1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • Harry Godden
    • October 12, 2016 at 12:42 PM
    • #2,781
    Quote from Vaya

    35 minutes ago, Vaya said: oh okay. I assumed the assets didn't appear because they were packed into the .bsps. So how does it currently work? forced workshop download?

    Yep they are all asset packed in the game files

    Quote from El_Exodus

    41 minutes ago, El_Exodus said: huh? Afaik, OP map assets were never stored in the VPKs. They would have appeared in the SDK otherwise.

    And Yeah they aren't packed into the vpk but they are still included into the full game package

    Makes sense to move them to workshop now so fresh downloads will be smaller, and so people with old demos won't get missing map errors

  • Pivac
    • October 12, 2016 at 12:50 PM
    • #2,782
    Quote from Logic

    5 hours ago, Logic said: Valve really patched the shit out of Inferno only a day after release!

    [Blocked Image: https://i.gyazo.com/874b9119cb2214a826626d1342042b7d.png]

    That was fast! Much better than releasing a map officially and causing a lot of trouble because of a few small, but game-breaking bugs.

    I like the new Inferno. Good balance between visuals and performance (though it seems a bit inconsistent visually, some art assets are nice looking while other look a bit out-dated). Visibility is improved, movement feels smoother, less pointless clutter - even though there are still a few spots that could use some clip brush love. Seems less CT sided, though we'll have to see it played more to confirm this. Overall very nice.

  • El_Exodus
    • October 12, 2016 at 1:07 PM
    • #2,783
    Quote from Vaya

    1 hour ago, Vaya said: oh okay. I assumed the assets didn't appear because they were packed into the .bsps. So how does it currently work? forced workshop download?

    Yeah they were stored in the .bsp files.

  • text_fish
    • October 12, 2016 at 2:14 PM
    • #2,784
    Quote from Bevielis

    36 minutes ago, Bevielis said: What was it that you disliked about Resort? Visually it was easily above the operation standart for maps, the layout was simple and traditional with it's sharp angles and clean pathing, allowing the player's individual skill to show as opposed to unconventional real life spaghetti layouts that create a temporary fun factor in operation maps. Digging deeper into it, the detailing was textbook clean, so if you're one of those people who is legally blind and needs every texture to be a solid colour to see the enemy, this map suits your needs, furthermore it featured a moving physics ball - what more do you want?

    How about two moving physics balls next time?

  • blackdog
    • October 12, 2016 at 4:15 PM
    • #2,785

    Alright, the news about inferno got trumped by the sounds discussion…

    Just watched couple walkthroughs and because of the above comments I was expecting to see a TF2 map. I find this to be a very truthful update, stuff is cleaner, but not flat/cel shaded.

    I won't say I like it more than the old, actually I don't. It has lost that rustic feeling, looks more modern day-grunge kinda place.

    Also Inferno with no portico in banana is not Inferno.

  • cashed
    • October 12, 2016 at 4:35 PM
    • #2,786

    Ever since CSS Inferno, banana has been crap. As the only direct path to B for Ts, it is the tightest choke. The pillars always pissed me off.

  • Radu
    • October 12, 2016 at 5:03 PM
    • #2,787

    I like the layout changes. Navigation is smoother now. What I don't like is the overall look. Maybe it's because I was expecting a grittier inferno, but I'm getting the impression that the level designers had two or more artistic directions, couldn't decide on one and merged parts of them together. For one, it has some hints of degradation going on, leaning towards a darker look, but it doesn't explore that idea to a higher degree. I think that could have been used a lot more to give the level some memorable "marks". As it is, all the areas seem washed(I'm not referring to saturation) and devoid of any uniqueness. Remember that destroyed wall from Portal 2? It's never used anywhere else, but it sticks in your memory.

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

  • Dosentti
    • October 12, 2016 at 5:18 PM
    • #2,788
    Quote from Bevielis

    3 hours ago, Bevielis said: What was it that you disliked about Resort? Visually it was easily above the operation standart for maps, the layout was simple and traditional with it's sharp angles and clean pathing, allowing the player's individual skill to show as opposed to unconventional real life spaghetti layouts that create a temporary fun factor in operation maps. Digging deeper into it, the detailing was textbook clean, so if you're one of those people who is legally blind and needs every texture to be a solid colour to see the enemy, this map suits your needs, furthermore it featured a moving physics ball - what more do you want?

