It is currently Sat May 25, 2013 3:54 pm
stoopdapoop wrote:Cross platform play removed.
Pretty sure everyone saw that coming.
Gary wrote:I expected the global shadow mapping for EP3, but not CS:Go. Awesome.
trcc wrote:Gary wrote:I expected the global shadow mapping for EP3, but not CS:Go. Awesome.
Could you explain what global shadow mapping is? Is it gonna help vertex lit models?
Gary wrote:I highly doubt that. It would use way too much bandwidth and power to have so many shadow mapped lights. The omni ones would be extremely expensive.
Honestly, they should just improve their local shadowing methods to HaloReach or UE3 standards. And use a mix of RTT and shadow mapped.
I never realised why i hated de_port and cs_compound in cs:s. But now i know. The other maps are pretty fun, but these two are pretty plain and boring. You really opened my eyesText_Fish wrote:The shadows look really cool and I'm heartened to see that they're still improving Source. The map itself looks a bit rubbish to me though -- infact, it looks rubbish for the same reason that de_port and cs_compound (Valve's other attempts at CS mapping) were rubbish, in that they've stuck one big focus point in the middle of a large open area. It's lazy (perhaps nonexistent) level design, especially in a game like CS which relies so heavily on the mapper to conduct the gameplay. I'm guessing this is why they haven't bothered to design any new maps for the classic modes.
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