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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • Klems
    • February 18, 2016 at 5:50 PM
    • #2,261

    Congratulations to my former comrades from the contest, you guys deserve it!

  • El_Exodus
    • February 18, 2016 at 5:55 PM
    • #2,262
    Quote from Radix

    For those who didn't notice already:

    There is a file called "de_nuke_zoo.vmf" in the .../sdkcontent/maps folder which contains all (?) the new assets. :)

    Holy that is awesome!!

  • Vaya
    • February 18, 2016 at 6:43 PM
    • #2,263

    all the models are under hr_nuke in sdk. Already using a bunch of them! new exit and other signage! huzzah!

    They have added more 64 unit crates though :<

  • El_Exodus
    • February 18, 2016 at 6:52 PM
    • #2,264
    Quote from Vaya

    They have added more 64 unit crates though :<

    BUUUURN!!!

  • Vaya
    • February 18, 2016 at 6:59 PM
    • #2,265

    Any idea why valve is moving toward model-heavy maps? pretty much all the detailing seems to be model based - no where near as many decals etc as normal. Things that were handled by decals in train_hr like no smoking signs etc have been made into models for hr_nuke

  • Tomato
    • February 18, 2016 at 7:45 PM
    • #2,266
    Quote from Vaya

    Any idea why valve is moving toward model-heavy maps? pretty much all the detailing seems to be model based - no where near as many decals etc as normal. Things that were handled by decals in train_hr like no smoking signs etc have been made into models for hr_nuke

    So the wall sockets are really models then on newke?
    One of the things that i noticed immediatly ( woow 3d wamll sockets :P )

  • clankill3r
    • February 18, 2016 at 8:46 PM
    • #2,267

    I play on 1024 x 768 now. Everything as low as possible. I have around 20 to 30 fps on nuke. That is without smokes in my screen.
    I can hardly buy any weapon. If i shoot a smg then it sounds like half of the bullets are never fired.

  • leplubodeslapin
    • February 18, 2016 at 8:51 PM
    • #2,268
    Quote from Vaya

    Any idea why valve is moving toward model-heavy maps? pretty much all the detailing seems to be model based - no where near as many decals etc as normal. Things that were handled by decals in train_hr like no smoking signs etc have been made into models for hr_nuke

    I guess that's because they want something both clean for readability and for the map's theme (it's a modern industrial site, not old or abandonned or something like that). If you do this and don't want to make your level empty with nothing interesting to look at, you can add many many many details like they did. The good thing, is that they work a lot on the colors of the props, most of them are grey or very pale colors, not to be noticed to much compared to the rest. Only key props are colors (in yellow for most of them), to guide the player view through the geometry.

  • MitBit
    • February 18, 2016 at 10:31 PM
    • #2,269

    Anyone know if its possible to open up the new nuke in hammer, been going through the .pak files but haven't found a way.

  • Squad
    • February 18, 2016 at 10:52 PM
    • #2,270
    Quote from MitBit

    Anyone know if its possible to open up the new nuke in hammer, been going through the .pak files but haven't found a way.

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

    For some reason Valve embedded a lot of the used props into the bsp (which somewhat explains the 275 MB bsp filesize), but not all of them. You need to extract those from the bsp, if you want to check it out properly in Hammer.

  • Lizard
    • February 18, 2016 at 11:01 PM
    • #2,271

    My new favorite quote from reddit:

    Quote

    On the old nuke I would average between 100-150 FPS

    Reddit 2016:

    -Wants a remake of the map

    -Complains about how expensive it is to render.

    New nuke looks great. I'm hoping for inferno to be remade next.

  • El_Exodus
    • February 18, 2016 at 11:09 PM
    • #2,272
    Quote from Squad

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

    For some reason Valve embedded a lot of the used props into the bsp (which somewhat explains the 275 MB bsp filesize), but not all of them. You need to extract those from the bsp, if you want to check it out properly in Hammer.

