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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • Vaya
    • March 24, 2015 at 5:16 PM
    • #1,541

    Brute has posted the rc1 version of tuscan on the workshop.

  • jackophant
    • March 24, 2015 at 5:19 PM
    • #1,542
    Quote from Vaya

    Brute has posted the rc1 version of tuscan on the workshop.


    I didn't know he removed it? It's a little late for the next operation isn't it? I suppose valve could have contacted him and asked for it...

  • Vaya
    • March 24, 2015 at 6:45 PM
    • #1,543
    Quote from jackophant

    I didn't know he removed it? It's a little late for the next operation isn't it? I suppose valve could have contacted him and asked for it...

    it's been beta up until now. I can see valve taking it easy on the deadlines if they think the community wants it.

  • TheGuma
    • March 24, 2015 at 7:07 PM
    • #1,544

    I still (myself) don't find the new Tuscan viable for next operation.

    In general, I'm not a skeptic but the map feels very untidy. A lot of clipping is weird and bad, most of the times you stand a meter away from the area you want to touch. Some props are floating, I've also found the custom textures to be quite disappointing (could use some more detail).

    I think it's just because it took Brute so long, I've also got to add the factor that it's not about the amount of props.

    Detail in CS:GO has never been the amount of trash props you spam in your map, I think it's the general feeling and simplicity is what people like.


    The buildings could me more round, instead of "edgy".

    Maybe adding some reflections to the current custom textures would help.

    He could also replace the ugly grass texture he uses and add some ground variation.


    I could tell a lot more things, but I hope he reworks the map again. For real this time.

    I don't hate the new Tuscan, I'm just not a fan of it (design wise).


    I also don't think it was smart by Brute to go so hard on Toscan and its creators.

  • jackophant
    • March 25, 2015 at 1:11 PM
    • #1,545

    imo Tuscan will come or go. I'm sure valve are aware of the state of the map's visual design and have their own opinions on it, and I trust them to act appropriately.


    I'm more concerned about the new tec9 plague. It's annoying because it was obviously OP mere minutes after the update was live, so they could have easily tweaked it. Instead we've had it abused at every level.

  • Vaya
    • March 25, 2015 at 1:23 PM
    • #1,546

    1. Win pistol as CT.

    2. lose 2nd and 3rd round to tec9 train


    Tagging needs to be increased and realigned with the weapon you're being shot with, not the weapon you're using.


    This would fix the ADADADAD pistol spam too.

  • jackophant
    • March 26, 2015 at 3:08 PM
    • #1,547

    was poking around on my imgur account and found this garish tec9 i cobbled together:


    [Blocked Image: http://i.imgur.com/yhNsGCe.png]


    This was back when the CZ was still the weapon of choice and no one had clocked how powerful the tec9 was.


    The selection of stickers apply even more these days, lol. (don't worry I'm pro + welcome to the clutch + crazy banana)


    I think I should give it a name a well...

  • marks
    • March 26, 2015 at 3:13 PM
    • #1,548

    sorry but tec9 is just utterly broken in csgo. Why would you buy a deagle when you can get a MORE ACCURATE 1-bulleths machine which is cheaper and has 32 bullets instead of 7?

  • jackophant
    • March 26, 2015 at 3:34 PM
    • #1,549

    It is an utterly ridiculous weapon, and I don't know what valve have been thinking not updating it.


    It's not going to suddenly break a teams strats and just toning down the damage would do imo. Glock damage!


    I hate using weapons that are so OP they are obviously going to be nerfed. sadly the majority of the community just abuse it while it's there for easy gains and you don't have much option but to retaliate in kind to keep things even...


    Anyone remember the catastrophic AUG and deagle buffs?

  • Vaya
    • March 26, 2015 at 3:37 PM
    • #1,550

    I think there will be a major update coinciding with the operation end involving pistols and tagging, along with the removal of nuke from the main pool.

  • Squad
    • March 27, 2015 at 12:11 AM
    • #1,551

    A guy named lindn made some changes to Nuke, that were apparantly all suggestions Adren made in some video.

    On quick first glance most of them seem really good, although there's probably too many to implement all of them simultaneously.

    A specific mixture of a number of them would be best imo


    Thoughts?


    Reddit link

    Pictures

  • Vaya
    • March 27, 2015 at 7:32 AM
    • #1,552

    External Content www.youtube.com
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    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.

    kliksphilip had the same idea. some of these changes are great!

  • jackophant
    • March 27, 2015 at 11:48 AM
    • #1,553

    For the game play changes, they'll probably reach out to the pros and big leagues for feedback.


    I look forward to the new art direction as well. It does lack compared to the other maps.


    But knowing how long valve take, even if they did turn this map around quickly, train wouldn't be in the pool for very long.


    As it stands, I imagine a lot of teams will just veto/not choose it anyway.

  • Puddy
    • March 27, 2015 at 1:17 PM
    • #1,554
    Quote from Vaya

    External Content www.youtube.com
    Content 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.

    kliksphilip had the same idea. some of these changes are great!


    ... but most changes are terrible.

  • Vaya
    • March 27, 2015 at 1:35 PM
    • #1,555

    I thought outside had a better flow to it than the current version- T would be able to play faster and would have a better chance of gaining control even if KennyS is in warehouse.


    B site and ramp seemed a bit like reinventing the wheel though

  • jackophant
    • March 27, 2015 at 2:37 PM
    • #1,556

    I don't think valve will change B as drastically as 3kliks has suggested.


    I think what B needs is the whole length of the room to reduce a bit, and maybe block off a couple of ways in.


    If you were to plant the bomb you've got 2 entrances from ramp, the window, the door from behind vents, toxic (if a CT is hiding) and both vents down from A site.


    That's SEVEN potential places to be shot from, that's nuts! They could always simply:

    • 1 door from ramp (make the large door bangable?)
    • secret > door (remove window room and staircase)
    • T side vent (as this allows for vent dives still, as the CT vent doesn't serve much of a purpose)
  • Vaya
    • March 27, 2015 at 3:18 PM
    • #1,557

    I'm not really bothered about overall balance on nuke to be honest- I just wish it was more fun to play.


    On T side you are basically waiting for CT to fuck up and give you enough info for you to move.


    On CT side you can easily go a whole round without seeing anyone or supporting your team.

  • El_Exodus
    • March 27, 2015 at 3:22 PM
    • #1,558

    It's nice to see so many people having thoughts about Nuke, but i really think some minor changes would do the job already. Eliminating some hidey corners, blocking some sightlines or making them less one-sided. Stuff like that. I feel like kliksphilip is going way too far. He's creating de_claustrophobic atm..

  • Vaya
    • March 28, 2015 at 4:12 PM
    • #1,559

    [Blocked Image: http://i.imgur.com/BXQiHXT.jpg]


    Dude at my work got a 3rd printer so he made me a headshot/unicorn terrorist keychain


    Edit - that photo is kinda large

  • onebit
    • March 28, 2015 at 8:37 PM
    • #1,560

    Could you do this? Plastic breaks easily.

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