My old roommate (Lefty) was a lone mapper for CS:GO. He often complained about how hard it was to stay competitive against other mappers who get together into teams. He would spend all day and night when he gets home after work to work on mapping for competitions. He would always place well into the final maps but always fall just short because he would be missing just a few things that having an extra hand would have helped him to catch. I don't know if he still maps anymore, but with how you described this new system I wouldn't be surprised if he threw in the towel in the absence of forming a team.
Yeah, competition is stiff with CS:GO, and somehow even more so with CS2. If you want a legitimate fighting chance, you're better off in TF2, but even then that's losing it's "one-man-army" status with the advent of Vscript.
I am a life time mapper, and I can relate. The whole problem is actually Valve and how they're positioned as curator. The community makes it very clear what maps they love, they get played. For whatever reason Valve tells the community a map still isn't good enough. Valve's "standard of quality" is antithetical to where we came from. There is nothing wrong with an orange map being an official Valve map so long as it is played and loved by the community. As a map maker I used to stick my nose up to orange maps, but the truth is I was just jealous of their success combined with their low effort. Valve is ruining Counter-Strike by being the curator and not letting the community hold the steering wheel. You can find my maps on the workshop, "Zastels".
cs2's water simulation is miles ahead of any game it can compared to imo, its insanely detailed compared to the rest of the game too, some dev was definitely cooking
its good it had some minor bugs. I bug reported one and they fixed it. It was about weapons dropped in water would be calculated as if they bounce on the ground and they would make 2 splashes 1 where it dropped and 2 where it would've dropped if there was no water. Weird they'd spend so much time on water physics when they dont really matter
@@splintergp or the cool water was made for a different source 2 game and just got implemented cause pretty. if you ask yourself, why would they spend so much effort on such a small thing that is not even relevant to the game (unlike for example the smoke which is fancy but also changes gameplay in a minor way). Half life 3 water leak
11:17 I agree, it seems like the days of experimental maps that actually look nice are over. Why put effort into something new when another 3-lane defuse map is exponentially more likely to get you a paycheck from Valve? You really hit the nail on the head here.
This is because of Counter-Strikes movement from "casual shooter" to "competitive esport". You can say that earlier CS's were competitive, and you'd be right. However, competitive in 1.6, and CS:S didn't dominate those games and instead were an incredibly niche area. The devs could afford to focus on what pro's wanted because pro's were the ONLY ones playing in that game type and changing how the AK damaged wouldn't massively impact a func_vehicle server. CS:S had minigames, and extremely experimental and fun to play maps as well because of this. CS:GO's movement to competitive esport, and lack of modability within the game client to support this, has lead to stagnation not only in the maps, but in the gamemodes we see as well. If it's not easy to implement, it won't get added, which is sad because it means the death of unique and fun maps.
@@DrCranberry Pretty much, which is why imo 1.6 and Source are where CS peaked, with CS:GO being the decline and CS2 appearing to dig even deeper in that regard. I remember all the times playing 1.6 on some western map, all sorts of "rats" type maps, same with source, all on random servers with people messing about with no care in the world about balance or being optimal, or winning.
It is not just that. Generally players are not open to try out and learn new maps, let alone an experimental one. If something is more straight forward and easier to learn, players might more likely give it a chance. But even then it is hard. Anubis only was given a chance by players because Valve took over the map, this is how stubborn players are. I remember the initial responses from players on this map being quite negative for the most part and now people enjoy it, this is sadly how it goes. If we would design a map like Nuke in this time period, there is no way people would accept it. Weird ass double stacked bombsites, weird edges you can stand on at A site. Huge open outside area you can't smoke off, no defense straight on bombsite B and etc. Even playtesters would complain against such design. But maybe we just lack balls and persistence these days 😂
I don't map for Counter-Strike specifically but yeah, even if you make stuff for free, people will still complain lol. It's very community-dependent though.
I think most of all what excites me is what the community is capable of with the new map editing tool. Nearing the end of CSGO there were mappers creating some absolutely amazing looking maps that no doubt were pushing Source to the absolute limit. Not that some of these limitations have been lifted only time will tell what will be possible. Maybe in 10 years we will see a whole new game mode/genre birthed from the source 2 engine and it's mapping tool, just as Counterstrike was birthed from GoldSource.
even though I don't really need them, I appreciate the effort you go through to have subtitles in your videos, they are just nice to have and sometimes when I'm unable to use headphones it makes it way easier to watch the video
6:46 - I find Counter-Strike's pandering to the competitive scene to be hindering my enjoyment of the game. I miss the props with physics in Source because it was stupid and fun, for example. If there are mappers out there that are genuinely worried over how a prop can affect how a match plays out at a competitive event in the future and have to spend further time and effort to ensure that never happens throughout their entire map, I think it would be best to go back to how we treated the game.
but then the pros would complain even the chicken caused some funny moments like chickens blocking the door, blocking an awp shot, etc. thats why they kill every chicken they see, because you never know.
@@FED0RA That would involve more effort on the mapper's part and just wouldn't be worth it in the end. If they were to do two versions of CS2, one competitive and one casual, the perfect Counter-Strike game for competitive players would be just de_dust2, AWPs, Deagles, AKs and M4s. They don't need anything else.
