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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • clankill3r
    • February 11, 2016 at 9:49 PM
    • #2,201

    I wonder what the ranks of the developers are. Also I really think the R8 could use a buff atm. It's nerfed to hard in my opinion, I think the delay could be a bit decreased to it's old value or something in between.

  • RivFader
    • February 11, 2016 at 10:25 PM
    • #2,202
    Quote from clankill3r

    I wonder what the ranks of the developers are. Also I really think the R8 could use a buff atm. It's nerfed to hard in my opinion, I think the delay could be a bit decreased to it's old value or something in between.

    I would love to get some insight into that as well. Iirc, Spunj (a CSGO pro currently signed for Renegades) mentioned that there is a Skype/FB/whatever group where devs and pros discuss changes to the game when the Revolver was introduced. Apparently Valve devs genuinely thought about implementing a net thrower or something similar to CS, so people could literally stun other players for seconds. I don't even want to imagine the outrage if they actually put that into the game in the future....

    Also: I think the Revolver's place in the loadout should be given more thoughts as well. is it really wise to replace it with the Deagle? Maybe it is time to add a new loadout slot for pistols?

  • dux
    • February 12, 2016 at 3:14 AM
    • #2,203

    Pistols in CS GO are flat out ridiculous as it is anyway.

    [Blocked Image: http://img.memecdn.com/new-back-in-my-day-guy_fb_242044.jpg]

    Back in the good old 1.6 days (and before, I just use 1.6 because) it was Deagle or nothing. Now it's rek9/5seven armour roll the opposing teams rifles. Running 1 bullet headshots even against head armour while spamming mouse one you say?

  • Beck
    • February 12, 2016 at 9:46 AM
    • #2,204
    Quote from dux

    Pistols in CS GO are flat out ridiculous as it is anyway.

    [Blocked Image: http://img.memecdn.com/new-back-in-my-day-guy_fb_242044.jpg]

    Back in the good old 1.6 days (and before, I just use 1.6 because) it was Deagle or nothing. Now it's rek9/5seven armour roll the opposing teams rifles. Running 1 bullet headshots even against head armour while spamming mouse one you say?

    I do miss the old days. :(

    But I agree with what was said above. It would be awesome for someone on the CSGO team to be sort of a "community manager" as well.

  • Vaya
    • February 12, 2016 at 11:03 AM
    • #2,205

    tec9 is so shit it's unreal. tec9/armor trains have basically the same power as an SMG buy.

  • jackophant
    • February 12, 2016 at 11:45 AM
    • #2,206
    Quote from Vaya

    tec9 is so shit it's unreal. tec9/armor trains have basically the same power as an SMG buy.

    Which SMGs do you know that dish out 1 hit head shots? Or deal 60 damage at range down D2 A long.

    Tec9 is far superior

  • dux
    • February 12, 2016 at 3:32 PM
    • #2,207

    I think it's more that SMG's you can just run and gun while holding mouse 1; you'll spray enough bullets to land a headshot 90% of the time without even aiming.

  • jackophant
    • February 12, 2016 at 3:53 PM
    • #2,208
    Quote from dux

    I think it's more that SMG's you can just run and gun while holding mouse 1; you'll spray enough bullets to land a headshot 90% of the time without even aiming.

    I don't have a problem with that. Drawing on inspiration from real life (I realise it's a game), shorter, less accurate weapons (at range due to shorter barrels), generally with a higher rate of fire have a place in combat and I don't think CS should be any different in this respect. That's just one place they stand above rifles in their moving accuracy. They're also more expensive than pistols.

    I don't think the high reward money is necessary as most the time you use them you're in an anti-eco, so on top of winning you stand to earn a lot more money than you would have otherwise, giving pistol round winning team a greater economic lead.

    I don't suppose anyone can point me in the direction of how to mod the weapons like slothsquadron?

  • Beck
    • February 12, 2016 at 4:24 PM
    • #2,209

    As far as I know you can go here: *Your PC*\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts and you should find a load of scripts called "Weapon_WEAPONNAME"

    Inside those you can adjust the player speed, damage, range and all that.

  • dux
    • February 12, 2016 at 6:45 PM
    • #2,210
    Quote from jackophant

    I don't have a problem with that. Drawing on inspiration from real life (I realise it's a game), shorter, less accurate weapons (at range due to shorter barrels), generally with a higher rate of fire have a place in combat and I don't think CS should be any different in this respect. That's just one place they stand above rifles in their moving accuracy. They're also more expensive than pistols.

    I don't think the high reward money is necessary as most the time you use them you're in an anti-eco, so on top of winning you stand to earn a lot more money than you would have otherwise, giving pistol round winning team a greater economic lead.

    I don't suppose anyone can point me in the direction of how to mod the weapons like slothsquadron?

    This sounds silly but I've always found SMG's too easy and too forgiving. For example the go to SMG in 1.6 was the mp5 and you had to burst fire that like any other rifle. It was extremely effective too. I just don't find any real depth/skill to the majority of the weapons in CS GO. This is of course subjective and I'm a grumpy 1.6 player but hey.

  • wertyballz
    • February 13, 2016 at 1:08 PM
    • #2,211

    Anyone know how to make zombie mod map where zombies are npc:S not players. if anyone knows plz i wanna make zombie map :)

  • Squad
    • February 13, 2016 at 4:30 PM
    • #2,212
    Quote from wertyballz

    Anyone know how to make zombie mod map where zombies are npc:S not players. if anyone knows plz i wanna make zombie map :)

    [Blocked Image: https://upload.wikimedia.org/wikipedia/en/5/5b/Left4Dead_Windows_cover.jpg]

  • Guest
    • February 17, 2016 at 10:38 PM
    • #2,213

    NiP is back boys. Ez skins.

  • cashed
    • February 18, 2016 at 5:38 AM
    • #2,214

    Congrats to the mapcore crew who got their maps in the new op :)

  • Logic
    • February 18, 2016 at 6:15 AM
    • #2,215
    Quote from austinweiss13

    NEW OPERATION FINALLY AND NUKE #HYPE

    also my game is crashing ever few minutes, gg valve

    It's out!? Wish I was home right now! :/

  • Vaya
    • February 18, 2016 at 7:06 AM
    • #2,216

    nuke looks crazy good. I'm sad they've removed all the skill jumps though and made it easy to get on silo/up the outside near ladder.

    Mapcore MM tonight on operation maps/nuke? :D

  • Logic
    • February 18, 2016 at 7:14 AM
    • #2,217
    Quote from Vaya

    nuke looks crazy good. I'm sad they've removed all the skill jumps though and made it easy to get on silo/up the outside near ladder.

    I think that's good. Now T's can take more control of yard. I really like the new rafters leading to CT-side heaven, I've always wanted to see that walkway implemented :D

  • laminutederire
    • February 18, 2016 at 7:21 AM
    • #2,218

    Cannot really play it, but judging from screenshots it feels a lot like train revamped, is the case in-game?

  • Vaya
    • February 18, 2016 at 7:29 AM
    • #2,219

    yeah. I've put a bunch of screenshots on steam. Very pretty!

  • Tomato
    • February 18, 2016 at 7:48 AM
    • #2,220

    I do like the new changes for SDK:

    -[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
    – Maps can have multiple radar images based on player height.

    And seems like they did some fixes for squaky on newke
    – Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.

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