Jump to content

Counter-Strike: Global Offensive


Recommended Posts

2 hours ago, fewseb said:

To me at least the easier solution would be to make a console command to disable enemy player skins as apposed to going through every single player model set and setting up certain materials to be tintable and then adding a parameter int he KV file for tinting them.

I don't think Valve would ever do this. The whole point of having custom models is that other players see them. To make a profit, Valve needs players to be jealous of the skins other players have.

2 hours ago, fewseb said:

Unpopular opinion here, but I prefer it if player models are at least somewhere in the realm of reason, Neon green and hot pink are not colors either side would wear.

I don't think any serious map would have crazy colors. Most mappers care about the vision of their level, trying to fit with a modern time theme. Having the option to make crazy colors would still be great for community game modes. Imagine, every single pair of players in DZ has a color assigned to them, allowing you to easily distinguish who is on who's  team.

Also, allowing for recoloring would probably allow mappers to make levels with more interesting color palette. Right now, the map pool trends to being very white, since  there aren't any white player models. As a mapper, having the option to give player models brighter colors can be allow the community to make darker levels.

Link to comment
Share on other sites

  • Replies 3.8k
  • Created
  • Last Reply

Top Posters In This Topic

6 minutes ago, DMU222 said:

Imagine, every single pair of players in DZ has a color assigned to them, allowing you to easily distinguish who is on who's  team.

They can already do that, in the DZ showmatch 2 majors ago every team had a unique colored jumpsuit, that just doesnt work for gameplay since the bright orange is needed to actually see the enemy which id argue is more is more important then being able to tell who is together.


8 minutes ago, DMU222 said:

Valve needs players to be jealous of the skins other players have

You know I keep seeing this get petaled around, but when has anyone ever actually been "jealous" of skins that arnt the ultra rare red tier from obscure collections. Valve has also already lost any chance of Agent skins being valued do to their implementation. The highest priced one on the market isnt even 20 dollars and the free skins havnt even begun to be dropped yet. Me personally I dont buy skins to make other people jealous, I buy the ones I like to look at. The fact of the matter is by the time this operation is done, everyone will have at least 1 skin of each rarity and they will all be worth pennies. That also means everyone will have a skin equipped except for new players which just means this problem will get worse as time goes on.

Link to comment
Share on other sites

1 hour ago, mtchromatic said:

The new CT skins in general are just less compatible with maps.
Skins having a variance of colors will let them have something to make them stand out, regardless of environment.


This is because the grand majority of CSGO player models are designed to contrast the differnt areas of the body. The body is separated into a chest, arms, hands, legs, feet, head and core face.


In that phoenix model for instance, Tan arms blend with the pink shirt while it contrasts with the white vest. The black mask allows for the core face to stick out. His legs are dark and contrast with the vest but his feet are light.

Of course you have models like the pirates which dont separate hands from arms very good or the anarchists whose feet legs and chest all blend together, but most of them follow the above system.


Now you look at the phoenix Enforcer skin and it just gets ruined. Dark tan boots meld in with dark brown mud on the grey pants which then go into a dark grey body followed up by a dark grey head. The only thing that breaks this up is a light grey phoenix symbol on the chest and the exposed skin.


Of all the new seal skins only the two Times mccoy one has any contrast. All the other skins are various shades of green camos with dark tan or green vests and pouches McCoy has light blue elements that break up his head from his chest and his arms from his chest but thats it. The old seal team models had black equipment to contrast their camo uniform.

Edited by fewseb
Link to comment
Share on other sites

1 hour ago, FMPONE said:

It should not have come as a huge shock that literally adding camouflaged guys to CS would, uhm, make seeing them more difficult 

I mean its not like camo'd models wernt already in the game, they just were done right. The phoenix have urban camo pants but those are off set by bright colored vests and shirts. The pirates have green camo pants but have bright head-wear and white shirts and shoes to make them stick out. The current seal team models have black equipment, hands and boots that both allows for their core-face to to be highlighted but also counters the camo. The new seal team models have almost no contrast which by it self is bad, but then they also have camo with no contrast which results in them blending in.


The worst part is Valve already learned this lesson early on in the game. Back at the early launch of the game, Seal Team 6 had tan bags and helmets along with clear visors which made them blend in easily. This was especially apparent on aztec. Valve updated this tan gear to be black and for the visors to either be black or have a bright color (yellow or orange). One of the anarchist models used to have yellow highlights that got switched to blue because the yellow made it blend in with some areas of office. The elite crew had headwear that matched their shirts making their heads hard to find. All of this was fixed by Valve early on.

and yet now it seems like this whole operation was handled by new people to the cs team. The player skins are such a bizarre mishap that could have been done right.

Edited by fewseb
Link to comment
Share on other sites

If Valve has to go down the route of highlighting player models somehow, the two elegant/acceptable solutions I see would be to apply a bit of black outline, alike cel-shading in Borderlands, or slightly lighting up the player.

I must not be the only one, interestingly enough 3kliks has visualised both in his latest video last night… I just didn’t get round to post it here first yday ?


Link to comment
Share on other sites

  • 2 weeks later...
5 hours ago, esspho said:

Warowl is making a map and gives a shoutout to mapcore.


Was about to post it myself, thought we found out Tynnyri was an aka… but if he gives a shoutout it can’t be ?

jokes aside, very unorthodox approach in creating a layout, but must say I also never thought about the idea he had

Edited by blackdog
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • MapCore on Discord

  • Our picks

    • Maginot [Wingman]
      Hello everybody!
      I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord.

      I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization.  

      I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
      • 25 replies
  • Create New...