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Counter-Strike 2

  • blackdog
  • March 22, 2023 at 4:58 PM
  • blackdog
    • March 22, 2023 at 4:58 PM
    • #1

    YES! It's finally a thing!!!

    Fantastic that the first video they posted they already talk about mapping

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    The smoke nades are really impressive 🤤

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  • Pivac
    • March 22, 2023 at 5:30 PM
    • #2

    This looks amazing.

  • Dabu
    • March 22, 2023 at 11:50 PM
    • #3

    Source 2 my beloved ❤️

  • mendaxyz
    • March 23, 2023 at 2:02 AM
    • #4

    Does anyone familiar with Source 2 have an idea of how this might affect current projects? Do you think it's gonna be simple to open current CS:GO maps in the Source 2 editor or will certain parts of the map break/need updating before being compiled in the new engine?

  • Pilot_01
    • March 23, 2023 at 3:25 AM
    • #5

    nades looks fun. cant wait to give it a try tonight.

  • Ubuska
    • March 26, 2023 at 3:42 PM
    • #6

    Looks amazing. Can't wait to map for cs2!

  • sn0wsh00
    • March 29, 2023 at 12:31 AM
    • #7

    Apparently the current version of CS:GO's Dust II was originally made for Source 2, so I guess it makes sense that Dust II would look amazing in CS2 despite just being a port. I also like how Valve is upping the blood and gore in what is already a pretty splattery game. It'll look great in Zombie Escape:

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  • Vaya
    • April 2, 2023 at 7:59 PM
    • #8
    Quote

    Quote Apparently the current version of CS:GO's Dust II was originally made for Source 2,

    total shite. stop listening to this grifter lol.


    Quote from mendaxyz

    On 3/23/2023 at 2:02 AM, mendaxyz said: Does anyone familiar with Source 2 have an idea of how this might affect current projects? Do you think it's gonna be simple to open current CS:GO maps in the Source 2 editor or will certain parts of the map break/need updating before being compiled in the new engine?

    there's apparently a 'great' port tool we'll be getting closer to release. I would suggest getting into the new hammer asap tho

  • ZZZ
    • April 2, 2023 at 8:44 PM
    • #9

    I might make my first CS map ever. And I already have one source of inspiration

    [Blocked Image: https://imagens-revista-pro.vivadecora.com.br/uploads/2019/11/Conheca-a-historia-e-arquitetura-da-Estacao-da-Luz.-Fonte-CATV.jpg]

    [Blocked Image: https://www.metrocptm.com.br/wp-content/uploads/2021/03/estacao-luz-linha4.jpg]

  • Jim F Kennedy
    • April 3, 2023 at 4:08 AM
    • #10
    Quote from 0kelvin

    7 hours ago, 0kelvin said: I might make my first CS map ever. And I already have one source of inspiration

    [Blocked Image: https://imagens-revista-pro.vivadecora.com.br/uploads/2019/11/Conheca-a-historia-e-arquitetura-da-Estacao-da-Luz.-Fonte-CATV.jpg]

    [Blocked Image: https://www.metrocptm.com.br/wp-content/uploads/2021/03/estacao-luz-linha4.jpg]

    Escalators must work otherwise literally unplayable

  • dooosy1221
    • April 28, 2023 at 1:20 AM
    • #11
    Quote from blackdog

    On 3/22/2023 at 6:58 PM, blackdog said: YES! It's finally a thing!!!

    Fantastic that the first video they posted they already talk about mapping

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    The smoke nades are really impressive 🤤

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    I would also like to recommend a platform https://skin.club/community/en/articles/skins-history/ through which you can get the best weapon skins.

    Good day. As a big fan of counter-strike (I've been playing it since 2007), I can't wait for the release of cs 2. As for me, this is a cool cs go update.

  • AlexM
    • June 8, 2023 at 3:52 AM
    • #12

    Neat! I'm def gonna give this a try. The voxel smoke grenade tech is pretty cool. I love how they made an engine-specific solution to a gameplay element.

  • NikiOo
    • June 23, 2023 at 1:49 PM
    • #13

    Does anyone else think that selection wheels (e.g. weapons inventory) are good—and not just for console. To me, it's like the windows button when it was in the corner. Gets burnt into your muscle memory very quickly, and you can do it with eyes closed. You only have to get the general angle right and pass the threshold distance.

  • blackdog
    • June 25, 2023 at 6:27 PM
    • #14
    Quote from NikiOo

    On 6/23/2023 at 1:49 PM, NikiOo said: Does anyone else think that color wheels are good—and not just for console. To me, it's like the windows button when it was in the corner. Gets burnt into your muscle memory very quickly, and you can do it with eyes closed. You only have to get the general angle right and pass the threshold distance.