    I didn't realize my comment is going to bring up such a strong feelings :D Resort was very good looking and I admired some of stuff in it from the level design point of view many times.

    However I disliked the layout. There was too much long sightlines and odd paths. Layout was simple yes, but it was also boring. I guess it's just that some maps you like and some you don't.

    And... fyi I am one of those persons who find it hard to see enemy from some textures. I have been diagnosed to have slow focusing in my eyes (dunno how to say it properly in english) which makes it unbelievable hard to focus on enemy sometimes. But great to hear you mocking me about it :)

  • text_fish
    • October 12, 2016 at 5:23 PM
    • #2,789

    [Blocked Image: https://media.giphy.com/media/TrDxCdtmdluP6/giphy.gif]

  • dux
    • October 13, 2016 at 2:53 AM
    • #2,790

    [Blocked Image: http://www.reactiongifs.com/r/panic.gif] ...So how about them sounds guys?

  • blackdog
    • October 13, 2016 at 3:01 AM
    • #2,791

    Or the stickers, lol

    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.

  • El_Exodus
    • October 13, 2016 at 6:48 AM
    • #2,792

    well, lol :D

    [Blocked Image: http://i.imgur.com/lnm9wds.jpg]

  • RivFader
    • October 13, 2016 at 8:45 AM
    • #2,793

    And the beta branch is named "Episode 1" to boot :D

  • text_fish
    • October 13, 2016 at 10:16 AM
    • #2,794

    I guess I missed the "paid sprays controversy". Did someone/anyone actually expect sprays not to be monetized if Valve ever even deigned to bring them back at all? Surely those people who don't want to pay for sprays (nb: I have 2 sprays and have paid for precisely 0) can just pretend they're still not available, or is there some game-breaking element to them?

  • Beck
    • October 13, 2016 at 10:50 AM
    • #2,795
    Quote from text_fish

    31 minutes ago, text_fish said: I guess I missed the "paid sprays controversy". Did someone/anyone actually expect sprays not to be monetized if Valve ever even deigned to bring them back at all? Surely those people who don't want to pay for sprays (nb: I have 2 sprays and have paid for precisely 0) can just pretend they're still not available, or is there some game-breaking element to them?

    I remember a lot of people on Reddit saying they were willing to pay for sprays and a few people even mentioned they could have limited uses. Nobody seemed to mind the suggestions. Valve did just that then everyone went crazy about it saying they're taking away features which had been free in every other CS.

    The one thing which did make sense was the use of sprays in competitive. People didn't like it since they can be distracting and maybe make you think there's someone hiding where it is actually a spray.

  • El_Exodus
    • October 13, 2016 at 6:43 PM
    • #2,796

    It appears, that Dust 2 will be the next map to get a rework. It seems logic to me and i expect it to be set in Australia (as i was obviously wrong, that Inferno would make use of the Australia setting :D )

    https://www.reddit.com/r/GlobalOffens…t2_remake2_new/

  • Pivac
    • October 13, 2016 at 7:36 PM
    • #2,797

    Yup, that pretty much confirms Dust 2 is the next one to get a rework.

    Kind of expected, but de_canals is surprising. I wouldn't mind if it replaces Nuke, that map just doesn't work in CSGO.

  • Pampers
    • October 14, 2016 at 2:42 AM
    • #2,798

    Inferno visually reminds me of dod_palermo, is this insta's work?

  • Logic
    • October 14, 2016 at 7:08 AM
    • #2,799

    Inferno is now officially in the main build of the game! :D Some of the sexy comparisons between the old and the new version can be seen here!

    After playing around on the map I can only say wow! The visibility is miles ahead of the old version and the map looks amazing in general! :D

  • RivFader
    • October 14, 2016 at 7:41 AM
    • #2,800

    A new comp. map would be amazing. Overpass turned out to be one of the most fun maps in the Active Duty after some work and I'd gladly welcome another completely new map.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™