplay (for good imo) and doesn't follow the previous criteria they had regarding maps ("consistent style", "spaces that feel like a real place", here they criteria http://steamcommunity.com/games/CSGO/ann…3535507901582).
Regarding gameplay (I haven't tested it yet though) I'd change:
1.- The upper B ramp. You can make double ramp (like double stairs in T side) instead of making players jump/climb a ladder. The bottom ramp is fine as it "counters" Ts entrance (CTs see Ts feet before they can see em).
2.- Holding areas in long. There is no more hole, stairs, fence nor the dark good holding spot. Newb teams may face CTs rushing as there are no holding areas for Ts as before.
3.- Concrete/brick on snipers corner (the one closer to Ts). It is an exposed position that can be aimed from main Ts entrance for the whole game. Some cover might be good.
Also, I can understand they change their art style/criteria, after all they've continued a saga and didn't make a break point like in tf2, but I really liked textures based on photos. I'd have changed the player models or made it easier for mappers to create their own skins to make spotting easier while maintaining a "realistic"/more detailed environment.
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Quote from jackophant
I don't understand the CSGO community, the majority (or a very loud minority) seem to despise change.
I've heard so much hate for the new train. Personally I think it's a nice direction, my only confusion is the slight TF2ishness of it and the slightly out of place "high-tech" tunnel area, which others have picked up on.
I think it's a good update, apply a thick layer of gameplay to a map that was being held together with new technologies from when the game played very differently before.
Apart from the TF2 style in some places I really like the update. Also they community should be glad that A. cs:go is such a cheap game, B: valve is still supporting it.
I don't get people in general those days

Specially the day-z community, it says like everywhere when you buy it "Warning Early Access" etc. And the community have been bitching since day 1. I'm not that glad with development either and I don't think they can turn it into the game they promised. But at least i'm glad they delay the game. I love it when developers delay the game. Give it time. People don't understand how much work is involved in making things. And how hard it can be to predict how long something will take.
The community bitched so much. Dean Hall on twitter like 2 weeks ago: "Deleted my Reddit account. Never coming back. You won, internet. You won." That really hurted me. Dean Hall is really a cool guy. People are dicks. Also youtube. Argh, I could go on for hours

I'm glad the people at mapcore pretend to be normal so far

I have a really awesome idea for a website for open game development. My only worry is, how do I keep those people out.
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Quote from jackophant
I don't understand the CSGO community, the majority (or a very loud minority) seem to despise change.
Because you very well know how much technical CS is and when you have tactics you don't want to learn new ones.This happens with every Facebook update as well if you think about it

Not that I endorse those critiques, gameplay changes keep maps fresh and I think this is even better now that there's a huge attention on e-sport.
My comment was purely based on the art, since I haven't played the map.
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This has been in my bookmarks a while and I never managed to read it.
I had a quick peruse and thought I'd share it here so here are few tips for CSGO:
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A long list of placebos

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Well, it helped quite a bit for me
And it's really useful if you're not sure which mouse is good for FPS games 
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I love warowl's channel. I learned a lot from it.
I really like this video (also from a mapper's perspective)
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Since then I knew sometimes while spectating who would win the fight

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Quote from Pampers
A long list of placebos

I don't know how you can say this... If you want the best set up possible a 16:9 resolution offering a wider FoV will give you an edge over 4:3's 90 degree FoV.
It mentions "stutter stepping" (an innacurate name I have never liked) which is not a placebo at all.
What it is, is a list of helpful things that some people may never have been told.
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twas a joke
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Shit
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
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