Nice video. I covered this exact topic a few weeks ago where I went through the changes made to inferno since CS2’s release and discussed whether they were justified.
Library was an amazing map, i hope they add a "fun" mappool for competitive. Since we get ranks per map anyways it wouldnt impact the hard core competitive players and add some unorthodox maps for the more casual players
Before a game is competitive, it should be fun and entertaining first. And good graphics adds to that value. Life is not just about winning (sad if it is for you). Even when you engage in competitive activity, the experience along the way is still important. So I'd be happy if Valve continues to make CS as pretty as they can. You can always tone it down afterward when it creates glaring issues.
To be fair, visual clarity is also what makes a game fun, entertaining, and even casual. Look at TF2, that was the game’s entire design philosophy and one of the reasons why it was easier to pick up compared to a lot of games on the market at the time, hell, even compared to subsequent titles like Overwatch
You won't believe it but some people get the fun and entertainment from the competitive aspect of the game it's not either or. Those were the roots of counterstrike and many more competitive games - the ability to have a competition online in a game against each other because this wasn't always the case.
Thing is that making things prettier and prettier in reality cuts off from the amount of players that _can_ enjoy it. Graphical fidelity is far ahead from what a common joe can afford. And even when they can afford the bare minimum, they won't engage with the prettier version of the game anyway just because they want to actually play the god damn game without burning their PC down.
Make maps fun again. Competitive has made maps sterile and boring. No interactable objects, no physics objects, everything is static and boring. Clipping issues and invisible walls are bad, but flat, unresponsive maps with boxy layouts that have a bunch of objects thrown around the place to make it look nice (but still very obviously look like boxy hallways) are boring. But i'm not a competitive player and my opinion doesn't matter.
@@OutOfNamesToChooseyeah, people were complaining they mistake birds on Inferno for incoming flashbangs. These purists should just play 1.6 with boxy basic maps. It would also resolve their continious hunger for turning everything down to gain extra fps
Simple solution: keep the wacky maps in the casual pool and the clean ones in the competitive pool. And brink back unranked matchmaking so that people can practise on the competitive maps without affecting their rank
This is why I think kz is such an amazing gamemode, the core gameplay is all about movement and positioning, the purest kz maps just ignore graphics and design the geometry of the map to fit the maneuvers they want. On the other hand, some maps look so good they might as well be real places, and it's such a cool gimmick to figure out the route by yourself by judging whether a certain prop looks climbable and reachable, maybe that's another reason why I love singleplayer competitiveness
I'm just blown away by CS2 inferno every time it shows up anywhere. It's so stunning. And it's a CS2 launch map! Remember what csgo launch maps looked like and what the last csgo maps looked like in comparison?! Oh, the places we'll go.
That thing about pieces of a maps made "in a paranoid state as they should" and "sticking out by a tiny amount" I think that those few "sticking-out" pieces have their collision boxes are rendered inactive or they have an invisible wall that extends to the depth to where they stick out preventing players from bumping into them or preventing them from not retreating by hitting small objects. I've also used a level editor for Prodeus and Classic Doom and they have an invisible-wall mechanics that creators can utilize.
honestly as a clumsy person running into random furniture and other objects while trying to get somewhere is pretty realistic. It's not fun but it is realistic, as much as it shouldn't be a thing.
Hello 3Kliksphilip, I just wanted to say that your latest music albums are masterpieces :) I basically grew up on your videos and your and your father’s music. Crossing Those Islands is definitely my favorite. The first release and it’s music video were already amazing. The new version is unlike anything I’ve heard before in a way, there’s nothing like it. 10/10. It’s just a short letter of appreciation. You’ve influenced the way I make my content in many ways, music is one of them. :)
Something that's irritating as an artist is when players believe they should decide what "competitive design" is in a game like CS2. Counter Strike has always somewhat emulated an IRL security vs terrorist scenario. Life doesn't care about things getting in the way, readability and level flow. That's not to say we shouldn't have those things or that CS is aiming to be a realistic milsim, but players wanting to strip everything down to unobtrusive perfection ignores a fundamental aspect of competitive play: just like playing football in the rain, it doesn't matter if it takes place in an imperfect environment. What matters is that it takes place in an equal one.
The number of invisible corners klickyPhilly has pointed out for a "valve please fix" and yet I had found even more. History of "Valve please fix" & how it sometimes worked. Look forward to CS2v2
I wasn't wearing headphones when I clicked on this video. When I glanced over to my screen and saw the opening shot I thought "Oh, I bet this video starts with Caboosing". So I rewound, put my headphones on and there it is in all its glory: Caboosing
The removal of "crates" from Counter-Strike stems from 3D Mike's map Survivor, which had 1 crate in the map, and bragged about it. The removal of crates became this "Art Nouveau" movement where you were a half-rate mapper if you opted for a simple crate. Once CSS launched, now crates had to be anything besides a crate. This is horrible philosophy that derailed the entire experience.
