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Counter-Strike: Global Offensive

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18 hours ago, blackdog said:

I’m imagining something a-la Spec-Ops The Line, and desert around just to justify not being able to go there, but guess anything can work.

~

@FMPONE had an after thought regarding the potential competitive mode with resources… instead of having it fixed according to the mapper’s design, an in-between solution could be showing on the map at load time where stuff is gonna spawn, so you keep the dynamic aspect of randomisation, but teams can decide what to do from the start.

I feel in such a bigger environment there should be some sort of randomisation, so another solution could be allowing the mapper to set where resources are, but must design it in several configurations that get randomised at the beginning of the round. Think of the classic de_havana where certain paths would be open or closed, just resource spawns would change (and again, indicated on the map at load).

Now use your Valve connections to give us exclusive access to the SDK so we can spin a studio off Mapcore just like early Gearbox did 😄

It took me a minute to figure out what you’re saying but I actually really like this idea in theory. You get a minute to plan your tactics but the negative aspects of RNG that I find really tedious are dealt with (not being able to plan anything). Even if you only get one minute to plan your attack, that’s at least skill based compared to being dropped totally blind.

I also really like that the map would still have a ton of variety like it does now, if everything was static you would lose that variety over time. Your idea is far superior to mine in that respect.

Currently, everything is totally random, which means you get a nice sense of looting/discovery from time to time, so maybe not everything needs to be shown before you spawn.

So, a really good suggestion IMO. 

HOWEVER... there is a reason we have the version we have now. I’m guessing that if they ever showed players any kind of weaponry on the map, all the players would drop there, creating a really bad approximation of competitive CS. 

So, probably after testing they realized it had to be fully RNG in order to be fair, and fun.

But if we know anything about fully RNG, it’s that this is the opposite of competitive. So even though I had a lot of fun brainstorming competitive Danger Zone on Twitter, I actually think this will remain a casual game mode into the future. My guess is that the devs are fine with that, because classic CS is competitive enough, and it doesn’t need a rival mode, and a good casual mode is something CS has needed for a long time.

Part of me still wants to see it played competitively though...

As for mapping for the game mode, don’t currently know if it’s possible. It would be cool though 

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@FMPONE I don't think this mode needs to be tweaked towards competitive gameplay. It's a surprisingly fun casual game mode in it's current state. Since competitive CS evolves around defuse maps anyway, it's good to have more relaxed, casual modes in the game as well.

However, it'd be quite nice to see guaranteed amount of crates per hexagon on the map. The locations could still be random, but you would know that "there is somewhere a gun, boiii" and have to find it.

Edited by El_Exodus

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Got to appreciate that valve updated this toolbox model for vertigo, but didnt include an open lid variant, or set it up to be tint-able, even though the older variants both could, and since its this dark tan color by default you cant even try to color it something else.

This is the same company that spammed the editor with a hundred variants of vent and pipe props trying to give mappers something modular to work with, and even introduced a new tinting system to work with decals, but then goes and does this with almost everything else (looking at you hr_dust's doors and windows)

epicvalve.JPG.6ad816c671b93433ea22e3df11ae4903.JPG

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On 1/24/2019 at 7:14 PM, fewseb said:

Got to appreciate that valve updated this toolbox model for vertigo, but didnt include an open lid variant, or set it up to be tint-able, even though the older variants both could, and since its this dark tan color by default you cant even try to color it something else. 

This is the same company that spammed the editor with a hundred variants of vent and pipe props trying to give mappers something modular to work with, and even introduced a new tinting system to work with decals, but then goes and does this with almost everything else (looking at you hr_dust's doors and windows)

epicvalve.JPG.6ad816c671b93433ea22e3df11ae4903.JPG

Apparently valve thought this was lame as well, since they've updated the tool box to be tintable and it is now white be default. (still no opened variant though)

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On 2/1/2019 at 3:02 AM, DMU222 said:

Qued for a few matches on Abbey and Zoo since they are now available in comp, and noticed that the wait time for Abbey was literally shorter than Dust 2! Congrats @Lizard and @Thewhaleman, you have dethroned the king of all CSGO maps.

Thank You!

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