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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • El_Exodus
    • March 2, 2016 at 11:02 AM
    • #2,361
    Quote from Squad

    What makes you think that?

    This thread: https://www.reddit.com/r/GlobalOffens…nd_inside_game/

    and these containers i was talking about in an earlier post. Note the train logo on the container.

    http://imgur.com/a/0bLif


    But who knows. Maybe they are skipping a map with their hints? I could easily imagine Dust 2 being set in Australia while i have trouble imagining Inferno in down under.

  • laminutederire
    • March 2, 2016 at 3:36 PM
    • #2,362
    Quote from El_Exodus

    Maybe they are skipping a map with their hints?

    very source -ish formulation if you ask me :)

    New overpass would be a total mindfuck !

    I personnally hoped they would port the game to source 2 with new maps

  • jackophant
    • March 2, 2016 at 3:43 PM
    • #2,363
    Quote from laminutederire

    New overpass would be a total mindfuck !

    Do you mean Austria? Not AustrALia?

  • Vorontsov
    • March 2, 2016 at 4:12 PM
    • #2,364

    +Overpass is in Berlin, Germany. And it's a pretty new map compared to Inferno, Dust 2.

  • laminutederire
    • March 2, 2016 at 4:28 PM
    • #2,365
    Quote from Vorontsov

    +Overpass is in Berlin, Germany. And it's a pretty new map compared to Inferno, Dust 2.

    Yeah that's why they would totally fuck with us by remaking their newer map !

  • El_Exodus
    • March 4, 2016 at 5:53 PM
    • #2,366

    lmao :D

    [Blocked Image: https://i.gyazo.com/56cbb6eeb14553d708bb4a907b7d2aca.jpg]

    https://www.reddit.com/r/GlobalOffens…6_was_actually/

  • tr0nic
    • March 10, 2016 at 12:47 AM
    • #2,367

    Question: Would you consider a map that has a 1 time per round interactive button which raises a platform competitively viable? With the newly added co-op cs:go maps, do you think players wouldn't be as reluctant as they were before to something like this?


    http://imgur.com/a/659CD

  • Puddy
    • March 10, 2016 at 8:41 AM
    • #2,368

    I would guess it would be Operation viable at the very least. I think it would be fine if done well.

  • Logic
    • March 10, 2016 at 10:35 AM
    • #2,369
    Quote from tr0nic

    Question: Would you consider a map that has a 1 time per round interactive button which raises a platform competitively viable? With the newly added co-op cs:go maps, do you think players wouldn't be as reluctant as they were before to something like this?

    I'd like to see it done right. It can work as long as a win/loss isn't based on if T's managed to raise the platform or not, but is still important enough to go for at the beginning of a round (if you're planning to go for that particular site). :D

    I don't really understand how your platform is supposed to work though. Why can T's boost at all times but CT's can't? It appears that they have the high ground?

    I'd say Halo 2 and 3 had some interesting events that changed the map slightly, while not giving the defending side a major disadvantage. Check out the maps High Ground, High Ground, Standoff and Longshore for some inspiration.

  • jackophant
    • March 10, 2016 at 10:55 AM
    • #2,370

    Maybe make the lift always work, but it makes a noise and also allow teams to boost on it, so it gives some tactical advantage that you could sneak a whole team on to the lift and move them up, or send one person up on it and then 4 round the other side.

    The way I see it right now is that CTs are just going to activate the lift and force Ts to boost every single time.

  • laminutederire
    • March 10, 2016 at 11:36 AM
    • #2,371

    To me it's an evolution which should be welcomed.

    I tried to design a similar type of thing, with a door which is unlocked by a button. The things I learned with that was to:

    -first, ask the question: what does it provide to the map? Is it a way to boost a team, to refrain a team?

    -secondly, I had to ask myself how it can be abused to tame it down and balance it. For instance, for a team not to abuse it, the other team can have the possibility to use it to their advantage as well. What other have said about noise is something useful for balance: make it so if a team use it, it can be countered by a smoke or something like that for instance.

    - thirdly, what kind of classic design could achieve the same tactical opportunities, boost? One way drops? Etc.

    -fourthly, and lastly, how can I make people understand the rules of the mecanism in an obvious way?