Then you do not realize how concentrated the community was in the 2000's. There was only a handful of mapping communities, and things propagated. Verc, CS-Nation, Counter-Map, Snark Pit, ect, it was a smaller community back then.@@tehFozzeY
Speaking of bright, monochrome player models; itirations of Quake have always had the built-in option of toggling them on. Same with many arena shooters. Maybe the pace of CS2 still isn't fast enough to justify its existence, but I feel it's a welcome addition in any fast-paced competitive shooter. It removes the barrier between reflex and logic, as enemy color = shoot. I feel CS2 is disconnected enough from tactical shooters to argue in favour of it. Not to mention, it helps with accessibility as well for those who have sight impairments.
I don't understand the complaints of being unable to see character models against the scenery, isn't that the point of camouflage? You wouldn't try to make yourself more visible against your enemies.
Considering the amount of bloat animations and abilities in that game, I don't think it stands out too much. Never had an issue in spotting an enemy in Valorant tbh.
this same difference in design philosophy is super obvious between tf2 and overwatch (back when ppl still compared them lol) and it always annoyed me. tf2 has an unbelievably readable art style that makes so much information available so seamlessly while overwatch often winds up with just a vomit of colours from different abilities and relies on extra ui elements and outlines to retain *some* visual clarity (the game in general looks great tho). even with something as simple as marking teams, so many games just use a coloured outline and it just feels lazy. like after decades of game design most devs still havent figured out a better way to combine art and gameplay than coloured outlines?
@@radioatlast you're acting like there is literally no benefit to outlines whatsoever. outlines give infinitely more readability than anything you can do to make an object stand out in a 3d environment short of 0:32 , and dont impose any limits on character customization options. and its not like tf2 is any gold standard of combining art and gameplay, all they did was make your outfit team colored, not to mention that it is very much not "unbelievably readable" as soon as you involve explosions and pyro flames. was halo infinite "lazy" for using team outlines as opposed to just forcing spartan colors of teams like every other halo game?
Visual clutter and enemy recognizability is a problem that is becoming more and more apparent with recent online shooters, all going towards more realism AKA details or paid skins for your “operators” which more often than not becomes a way for people to hide because some wall texture matches their clothes
Finally someone who brought this topic up. you have no idea how many times I clip to a random part of a wall and stopped moving and so a molly just killed me, every mapper should hug the walls and go all the away around it to make sure there isn't random stops that get you stuck
I like how if you pay attention to what *most* people say about the game there is one common theme: the community is being removed one layer at a time from the game that was built by its community. Now even map making is shifting to a more professional (and therefore profits-driven) endeavor. Casual has been crippled since CSGO with no more "favorite pubs with people you know", community servers clearly taking a back seat in CS2, game mods also clearly irrelevant compared to satisfying the money-making professional crowd, and map making is apparently now a frustrating team project. The fun is being removed. Eventually it will be difficult to get blood from a stone, and we will see post-mortem videos describing much of this and more that I am not even aware of.
Man now that im used to the cs2 look, when i look at my old clips from csgo it looks so old. Its so crazy to think about that i hated cs2 when it came out
honestly to me CS2 looks like it came from 2013. Like the car/van models have no shaders at all so they look really flat and fake. I get it's not trying to be UE5.3 but it barely looks better than source to me. (granted I haven't played CSS in years maybe my memory of it is a bit off; I remember going from CS 1.6 to CS:S and being amazed how good CSS looked)
I personally like the new looks and the amount of props and clutter but i wonder if maybe they found a good amount for me and if there was more i would be annoyed by it… i find cs2 very readable in general though which is nice and definitely a stepup from early GO where i spent most of my playtime. And the new playerskins were really problematic in GO in my opinion but in CS2 i can see them way better usually (still kinda would prefer them gone though). But yeah currently recreating a map i made in GO (that i never really finished) and really excited how good i can hopefully make it look. I think graphics are very important but i think everyone has their own opinion on it and i can understand why some would maybe just like white walls and no props at all for competitive gameplay but i think it would hurt the game if it looked worse.
I think what the CS's mapping scene will soon look like is having productions by both indie mappers and full mapping teams, kinda like how there are indie musicians vs artists backed by labels, and indie game devs vs game production companies.
The song at the start gives me nostalgia. I don't even play Counter Strike. I'm just here for the Source engine content. I've found all Post-CSS counter strike gameplay boring and static, like nothing changes each round, though I guess that could be said about 1.6 aswell. Please fling some props again soon. Have a great day, Philip.
The spooky song! Love to see it. Philip, I'm sorry that some of us keep commenting about it. The fact is I watch the video - the whole video - and I have no further questions or comments, but I want to do my part on engagement so I need to comment /something/
You forgot to mention that in the past the game used to have flashlight so there were some dark spots to hide players. The most famous was in Aztec water in the corner in front of ramp from water to B site. Should also have show the Inferno 1.5 that was very different. Just as a curiosity. And no the pilars do not block your movement. It offers cover for the ADVANCING team. It is fundamental for the position and the new version kind of ruined the position.
