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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • blackdog
    • March 18, 2017 at 1:31 PM
    • #2,961

    Yeah, instantly recognisable.

    I say kudos to Valve for trying this: probably half of the mappers of the world have attempted or thought of setting their map in Venice, the alleyways and coloured houses are so attractive.

    But everyone has given up because of water and such open areas that bottleneck to a tip of a needle.

  • Bastion
    • March 18, 2017 at 2:06 PM
    • #2,962
    Quote from blackdog

    33 minutes ago, blackdog said: Yeah, instantly recognisable.

    I say kudos to Valve for trying this: probably half of the mappers of the world have attempted or thought of setting their map in Venice, the alleyways and coloured houses are so attractive.

    But everyone has given up because of water and such open areas that bottleneck to a tip of a needle.

    Pretty good way of figuring out how to make a map like it work, having thousands playing the map around the clock giving a stream of data.

  • blackdog
    • March 18, 2017 at 5:33 PM
    • #2,963

    If this was BF4 or Gears, the map would flow like it happens for real :D

  • leplubodeslapin
    • March 18, 2017 at 9:43 PM
    • #2,964

    If this Operation's maplist is true, i find it a bit sad :(

    I mean, I personally prefer to see new maps get opportunities to be exposed to the public with these operations, and operations to be a good way for players to see fresh content.

    But, i guess the truth is :

    • CSGO players get a bit scared when they see 6 new maps (we saw that on previous operations, they just start by trashtalking about these new maps and don't take them really seriously). And then you see reddit users arguing how much they loved maps from previous operations and which one is the best (which is cute)
    • You generate more money by pushing people to buy passes multiple times for the same community-favorite maps on limited amount of time (instead of adding the maps forever in the game in which case they don't really make immediate profit out of it)

    So the best options might be to do what they do if you want it to be successful and avoid taking too much risk. But it means even less spot for new community maps than before (we used to have operations with 8 maps, 2-3 times a year).

  • RivFader
    • March 18, 2017 at 11:00 PM
    • #2,965

    I really don't get why Agency or Season aren't in the game already. every week we get a "Season pls Volvo" thread on reddit and it seems to be consensus that Agency is by far the most popular recently released Hostage map. Just add them to the base game, you have some room for it now and they are certainly better than Assault... Meanwhile, maps like Concert or Waterfall get shafted :(

  • DrywallDreams
    • March 19, 2017 at 6:45 AM
    • #2,966
    Quote from wrakki

    1 hour ago, wrakki said: Man it really sucks that everyone is hating on Canals, it's as if they are forgetting what Overpass was when it was first released.

    The map is a GIANT unconventional cluster-fuck right now, and I think that's great! From what I've played of it I think the reason for this is that Valve just threw together all their ideas and, based on feedback, will remove the ones which turn out to be bad and tweak the map until it is considered competitively viable by some of the people who play this game at a high level. Hell, even if the map stays the way it is forever, I don't mind playing a crazy map every now and then just for fun.

    I do think they could have put it into the Beta client first though, to remove the game breaking bugs at least.

    I think you're demonstrating why CS:GO kinda sucks: every map has to be competitively viable for 5v5 play. Otherwise, no one will play a map because it's too risky for their rank. Less conventional maps will then only be played in casual, which is stuck at 10v10 and is way worse than the standard 5v5. Then there would be absolutely no need for a new map to ship in a beta client, no one's rank would be risked by playing a potentially broken map.

  • grapen
    • March 19, 2017 at 7:54 AM
    • #2,967

    That's a problem in most modern multiplayer games. Rank is a shitty stress factor that brings out the worst in people and segregates friends of varying skill levels. Want to play without a useless icon next to your name? Here's our other gamemode with a completely different ruleset, not even remotely similar to the one that's fun.

    Sorry for the rant, I've just grown to loathe what I consider the worst addition to one of my favourite genre of games.

    Unranked. Hidden mmr. Same ruleset. People would be playing all kinds of maps I'm sure.

  • RivFader
    • March 19, 2017 at 8:26 AM
    • #2,968

    We really need unranked MM.

  • text_fish
    • March 19, 2017 at 11:46 AM
    • #2,969
    Quote from wrakki

    6 hours ago, wrakki said: Man it really sucks that everyone is hating on Canals, it's as if they are forgetting what Overpass was when it was first released.

    Fair point, but everyone hated on Overpass a lot when it was first released too, so I guess the feedback was useful in the end. Valve have made a decision not to communicate directly with the public most of the time (and I completely understand their reasons), which negates any control they have over the tone and direction of the conversation, thus turning it in to one-way shouting match where the player-base feels they have to very aggressively assert their opinions. If Valve aren't happy with that situation I trust that they'll take steps to change it.