    I don't know what has arisen from your thoughts, and I'd be happy to hear all about it, but to my mind those are the question I asked myself to use new mechanics for competitive viable maps.

  • tr0nic
    • March 10, 2016 at 3:15 PM
    • #2,372
    Quote from Logic

    I'd like to see it done right. It can work as long as a win/loss isn't based on if T's managed to raise the platform or not, but is still important enough to go for at the beginning of a round (if you're planning to go for that particular site).

    I don't really understand how your platform is supposed to work though. Why can T's boost at all times but CT's can't? It appears that they have the high ground?

    I'd say Halo 2 and 3 had some interesting events that changed the map slightly, while not giving the defending side a major disadvantage. Check out the maps High Ground, High Ground, Standoff and Longshore for some inspiration.

    CT's can boost up but that would be in a flank/retake scenario. They have control of the upper ground from the start.

    Quote from jackophant

    Maybe make the lift always work, but it makes a noise and also allow teams to boost on it, so it gives some tactical advantage that you could sneak a whole team on to the lift and move them up, or send one person up on it and then 4 round the other side.

    The way I see it right now is that CTs are just going to activate the lift and force Ts to boost every single time.

    CT's could very well activate the lift every round but I've placed the Button right in front of the Main Entrance. There's a risk and reward involved. Would you risk to activate the button and die or stay passive and leave more options for the T's ?

    More shots: http://imgur.com/a/xjNab

  • jackophant
    • March 10, 2016 at 3:31 PM
    • #2,373
    Quote from tr0nic

    CT's could very well activate the lift every round but I've placed the Button right in front of the Main Entrance. There's a risk and reward involved. Would you risk to activate the button and die or stay passive and leave more options for the T's ?

    Looks like a pretty easy smoke to make. And then the CTs can ride the one way ride to the top and have a very strong position.

    This obviously depends on what the timing is like, but I would look to deny the Ts that opportunity every single time.

  • tr0nic
    • March 10, 2016 at 4:18 PM
    • #2,374
    Quote from laminutederire

    I tried to design a similar type of thing, with a door which is unlocked by a button. The things I learned with that was to:

    -first, ask the question: what does it provide to the map? Is it a way to boost a team, to refrain a team?

    -secondly, I had to ask myself how it can be abused to tame it down and balance it. For instance, for a team not to abuse it, the other team can have the possibility to use it to their advantage as well. What other have said about noise is something useful for balance: make it so if a team use it, it can be countered by a smoke or something like that for instance.

    - thirdly, what kind of classic design could achieve the same tactical opportunities, boost? One way drops? Etc.

    -fourthly, and lastly, how can I make people understand the rules of the mecanism in an obvious way?

    I don't know what has arisen from your thoughts, and I'd be happy to hear all about it, but to my mind those are the question I asked myself to use new mechanics for competitive viable maps.

    Display More

    I went through a similar thought process.

    I've had this elevated platform idea in my very first design in 2013. The bombsite was the elevated Platform and Ct's would be able to change the level of the platform once a round, depending on how they set up their defense. Unfortunately, Once the Bomb has been planted on the platform, it wouldn't move with it (floating bomb) so I dropped the Interactive idea. However, i kept the elevated platform as part of my bombsite until I redesigned my bombsite in early 2015.

    Last week, I revisited the idea of having the Interactive platform in one of my bombsite path because I played the first terrorist compound co-op mission and it has a similar feature.

    What I did to make the concept as clear as possible:

    • I picked an animated button that flashes green until you activate it.
    • Start Sound looping until it reaches the max height and then a distinct Stop Sound.
    • Overlay on the ground that represents the trigger area of the button ( Trigger_multiple with OnStartTouch and OnEndTouch that locks or unlocks the button + the button itself that activates the platform and changes animations on the dynamic model) There's a 1 second delay OnPressed to make sure players are able to get on the platform before it starts moving.
    • START overlay pointing at the button
    • Experimented with the speed at which the platform raises. Right now, it's set at 32 units/sec. Max height distance is 128 units. You can jump out of the platform after 2 seconds travel time. (maximum travel time of 4 seconds)
    • I will add lights that emphasizes on the button and platform.
    • Platform would be converted to an animated lift model.