I've never agreed with the thought of needing player models to be as visible as possible to make the game competive and fair. Now I don't play many competitive shooters but I think that being able to hide yourself in the map is a part of the gameplay as much as the placement of your team. In games like cod, if I get killed by someone and then see that it was because I couldn't see them because they were hiding in a bush or something then it's completely fair. The only thing I'd say otherwise is if certain player models stand out more or less than others
The problem exists when certain skins hide themselves better than other skins on certain maps. Things that were supposed to be simply cosmetic are now affecting gameplay causing a monetary rift between the haves and have nots, and THAT is a problem. The entire contrast increase fix is because of this issue that continued to pop up, but to let people still play their aesthetically pleasing game, it is an option you can toggle off. In a similar vein, one way vision that prevents one side from seeing the other and ultimately locking down a portion of the map is a balancing issue. You could argue that because all players have access to it, it is "fair" but how much it affects the balance of the map now needs to be taken into consideration which may have not been considered before and potentially cause lopsided engagements where even if you could pre-fire that spot, the "optimal" play would be to simply not take that route ever as an attacker. At that point, the assumption would be a certain section of the map "doesn't exist" in competitive play and will throw the balancing into disarray.
This video made me think: so, to start, there was a study once to see how many looks at a board of chess pieces players of different levels took to replicate it. The amateurs could remember 2-3 pieces each time, the slightly more advanced players could remember more pieces, and the absolute masters could remember a sizeable chunk...if the board was something that could appear in an average game. If the pieces were absolutely scrambled the masters could remember no more than the amateur. Would be neat to see the levels of CS2 changed to use the style of another map (for example: Dust2 using Aztec's style, or Office as Vertigo) and to see whether the professionals can tell what map they are in without the minimap. I have no idea if it would be any different but also, it would look neat anyway.
When it comes to smarter map design, I hate how light is incorporated in current maps, and the mappers refusing to make it more interactive. There was a floodlight shining down a corridor in Ancient. It gave people away if they were about to sneak through it. That's fine, but the mappers eventually decided to move the light elsewhere. Why? Why not let that be the risk associated with that corridor. And even better. WHY NOT ALLOW US TO TURN OFF LIGHTS BY SHOOTING THEM? It works for some parts of some maps, like the Office vending machines. It would make an interesting tradeoff, by shooting a light, you'd give your position away via sound, but the enemy wouldn't be able to see you coming thanks to the shadows. Why not go a step further and let us make the interiors of some maps, like Nuke's corridors, completely dark by shooting the lights? Why not move in that direction? Why not bring flashlights back? Wouldn't adding a whole new layer of tactics to the mix benefit the game?
Thank you very much! In Danish what I said, when seeing Overpass and Inferno was; Der er alt for mange rekvisitter. Wich transles to: There's too many props. Rekvisitter in danish, is only used about props for theatre. And then into movies... But that was my first feeling. Cluttered. Bin the clutter. Been here for years, and I watch every video, within a few days, and something I always look forward to, when I open up my browser. Cheers! Uh, and happy new year!
I do like the music you said that many other people disliked and complain about, but lately you blast it so loud that it literally straddles me and makes me quickly reach for the volume knob to turn it down because I think I have my audio levels wrong, only to then having to turn it all back up shortly after. I would appreciate it if I didn't have to do that. I know there is some kind of thought behind it, but from my point of view it's just a kind of jump scare and I don't like it (the volume, not the song itself).
There was a bug in CSS (maybe little known) when you put a barrel against a wall and walk into it, then as soon as you get bounced back hit jump and it would send you flying into the air across the map.
@@ProtossOP that's it! I just found a video showing it: ruclips.net/video/nxkD3gKSpqg/видео.html I found it on a community 2towers server I played regularly, fun times.
In a lot of ways it has to do with what the gameplay is intended to be. Some of these choices make perfect sense in CS but not in FPSs like Escape from Tarkov or Battlefield as examples.
Couldn't agree more, I still will probably map for fun, but it's sad to think that the days of many mappers making fun maps that look nice are probably over :(
coming from 1.6 and then getting into more complex looking games later on like BFBC2 all the extra detail was very difficult for me to get used to and it took my brain years to adjust. man was i bad at these games my reaction time was horrible. your argument is valid and i am sure lots of people that played csgo for 10 years are slower in cs2 because of the fidelity increase probably not at this big an extreme though. it was so painful going from 1.6 to modern early 2010s games.
9:55 The clipping in the Xen portion of Black Mesa makes it very hard to enjoy the new movement options like long jump with how easy you can fly off in the other direction just by accidentally bumping into a little bit sticking out of the ground or something
As a community content developer dating back to gold source I can confidently say that the days of creativity and one man shows are far, far behind us. However that is not necessarily a bad thing. Enlisting assistance is the areas one might not excel isn't a bad thing and truly embodies the nature of team work. Just keep in mind to pay out any assistance before submitting anything to the market. It might be a hassle upfront but you'll thank yourself after the fact.
00:39 what? This is an inane statement. If turning models into glowing green orbs reveals that the default textures are failing, then the correct fix would be glowing green orb models, not a slight boost to contrast. That's ludicrous! Maybe the game is perfectly fine having models that occasionally blend in and are difficult to track, because, that's how the world works; not everything is easy to discern (nor should it be).
When it comes to player visibility, as long as it's not visually unpleasant, I would rather have more detail that makes detecting players in the environments a skill. Paying attention in games so that you can find secrets is super fun, and so is getting shot by someone because you haven't been playing close attention to the environment.