    Quote from grapen

    3 hours ago, grapen said: That's a problem in most modern multiplayer games. Rank is a shitty stress factor that brings out the worst in people and segregates friends of varying skill levels. Want to play without a useless icon next to your name? Here's our other gamemode with a completely different ruleset, not even remotely similar to the one that's fun.

    Sorry for the rant, I've just grown to loathe what I consider the worst addition to one of my favourite genre of games.

    Unranked. Hidden mmr. Same ruleset. People would be playing all kinds of maps I'm sure.

    Yep, that is definitely in the top 5 on my CS:GO wishlist. In fairness to Valve they went some way towards fixing casual by disabling all-talk during play, but 5v5 is definitely the holy grail of casual servers, and they should reinstate armour buying etc. too.

  • Radix
    • March 19, 2017 at 9:48 PM
    • #2,970

    "[ MAPS ]

    – Shader rework to provide better lighting and support various features."


    Does anyone know what they have changed exactly?

    Because I noticed some lighting changes on skybox props in my austria map. And I liked it better as it was before. :) Re-compile didn't fix it (added even more unwanted lighting changes)

    Example: Roof of the church tower is much darker now:

    Before:

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

    After:

    [Blocked Image: http://i.imgur.com/H5FmFaL.jpg]


    edit:

    sexy new water in de_shipped

    [Blocked Image: http://i.imgur.com/kE9w7HE.jpg]

  • FMPONE
    • March 19, 2017 at 10:19 PM
    • #2,971
    Quote from Radix

    30 minutes ago, Radix said: "[ MAPS ]

    – Shader rework to provide better lighting and support various features."


    Does anyone know what they have changed exactly?

    Because I noticed some lighting changes on skybox props in my austria map. And I liked it better as it was before. :) Re-compile didn't fix it (added even more unwanted lighting changes)

    Example: Roof of the church tower is much darker now:

    Before:

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

    After:

    [Blocked Image: http://i.imgur.com/H5FmFaL.jpg]


    edit:

    sexy new water in de_shipped

    [Blocked Image: http://i.imgur.com/kE9w7HE.jpg]

    Display More

    The effects on models seem to be less than ideal

  • Vaya
    • March 19, 2017 at 10:59 PM
    • #2,972

    we're getting documentation tomorrow I believe

  • cashed
    • March 19, 2017 at 11:39 PM
    • #2,973

    I also noticed some trees on my map turned purple

  • text_fish
    • March 20, 2017 at 1:28 AM
    • #2,974

    Can we all share the effected .vmt's to see if they share something in common?

  • DrywallDreams
    • March 20, 2017 at 2:04 AM
    • #2,975

    Could it be a missing cubemap or something? Missing detail map?

  • SirK
    • March 20, 2017 at 9:36 AM
    • #2,976
    Quote from cashed

    9 hours ago, cashed said: I also noticed some trees on my map turned purple

    Your Avatar combined with the Post killed me - so fitting :D

    I think the water on Canals looked different, too? Or is it just me?

    Valve did a great job incorporating reallife locations from venice. But I think they took it too far - especially with the A-site. I get that its basically a open place in reallife. But the Site feels way to open and boring for my taste :/

  • grapen
    • March 20, 2017 at 10:15 AM
    • #2,977

    Any update on the shader changes? I haven't noticed anything with my props. Curious about support for "various feeatures"...?

    Edit: so people on reddit are reporting that models reflect more light in unlit areas?

  • Radix
    • March 20, 2017 at 11:03 AM
    • #2,978
    Quote from Radix

    13 hours ago, Radix said: [ MAPS ]

    – Shader rework to provide better lighting and support various features.

    Found out a few things:

    - Reducing shader quality to 'low' or 'medium' in options fixed the issues (only tested shipped, lite and austria)

    - on my austria map it was because the skybox prop used a bumpmap (which was actually a mistake on my part).

  • Vaya
    • March 20, 2017 at 11:06 AM
    • #2,979
    Quote from Radix

    1 minute ago, Radix said: Found out a few things:

    - Reducing shader quality to 'low' or 'medium' in options fixed the issues (only tested shipped, lite and austria)

    - on my austria map it was because the skybox prop used a bumpmap (which was actually a mistake I made).

    Do you have a cubemap in your skybox just now? That fixes a lot of visual issues (may even do so here)

  • Radix
    • March 20, 2017 at 11:12 AM
    • #2,980
    Quote from Vaya

    10 minutes ago, Vaya said: Do you have a cubemap in your skybox just now?

    Yea.

    Anyway - removing that (unneeded) $bumpmap entry fixed the problem. So it's fine now. But don't know what's the reason in the other maps...

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