    Like most design decision in Counter-Strike, it's all about Risk vs Reward.

    • I've placed the button in the open.
    • Best T Spawn beats Best CT Spawn by 0.5 sec
    • AS a CT, you can throw easy to learn smokes at the Chokepoint in front of the button to reduce the risk. (can still get shot/naded through smoke obviously)
    • CTs have great defense positions at their disposal whether the platform is raised or not.
    • If CTs manage to raise the platform, Boosting is still an option for either teams depending on the scenario.

    TO DO: Organize playtests and see how it plays out.


    Worst case scenario: It becomes Boost only.

    I've made a Strawpool on Reddit on the subject. It's a really small sample but there's hope! About 60% in favor.

    http://strawpoll.me/7039712/r


    Counter-Strike could use some dynamic elements, as long as it's beneficial to the gameplay. We don't need to go DICE path with Levelution though :lol:

  • Vaya
    • March 10, 2016 at 4:27 PM
    • #2,375

    *removes brush based destruction from map* :(


    I think it's a cool Idea but obviously comes down to implementation. I'd say you're going to need to spend more time playtesting at greybox to gather feedback- as you can see already it splits players quite a lot.


    What about de_viaduct/coffee/java/mocha though? :o

  • jackophant
    • March 10, 2016 at 4:51 PM
    • #2,376
    Quote from Vaya

    What about de_viaduct/coffee/java/mocha though? :o

    This looks like the same map but with a previously unseen bombsite B. This elevator would be replacing the stairs up and round for Ts.

    Even though the map was good like... 10 iterations ago, I guess @tr0nic doesn't feel the same

    Quote from tr0nic

    I've had this elevated platform idea in my very first design in 2013. The bombsite was the elevated Platform and Ct's would be able to change the level of the platform once a round, depending on how they set up their defense. Unfortunately, Once the Bomb has been planted on the platform, it wouldn't move with it (floating bomb) so I dropped the Interactive idea.

    Could you not use some sort of logic for after bomb has been planted to prevent the moving of the ramp? And further to that, prevent the bomb being planted while the lift was moving? Like a temporary disable.

  • Klems
    • March 10, 2016 at 5:59 PM
    • #2,377
    Quote from tr0nic

    Question: Would you consider a map that has a 1 time per round interactive button which raises a platform competitively viable? With the newly added co-op cs:go maps, do you think players wouldn't be as reluctant as they were before to something like this?

    Players don't like elevators in multiplayer game because they're laggy, feels unresponsive and are often barely implemented. In particular the source engine is pretty bad when it comes to players on moving things (worse than HL1 for some reasons, but that was way before CSGO so I dunno now).

    There's a reasons they switched from elevators to jump pads/teleporters from Quake 2 to Quake 3: jump pads and teleporters can be predicted, elevators can't. TBH I think any movements in a multiplayer FPS that can't be predicted is a big NO. Others things that are predicted includes ladders, water, trigger_gravity and trigger_push.

    Unless you know you can make it works PERFECTLY I suggest you drop it. It will probably be fine if the elevator only moves up/down tho, especially if it can't be moved for the rest of the round.

    Anyway, why would you bother with an elevator if you can use a boost instead?

  • Fnugz
    • March 17, 2016 at 5:50 PM
    • #2,378

    It is that time of year again

    I have to pay a lot of money for virtual stickers, so I can get my virtual gold trophy.

    ...oh, and they are playing counter-strike. Go Astralis whooo!

  • Guest
    • March 17, 2016 at 6:35 PM
    • #2,379
    Quote from Fnuggi

    45 minutes ago, Fnuggi said: Go Astralis whooo!

    You mean Luminosity? /emoticons/[email protected] 2x" title=";)" width="15">

  • Squad
    • March 17, 2016 at 10:30 PM
    • #2,380
    Quote from Fnuggi

    4 hours ago, Fnuggi said: It is that time of year again

    I have to pay a lot of money for virtual stickers, so I can get my virtual gold trophy.

    ...oh, and they are playing counter-strike. Go Astralis whooo!

    Where did you find out about this? Just wondering, since I can't find it on CSGO blog or the ingame menu.

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