Source 2 seems to have a good ratio of framerate : graphics quality. Things can look pretty while still running at high fps. However we still have no idea how good Valve can make it look if they prioritize graphics? Both CS2 and Half Life Alyx strongly prioritize performance. CS2 because it's competitive and has loads of players with old hardware. And HLA because it's a VR game where any dips cause motion sickness.
9:54 I'm glad that you pointed that out. As great as Black Mesa is, its devs may have paid a bit too much attention to detail sometimes, and put interactable props everywhere on some maps. While it is a pleasure being able to get immersed in the environment, I find those kinds of props a bit annoying, as I almost always get stuck on them while trying to run past them. They also bring my FPS down to only 50 on some maps, especially the Xen chapters, even on potato settings.
I liked Black Mesa a lot but some of the hitboxes on the props were abysmal; like the big spool of wire - it's basically a thick capital I shape with the serifs ( T with a bottom stroke too), but the hitbox is a solid cube, and these spools are placed in a narrow corridoor. So you go to shoot your crossbow at an enemy and it hits the invisible side of the spool. Don't know how they never noticed stuff like this during playtesting
@@mikesully110It was probably made very early in black mesa’s developement, maybe that’s why it has such abhorrent hitboxes. Considering that black mesa started developement back in 2006 some props can be of lower quality
I recently replayed the OG Half Life and was taken aback by just how scuffed the physics in it are. I kept getting stuck on edges between two angled surfaces all the time. I don't recall that being a problem in any Source-based game. Sometimes it's not just a case of older and simpler = better, things have always been kinda wack.
Now we're witnessing 3kliks' further descent into madness as he frantically throws grenades at every prop in a map only to discover that for some reason it's the petals of the flowers that have collision but not the rest of the plant and he's telling Valve to fix games that aren't even theirs.
Valve held back a lot with CS2. If they wanted they could have made it look like how you imagine Titanfall 3 would look if it came out this year. It's as if they said "let's make CS2 look as good as possible while still able to run at at least 60fps on a mid spec PC from 8 years ago. If you look at textures up close it pretty much looks like a much older game, but really good use of lighting makes it look overall impressive.
It's both possible with great level design. And this is not imaginary it's been done enough in other games, also in CS2 for example Anubis. I personally have done level design work for Mediterranean projects and inferno was just poorly done.
i have rejected modernity and have embraced css. ive been playing and making maps with some friends on a server and its truly the best. maybe one day cs2 can go back to that
thank you philip for wonderful tune in the begining of the video
Dear Philip, please dont use this song at 0:00 , I cannot stand it, everytime i start to get anxious and have to pause the video. Thanks
I wonder if there’s a separate upload of it
Womp womp @@sternwayprovider
@@sternwayprovider Lmao, I usually don't have these issues - but damn this audio boosted version with high volume startled me.
It's fluffykins theme in my head
My old roommate (Lefty) was a lone mapper for CS:GO. He often complained about how hard it was to stay competitive against other mappers who get together into teams. He would spend all day and night when he gets home after work to work on mapping for competitions. He would always place well into the final maps but always fall just short because he would be missing just a few things that having an extra hand would have helped him to catch. I don't know if he still maps anymore, but with how you described this new system I wouldn't be surprised if he threw in the towel in the absence of forming a team.
What maps did he make?
Yeah, competition is stiff with CS:GO, and somehow even more so with CS2. If you want a legitimate fighting chance, you're better off in TF2, but even then that's losing it's "one-man-army" status with the advent of Vscript.
I am a life time mapper, and I can relate. The whole problem is actually Valve and how they're positioned as curator. The community makes it very clear what maps they love, they get played. For whatever reason Valve tells the community a map still isn't good enough. Valve's "standard of quality" is antithetical to where we came from. There is nothing wrong with an orange map being an official Valve map so long as it is played and loved by the community. As a map maker I used to stick my nose up to orange maps, but the truth is I was just jealous of their success combined with their low effort. Valve is ruining Counter-Strike by being the curator and not letting the community hold the steering wheel. You can find my maps on the workshop, "Zastels".
@@MapSpawnrelax dramaqueen
@@MapSpawn christian mapmaking
It's so odd how iconic the background music in your videos is and how well it fits. Truly love it
That’s because he made the music lmao
It's kinda Aphex Twin'ey
Yeah i've kinda gotten a nostalgic association to his soundtrack after watching him for so long
@@saibot0Yeah it's incredibly nostalgic... I should buy his music kit for the game I think
@@radwilly1770 Some of it is his father's.
cs2's water simulation is miles ahead of any game it can compared to imo, its insanely detailed compared to the rest of the game too, some dev was definitely cooking
its good it had some minor bugs. I bug reported one and they fixed it. It was about weapons dropped in water would be calculated as if they bounce on the ground and they would make 2 splashes 1 where it dropped and 2 where it would've dropped if there was no water. Weird they'd spend so much time on water physics when they dont really matter
No fish ai tho...
in my head i think the reason they have done so cool water is that it can be used as a basis for other source 2 games
Literally the only impressive thing about this game in any sense.