    Is this in relation to the editor?

  • NikiOo
    • August 7, 2023 at 11:33 AM
    • #15
    Quote from blackdog

    On 6/25/2023 at 8:27 PM, blackdog said: Is this in relation to the editor?

    Oops, I meant selection wheel, not color wheel 😀. And no, I'm talking about the new buy menu.

    I'm making my own shooter game and, because I don't like clicking on buttons, I made a wheel interface (with sub-wheels) for the dev tools, and I think it's a pretty good replacement for menu bars and dropdown menus.

    In terms of the editor, I hope the new one has a better asset importing pipeline. Importing textures and models was such a chore in Hammer even with the community-made tools.

  • blackdog
    • August 8, 2023 at 10:28 PM
    • #16
    Quote from NikiOo

    On 8/7/2023 at 11:33 AM, NikiOo said: Oops, I meant selection wheel, not color wheel 😀. And no, I'm talking about the new buy menu.

    I'm making my own shooter game and, because I don't like clicking on buttons, I made a wheel interface (with sub-wheels) for the dev tools, and I think it's a pretty good replacement for menu bars and dropdown menus.

    In terms of the editor, I hope the new one has a better asset importing pipeline. Importing textures and models was such a chore in Hammer even with the community-made tools.

    That’s fantastic! So are you creating plugins for Unity/Unreal?


    I’m a UI designer, so I’m a bit biased in liking wheels as a gizmo.

    Objectively, wheels are the best type of menu in terms of limiting mouse movement and clicks.

    But apart from games we don’t really see them, and there are reasons for that.

    Personally I have given some thoughts and I can imagine a level/game editor using wheels and minimalistic UI. I would bind the wheel to TAB and be contextual to what is selected at that moment in time. That should work at least for the most common actions, then other stuff could still be docked away the traditional way. But ofc I haven’t tried to mock this up let alone implement it.

    I’d be very curious to see what you’re doing @NikiOo

  • AlexM
    • August 17, 2023 at 6:01 AM
    • #17
    Quote from blackdog

    On 8/8/2023 at 2:28 PM, blackdog said: That’s fantastic! So are you creating plugins for Unity/Unreal?


    I’m a UI designer, so I’m a bit biased in liking wheels as a gizmo.

    Objectively, wheels are the best type of menu in terms of limiting mouse movement and clicks.

    But apart from games we don’t really see them, and there are reasons for that.

    Personally I have given some thoughts and I can imagine a level/game editor using wheels and minimalistic UI. I would bind the wheel to TAB and be contextual to what is selected at that moment in time. That should work at least for the most common actions, then other stuff could still be docked away the traditional way. But ofc I haven’t tried to mock this up let alone implement it.

    I’d be very curious to see what you’re doing @NikiOo

    Display More

    I feel like I've seen that to some degree in some game. Fortnight maybe?

  • Mitch Mitchell
    • September 24, 2023 at 4:10 PM
    • #18

    Dynamic environments would definitely be welcome.

    Trains, escalators, more doors and door types with different locking mechanisms, more vertical ascend and descend options (ladders/ropes), ropes with swings between buildings, window-washing platforms that can move, moving platforms - all with sound FX.

    Then, you got a whole bunch of options for levels and game types and level design.

    CS2 would become way more interesting if you are playing a level that is not a standard Middle-Eastern location, or, an industrial complex - because there are about a gazillion of those clover-leaf designs for diffuse maps and 5v5.

    Just my two cents.

  • fewseb
    • September 27, 2023 at 6:07 AM
    • #19
    Quote from Mitch Mitchell

    On 9/24/2023 at 10:10 AM, Mitch Mitchell said: Dynamic environments would definitely be welcome.

    Trains, escalators, more doors and door types with different locking mechanisms, more vertical ascend and descend options (ladders/ropes), ropes with swings between buildings, window-washing platforms that can move, moving platforms - all with sound FX.

    Then, you got a whole bunch of options for levels and game types and level design.

    CS2 would become way more interesting if you are playing a level that is not a standard Middle-Eastern location, or, an industrial complex - because there are about a gazillion of those clover-leaf designs for diffuse maps and 5v5.

    2013 era post.

  • Human Doctor
    • September 27, 2023 at 4:06 PM
    • #20

    I think the mapping community should sign an agreement to forbid the cloverleaf layout heuristic. So many lame maps that are all the same on a macro level.

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