New Counter-Strike: Global Offensive Pics Released

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Re: New Counter-Strike: Global Offensive Pics Released

Postby zero_two on Wed Mar 14, 2012 8:26 am

zero_two wrote:Map reminds me a lot of the L4D Death Toll Finale.


Called it. Booyah.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Zecrah on Wed Mar 14, 2012 10:12 am

Source has just received cool shadows. We should pray and be grateful, for we shall not be granted anymore awesomeness from Lord Gabe for the next couple of years until the next instalment.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Saxon on Wed Mar 14, 2012 11:27 am

Sathor wrote:AO baked into the lightmaps would be great, though. That would make the connections between walls and ceilings so much prettier, which you now have to fake with overlays or texture trims.


I'd agree but we all know implementing it would break the SDK. Again. It would be nice if all it took were a simple update to VRAD.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Wed Mar 14, 2012 12:00 pm

It wouldn't break our SDK.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby nub on Wed Mar 14, 2012 5:17 pm

I'm wondering if they plan on using the cinematic physics thing for bomb sites. It'd be cool to see that house in de_lake explode in to hundreds of pieces when the C4 detonates. I just think it looks plain awkward to see a big, fancy explosion inside the house but the house remains perfectly intact.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Noodles on Wed Mar 14, 2012 9:57 pm

Honestly? First thoughts: CoD + Bloom. Must be next-gen..... :/

Seriously though I'm not too bothered about this new CS, I guess the cynic in me just can't see it breaking the CoD style trend...
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Dives on Wed Mar 14, 2012 10:02 pm

I don't understand that. How is CS:GO more similar to CoD than the previous games? Because improved graphics? GunGame? GunGame has been in Counter Stike since 1.6, its just officially supported now. If anything its moving further away from CoD. The recoil (which there is laughably little of in CoD) is even greater in CS:GO than in CS:S.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Phott on Wed Mar 14, 2012 10:29 pm

Dives wrote: The recoil (which there is laughably little of in CoD) is even greater in CS:GO than in CS:S.

This is good, I hope the AK-47 handles more similar to the one in 1.6.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby nub on Thu Mar 15, 2012 12:04 am

Noodles wrote:Honestly? First thoughts: CoD + Bloom. Must be next-gen..... :/

Seriously though I'm not too bothered about this new CS, I guess the cynic in me just can't see it breaking the CoD style trend...


It probably just looks like Call of Duty because Source is a BSP engine like CoD's engine, and now it has dynamic shadows like CoD's engine. Both engines have similar roots (Quake) so it's not a huge surprise if they look similar. Plus the new CT models have a more generic military look which makes them resemble CoD's soldiers. But the game plays completely different from CoD. I'm sure you'd know this if you've played CSS or 1.6. I'd list the differences between the games but...there's really no need for that.

I just get tired of people throwing the "CoD clone" thing around. Plenty of people argued that Serious Sam 3 was a CoD clone just because Croteam added sprinting and ironsites (and spoofed CoD in the first chapter of the game). Other than that it wasn't even remotely like Call of Duty.


PS: After watching a few gameplay videos, it seems like the weapon animations were improved a bit since they released the first footage of CSGO. Some could still use some work, like the AK 47. I hope they gave it more recoil than in CSS too...
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Re: New Counter-Strike: Global Offensive Pics Released

Postby joe_rogers_11155 on Thu Mar 15, 2012 2:31 am

the only thing this game is missing...is iron sights
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i also really hope that cinematic physics is used for bomb sites.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Dives on Thu Mar 15, 2012 2:56 am

I can see a lot of complications with replacing de_lake's brush based house with a cinematic physics model when the bomb explodes, seeing as how the players may be inside when it happens.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby joe_rogers_11155 on Thu Mar 15, 2012 3:51 am

If you only blow off the roof and a few of the highest walls, I think the illusion of target destruction will be preserved without interfering with players. Most of the house can still be brushwork. My biggest concern would be about the lightmapped sunlight entering the house through the "destruction" models.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby nub on Thu Mar 15, 2012 4:13 am

Dives wrote:I can see a lot of complications with replacing de_lake's brush based house with a cinematic physics model when the bomb explodes, seeing as how the players may be inside when it happens.

I don't see a problem with that. The explosion would kill any players inside the house.

joe_rogers_11155 wrote:If you only blow off the roof and a few of the highest walls, I think the illusion of target destruction will be preserved without interfering with players. Most of the house can still be brushwork. My biggest concern would be about the lightmapped sunlight entering the house through the "destruction" models.

Blocklight could rectify that, couldn't it? I mean, they had structures in Episode 2 that you could enter, which could get destroyed by striders. There weren't any lighting issues if I recall.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Thu Mar 15, 2012 4:42 am

The lighting becomes even less of the problem since the sun casts dynamic shadows.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Saxon on Thu Mar 15, 2012 9:36 am

Dives wrote:I can see a lot of complications with replacing de_lake's brush based house with a cinematic physics model when the bomb explodes, seeing as how the players may be inside when it happens.


Exactly. The idea of using a model (or worse, func_breakable entities) is just not feasible in Source for such a large house. Not only would you have the model, you'd also need to add in invisible brush based walls... it would be a nightmare. This isn't the Frostbite engine.
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