@@splintergp or the cool water was made for a different source 2 game and just got implemented cause pretty. if you ask yourself, why would they spend so much effort on such a small thing that is not even relevant to the game (unlike for example the smoke which is fancy but also changes gameplay in a minor way). Half life 3 water leak
>make geometry
>spam crates and barrels
>peak level design
And the occasional chicken
10:20 w- what?
yea i also noticed that valve pls fix
11:17 I agree, it seems like the days of experimental maps that actually look nice are over. Why put effort into something new when another 3-lane defuse map is exponentially more likely to get you a paycheck from Valve? You really hit the nail on the head here.
This is because of Counter-Strikes movement from "casual shooter" to "competitive esport".
You can say that earlier CS's were competitive, and you'd be right. However, competitive in 1.6, and CS:S didn't dominate those games and instead were an incredibly niche area. The devs could afford to focus on what pro's wanted because pro's were the ONLY ones playing in that game type and changing how the AK damaged wouldn't massively impact a func_vehicle server.
CS:S had minigames, and extremely experimental and fun to play maps as well because of this.
CS:GO's movement to competitive esport, and lack of modability within the game client to support this, has lead to stagnation not only in the maps, but in the gamemodes we see as well. If it's not easy to implement, it won't get added, which is sad because it means the death of unique and fun maps.
People are too afraid to be the next Aztec
@@DrCranberry Pretty much, which is why imo 1.6 and Source are where CS peaked, with CS:GO being the decline and CS2 appearing to dig even deeper in that regard.
I remember all the times playing 1.6 on some western map, all sorts of "rats" type maps, same with source, all on random servers with people messing about with no care in the world about balance or being optimal, or winning.
@@simplysmiley4670600 ccs of nostalgia
It is not just that. Generally players are not open to try out and learn new maps, let alone an experimental one. If something is more straight forward and easier to learn, players might more likely give it a chance. But even then it is hard.
Anubis only was given a chance by players because Valve took over the map, this is how stubborn players are. I remember the initial responses from players on this map being quite negative for the most part and now people enjoy it, this is sadly how it goes.
If we would design a map like Nuke in this time period, there is no way people would accept it. Weird ass double stacked bombsites, weird edges you can stand on at A site. Huge open outside area you can't smoke off, no defense straight on bombsite B and etc. Even playtesters would complain against such design. But maybe we just lack balls and persistence these days 😂
10:20 I was dozing off to the calming ambiance of the video and absorbing all the clipping info until I heard this and couldn’t believe my ears.
I bet most Mappers probably have ptsd from Map Testers complaining about literally everything. Great video Philip!
I don't map for Counter-Strike specifically but yeah, even if you make stuff for free, people will still complain lol. It's very community-dependent though.
I think most of all what excites me is what the community is capable of with the new map editing tool. Nearing the end of CSGO there were mappers creating some absolutely amazing looking maps that no doubt were pushing Source to the absolute limit. Not that some of these limitations have been lifted only time will tell what will be possible. Maybe in 10 years we will see a whole new game mode/genre birthed from the source 2 engine and it's mapping tool, just as Counterstrike was birthed from GoldSource.
As much as I am excited for that possibility, I am afraid the focus on the game competitive side may prevent casual innovation from happening.
Issue is creative mapping doesn't win attention from Valve, formulaic maps do.
S&box is another source 2 game that is becoming a platform for anyone to make anything so hopefully that can help advance cs2 in some way eventually
suuuuuuurely, i hope the game isnt dead by then xdd
10:20 trying to do WHAT inside you from behind?
mfffmmghh...
Huh?
And FOREVER?!
even though I don't really need them, I appreciate the effort you go through to have subtitles in your videos, they are just nice to have and sometimes when I'm unable to use headphones it makes it way easier to watch the video
6:46 - I find Counter-Strike's pandering to the competitive scene to be hindering my enjoyment of the game. I miss the props with physics in Source because it was stupid and fun, for example. If there are mappers out there that are genuinely worried over how a prop can affect how a match plays out at a competitive event in the future and have to spend further time and effort to ensure that never happens throughout their entire map, I think it would be best to go back to how we treated the game.
but then the pros would complain
even the chicken caused some funny moments like chickens blocking the door, blocking an awp shot, etc.
thats why they kill every chicken they see, because you never know.
maybe offer 2 versions, casual and competitive versions of maps
I find counter strike's pandering to the casual playerbase to be hindering my enjoyment of the game.
@@FED0RA That would involve more effort on the mapper's part and just wouldn't be worth it in the end.
If they were to do two versions of CS2, one competitive and one casual, the perfect Counter-Strike game for competitive players would be just de_dust2, AWPs, Deagles, AKs and M4s. They don't need anything else.
@blobbem no like
just the maps, add props and shit for casual
remove allat for competitive
i didnt say make 2 separate games
10:19 😳 I had to rewind to make sure I was hearing that correctly
STOP
Nice video. I covered this exact topic a few weeks ago where I went through the changes made to inferno since CS2’s release and discussed whether they were justified.
OMG! Hello there, I'm a new watcher and have been enjoying your content, idk why but I didnt expect to see you here.
