• Counter-Strike: Global Offensive gets a battle royale mode
    213 replies, posted
When you wanna make cool trendy gamemodes but your engine is so decrepit it cant handle large maps.
Source very much can handle those types of map, it's just the CSGO branch of source is terrible.
If Garry's Mod can handle it, much less Trouble in Terrorist Town on large maps with physics objects and larger player scales with more stability, then it says a lot of how much fucking spaghetti code CS:GO has for it to handle this shit worse.
Please tell me paid users get something for being there since day 1 like in TF2?
A tiny lil' medal
A medal and Prime matchmaking, which is basically segregation from F2P players who haven't paid their way into it / haven't played long enough.
i cant even launch the game now, thnx valve. was playing fine last night now it just crashes on launch even after restart+reinstall. this is on intel+nvidia too, not amd which is an entirely other unrelated crashing issue.
You get the joy of knowing that from now on Matchmaking will be an even worse nightmare
Well, If there's a silver lining in this new gamemode, it's that someone's eventually going to be porting the Danger Zone map to Garry's Mod. I can see it being a pretty cool sandbox map.
Funny how they announced source 2 about 5 years ago and so far the ONLY game using it DOTA 2 and artifact. Meanwhile every other of their in house games still runs on a stale ass exploit ridden slow ancient engine. DX9's look is very stale compared to today's graphics. Guess their priority nowadays is just quick cash grabs and riding on fads.
wow a free valve-made gmod rp map thanks
I don't understand how or why Valve removed LOD functionality from CSGO, but they did, and that alone drastically reduces maximum playable map size.
Source cannot handle those kinds of maps, even in Garry's Mod where you can push it the thing just gets more and more unstable. Performance alone starts tanking.
I'd definitely run ttt on it.
Now that's todd-thinking
I have mapped for source for a few years. There are serious, hard limitations with the number of brushes and models you can have in your map, which severely limits how detailed your map can be. That, and source uses a visleaf render system, which makes it really optimized for small corridors and rooms (which is what HL2 and other source games did, even outdoor areas were just cleverly designed corridors). However, with large open areas, the engine will render the whole area, which results in a lot of lag. The only way to mitigate that is with a z-clip plane, which "cuts off" rendering after a certain distance. Since this looks really weird (think minecraft rendering up to a certain distance), one would have to hide the effect with fog or something. Which they seemed to do here. What they should have done was move on to a new engine, or at the very least update this engine to be able to more (they did this in the past, such as with portal). However, they took the lazy approach and tried to work around the limits. And the sad thing is they didnt seem to really try. I am not an amazing mapper but I know a few tricks to hide the limits of source before resorting to cutting polygon counts, but instead they just did the easy way. I mean yes source is old but in the right hands you can still squeeze some beauty out of it https://files.facepunch.com/forum/upload/109900/3955acdb-738c-473b-9ca6-abf97e25c15d/image.png https://files.facepunch.com/forum/upload/109900/1355fd39-69ac-4f6a-b55c-6560580b98db/image.png But they didnt even seem to try with this. It's been a while since I've been saying this, but this isn't the valve I remember
Honestly, fuck wide open maps for this sort of thing. I'd sooner take a BR map that is more closely intertwined and filled with crossing pathways than empty expanses with thick fog and barren huts filled with money and hostages.
https://files.facepunch.com/forum/upload/1760/2fd6f719-34d6-4fc9-b37d-8eca4dbb3009/20181207012654_1.jpg https://files.facepunch.com/forum/upload/1760/b12072c0-dcae-4bc2-a80c-9686b58eda33/20181207012823_1.jpg This is what the newer/refreshed CS:GO maps look like right now. Hell here's one map made by FMPONE which got put into the game officially for now https://files.facepunch.com/forum/upload/1760/8843bd51-387b-4054-b09e-42af5d8d145d/20181207013242_1.jpg
We need an Amazon Prime Drone skin now!
Can't blame them for late release date, considering that during 2015 - 2018 time frame, one csgo programmer commited suicide and other got jailed for sex with underage. And as someone who spent a long time toying around with source engine's source code, I don't think anyone newly hired could catch up with speed of using it of prior devs that fast. They will probably be lots of updates and adjustments coming to gamemode anyways. I've never played battle royale games which might be why my opinion is like this but from csgo streams I saw it looks kinda fun
Something else to consider is that with each update they release for CS:GO Source1, they increase the amount of work they need to do to port it to Source 2.
The problem of porting CS:GO over is that everything would have to be 1:1 as all of the gameplay mechanics are quite tight and ruining any of that would be very upsetting for the majority.
Right; it's certainly a daunting task. My post was more "it's not fuckin' happening fellas".
It's called Jabroni Brawl Episode 3.
Yeah, honestly more varied and populated maps would be much more interesting than the giant empty spaces that people keep going for.
CSGO runs on Source. The newest maps are created using Source 2's mapping tools and then ported back to Source.
I like it. It feels like a solidly different take on the BR genre and I wouldn't mind spending some more time trying it out.
Their work in VR and hardware isn't innovative? There are plenty of original ideas in the new game mode. Releasing games in an already popular/saturated genre isn't a new thing for Valve, considering that they released a ton of multiplayer FPS games in the 2000s, and the FPS genre was already starting to take off when Half-Life was released.
Those games were: A remake of a modern tactical FPS A remake of a WWII shooter A deathmatch FPS with gravity guns A zombie coop shooter A class based multiplayer shooter I'm not saying these aren't good or original games, but aside from Left 4 Dead, none of these were radically new concepts at the time they were released. These games weren't successful because they invented completely new genres, but because they innovated on already popular ideas with better game design, storytelling, etc. It's valid to criticize Valve for not making HL3, releasing one new game in 5 years, etc., but it has literally nothing to do with the 20ish developers working on CS:GO deciding to make a battle royale mode. The Vive was the first VR headset with positional tracking, and the Steam Controller compares to literally nothing else on the market. Allowing you to have weapons/supplies delived via drone at the expense of revealing your position is a new idea, as is the various hostage rescue/contract objectives on the map.
I will call out valve for their practices recently but to say they did nothing for VR is blatantly disingenuous
Sorry, you need to Log In to post a reply to this thread.