    I wonder why i can see all the custom content of de_nuke_zoo.vmf in Hammer but when i compile it, it's almost all black ingame? Isn't Hammer accessing the vpk files of the game?

  • blackdog
    • February 18, 2016 at 11:12 PM
    • #2,273

    Maybe I shouldn't comment after only looking at the screen, but I'm not that enthusiastic for Nuke.
    Yes, generally looks obviously better, but I dunno if they photoshopped the screens like there was no tomorrow, but I get the same feeling of when HL was toward the end of its life and there were those modders pushing the engine to the limit and using pre-antialiased textures.
    Looks so plastic-y.

    Also what's with all that yellow? Seriously, am I the only one that thinks there's really too much? Like ok A was a flat slab before, but they went a bit overboard with all the horizontal signage (I don't care if it's realistic).

    They talk about readability on the blog but frankly, B in particular, don't seem readable at all to me.

    ~

    Anyway, congrats to the many mapcoreans that got featured :)

  • MitBit
    • February 18, 2016 at 11:36 PM
    • #2,274
    Quote from El_Exodus

    I wonder why i can see all the custom content of de_nuke_zoo.vmf in Hammer but when i compile it, it's almost all black ingame? Isn't Hammer accessing the vpk files of the game?

    Sorry if this is a silly question but where did you find de_nuke_d.vmf? My sdk_content/maps/ folder doesn't have a official CSGO folder.

  • Squad
    • February 18, 2016 at 11:38 PM
    • #2,275
    Quote from MitBit

    Sorry if this is a silly question but where did you find de_nuke_d.vmf? My sdk_content/maps/ folder doesn't have a official CSGO folder.

    I decompiled it with BSP Source.

  • Aztk
    • February 19, 2016 at 6:06 PM
    • #2,276

    I just saw that Valve added some night sky textures into Hammer.

  • RaVaGe
    • February 19, 2016 at 6:12 PM
    • #2,277

    [Blocked Image: http://www.reactiongifs.com/wp-content/uploads/2013/06/costanza-answering-machine.gif]

  • El Moroes
    • February 19, 2016 at 10:42 PM
    • #2,278
    Quote from austinweiss13

    I think the skybox is from their new coop map, it's pretty cool, kinda of L4D2-esque


    Hidden Content

    The explosive barrels are crazy xD Aha
    If you want to see the map, you need to manualy load coop_cementplant.

    Oh and, I think they re-activated the details sprites on the materials (or I missed that info in the update notes) :

    [Blocked Image: http://i.imgur.com/lqPS6XL.jpg]

  • Lizard
    • February 19, 2016 at 11:40 PM
    • #2,279
    Quote from El Moroes

    The explosive barrels are crazy xD Aha
    If you want to see the map, you need to manualy load coop_cementplant.

    Oh and, I think they re-activated the details sprites on the materials (or I missed that info in the update notes) :

    [Blocked Image: http://i.imgur.com/lqPS6XL.jpg]

    I saw them on the old nuke screenshot from tagging guide and now saw them in game .

  • Mamorex
    • February 20, 2016 at 12:39 AM
    • #2,280

    1. After update I can't compile models with WallWorm.

    ERROR: d:\steam\steamapps\common\counter-strike global offensive\csgo\models\mamorex\grass.qc(13): - expecting number, got "-1.0"
    ERROR: Aborted Processing on 'mamorex/grass.mdl'
    CDynamicFunction: Closing library 'Kernel32.dll' (74DF0000)
    Press any key to continue . . .

    2. I have an issue with ATI card like other players.
    3. Static Props show up black and Valve will not fix it! They writed that I must use full compile all times (when Unreal Engine and other game engines have a real time editors)! https://developer.valvesoftware.com/wiki/Static_Props_show_up_black
    4. What is the grass stuff? I can't find, how to use a new cs_grass shader. Sprites or what? Detail sprites not work for me by old method.

    ---

    Oh! We have a next update. ~123 MB http://blog.counter-strike.net/index.php/category/updates/

    Veryfying game after update eternally. I must reinstall game. Nice.

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