Library was an amazing map, i hope they add a "fun" mappool for competitive. Since we get ranks per map anyways it wouldnt impact the hard core competitive players and add some unorthodox maps for the more casual players
Before a game is competitive, it should be fun and entertaining first. And good graphics adds to that value. Life is not just about winning (sad if it is for you). Even when you engage in competitive activity, the experience along the way is still important. So I'd be happy if Valve continues to make CS as pretty as they can. You can always tone it down afterward when it creates glaring issues.
To be fair, visual clarity is also what makes a game fun, entertaining, and even casual. Look at TF2, that was the game’s entire design philosophy and one of the reasons why it was easier to pick up compared to a lot of games on the market at the time, hell, even compared to subsequent titles like Overwatch
You won't believe it but some people get the fun and entertainment from the competitive aspect of the game it's not either or. Those were the roots of counterstrike and many more competitive games - the ability to have a competition online in a game against each other because this wasn't always the case.
@@ResurrectionVeklorcompetition were NOT the roots lol dumb gimmicky maps were and competitiveness became a staple of the culture much after
Thing is that making things prettier and prettier in reality cuts off from the amount of players that _can_ enjoy it.
Graphical fidelity is far ahead from what a common joe can afford. And even when they can afford the bare minimum, they won't engage with the prettier version of the game anyway just because they want to actually play the god damn game without burning their PC down.
@@simplysmiley4670 can we not pretend that cs2 is the new Crysis 💀 it still runs on a potato, just not your potato from 2013
Make maps fun again. Competitive has made maps sterile and boring. No interactable objects, no physics objects, everything is static and boring. Clipping issues and invisible walls are bad, but flat, unresponsive maps with boxy layouts that have a bunch of objects thrown around the place to make it look nice (but still very obviously look like boxy hallways) are boring. But i'm not a competitive player and my opinion doesn't matter.
@@OutOfNamesToChooseyeah, people were complaining they mistake birds on Inferno for incoming flashbangs. These purists should just play 1.6 with boxy basic maps. It would also resolve their continious hunger for turning everything down to gain extra fps
Simple solution: keep the wacky maps in the casual pool and the clean ones in the competitive pool. And brink back unranked matchmaking so that people can practise on the competitive maps without affecting their rank
This is why I think kz is such an amazing gamemode, the core gameplay is all about movement and positioning, the purest kz maps just ignore graphics and design the geometry of the map to fit the maneuvers they want.
On the other hand, some maps look so good they might as well be real places, and it's such a cool gimmick to figure out the route by yourself by judging whether a certain prop looks climbable and reachable, maybe that's another reason why I love singleplayer competitiveness
Instant Caboosing jumpscare XD
OH MY GOD THATS THE NAME OF THE SONG I’ve been looking for it for ages, thank you :)
7:49 he didn't expect it to fall and was so flabbergasted 😂
I'm just blown away by CS2 inferno every time it shows up anywhere. It's so stunning. And it's a CS2 launch map! Remember what csgo launch maps looked like and what the last csgo maps looked like in comparison?! Oh, the places we'll go.
That thing about pieces of a maps made "in a paranoid state as they should" and "sticking out by a tiny amount" I think that those few "sticking-out" pieces have their collision boxes are rendered inactive or they have an invisible wall that extends to the depth to where they stick out preventing players from bumping into them or preventing them from not retreating by hitting small objects.
I've also used a level editor for Prodeus and Classic Doom and they have an invisible-wall mechanics that creators can utilize.
honestly as a clumsy person running into random furniture and other objects while trying to get somewhere is pretty realistic. It's not fun but it is realistic, as much as it shouldn't be a thing.
Hello 3Kliksphilip, I just wanted to say that your latest music albums are masterpieces :) I basically grew up on your videos and your and your father’s music.
Crossing Those Islands is definitely my favorite. The first release and it’s music video were already amazing. The new version is unlike anything I’ve heard before in a way, there’s nothing like it. 10/10.
It’s just a short letter of appreciation. You’ve influenced the way I make my content in many ways, music is one of them. :)
Who's his father
he creates under the name steventhedreamer @@quintit
@@quintitMr. Kliks Sr .
@@quintit Steventhedreamer
Something that's irritating as an artist is when players believe they should decide what "competitive design" is in a game like CS2.
Counter Strike has always somewhat emulated an IRL security vs terrorist scenario. Life doesn't care about things getting in the way, readability and level flow.
That's not to say we shouldn't have those things or that CS is aiming to be a realistic milsim, but players wanting to strip everything down to unobtrusive perfection ignores a fundamental aspect of competitive play: just like playing football in the rain, it doesn't matter if it takes place in an imperfect environment. What matters is that it takes place in an equal one.
The number of invisible corners klickyPhilly has pointed out for a "valve please fix" and yet I had found even more. History of "Valve please fix" & how it sometimes worked. Look forward to CS2v2
I wasn't wearing headphones when I clicked on this video. When I glanced over to my screen and saw the opening shot I thought "Oh, I bet this video starts with Caboosing". So I rewound, put my headphones on and there it is in all its glory: Caboosing
10:21
You really could have used a better choice of words here- great video, though, that really caught me off guard lmao
The removal of "crates" from Counter-Strike stems from 3D Mike's map Survivor, which had 1 crate in the map, and bragged about it. The removal of crates became this "Art Nouveau" movement where you were a half-rate mapper if you opted for a simple crate. Once CSS launched, now crates had to be anything besides a crate. This is horrible philosophy that derailed the entire experience.
I doubt that an Easter egg in a long forgotten map affected every single mapper that much.
Then you do not realize how concentrated the community was in the 2000's. There was only a handful of mapping communities, and things propagated. Verc, CS-Nation, Counter-Map, Snark Pit, ect, it was a smaller community back then.@@tehFozzeY
10:19 just barely kept in the laughter😂
Speaking of bright, monochrome player models; itirations of Quake have always had the built-in option of toggling them on. Same with many arena shooters.
Maybe the pace of CS2 still isn't fast enough to justify its existence, but I feel it's a welcome addition in any fast-paced competitive shooter.
It removes the barrier between reflex and logic, as enemy color = shoot. I feel CS2 is disconnected enough from tactical shooters to argue in favour of it. Not to mention, it helps with accessibility as well for those who have sight impairments.
I don't understand the complaints of being unable to see character models against the scenery, isn't that the point of camouflage? You wouldn't try to make yourself more visible against your enemies.
@@GreatMossWaterthis is cs not some realistic war simulator
@@Janus54 It sure tries to look like one though.
Thank you for bringing attention to the serious issue of my team mates trying to come inside me from behind.
Well, it's 1:44 am out here, gotta watch this before sleeping
9:54 Black Mesa is perfect the way it is, no need for fake invisible walls
Do you think you could port De_Sparity to source 2 though? Preferably the parkour one because it's really fun to play around on :3
Valve shouldn't have added custom player models. That was a bridge too far that now they can never recover from.
I always hate it when my solid teammates try and come inside me from behind
everyone want to ram each other's behind and swoshing melee while at it and then says sorry.
that's why i map for doom. it's way easier and will never go out of fashion and my top priority can be "is it cool? then put it in!"
10:22 That took a very weird turn.
Valorant was just like yeah throw on a glowing red outline 😂
Yellow outline was my go to back in ye olden days of 2022
Considering the amount of bloat animations and abilities in that game, I don't think it stands out too much. Never had an issue in spotting an enemy in Valorant tbh.
It really helps i still miss people in cs2 occasionally but ive only missed people in valorant when i was in monkey brain mode
this same difference in design philosophy is super obvious between tf2 and overwatch (back when ppl still compared them lol) and it always annoyed me. tf2 has an unbelievably readable art style that makes so much information available so seamlessly while overwatch often winds up with just a vomit of colours from different abilities and relies on extra ui elements and outlines to retain *some* visual clarity (the game in general looks great tho). even with something as simple as marking teams, so many games just use a coloured outline and it just feels lazy. like after decades of game design most devs still havent figured out a better way to combine art and gameplay than coloured outlines?
@@radioatlast you're acting like there is literally no benefit to outlines whatsoever. outlines give infinitely more readability than anything you can do to make an object stand out in a 3d environment short of 0:32 , and dont impose any limits on character customization options. and its not like tf2 is any gold standard of combining art and gameplay, all they did was make your outfit team colored, not to mention that it is very much not "unbelievably readable" as soon as you involve explosions and pyro flames. was halo infinite "lazy" for using team outlines as opposed to just forcing spartan colors of teams like every other halo game?
Interesting. This mapping scene is completely different from TF2, and much more particular.
Visual clutter and enemy recognizability is a problem that is becoming more and more apparent with recent online shooters, all going towards more realism AKA details or paid skins for your “operators” which more often than not becomes a way for people to hide because some wall texture matches their clothes
Finally someone who brought this topic up.
you have no idea how many times I clip to a random part of a wall and stopped moving and so a molly just killed me, every mapper should hug the walls and go all the away around it to make sure there isn't random stops that get you stuck
I like how if you pay attention to what *most* people say about the game there is one common theme: the community is being removed one layer at a time from the game that was built by its community. Now even map making is shifting to a more professional (and therefore profits-driven) endeavor. Casual has been crippled since CSGO with no more "favorite pubs with people you know", community servers clearly taking a back seat in CS2, game mods also clearly irrelevant compared to satisfying the money-making professional crowd, and map making is apparently now a frustrating team project. The fun is being removed. Eventually it will be difficult to get blood from a stone, and we will see post-mortem videos describing much of this and more that I am not even aware of.
wow, Condition Zero banana looks stunning, especially for it's time
Man now that im used to the cs2 look, when i look at my old clips from csgo it looks so old. Its so crazy to think about that i hated cs2 when it came out
honestly to me CS2 looks like it came from 2013. Like the car/van models have no shaders at all so they look really flat and fake. I get it's not trying to be UE5.3 but it barely looks better than source to me. (granted I haven't played CSS in years maybe my memory of it is a bit off; I remember going from CS 1.6 to CS:S and being amazed how good CSS looked)
csgo looks about 190% better
@@versy187 ur opinion
I personally like the new looks and the amount of props and clutter but i wonder if maybe they found a good amount for me and if there was more i would be annoyed by it… i find cs2 very readable in general though which is nice and definitely a stepup from early GO where i spent most of my playtime. And the new playerskins were really problematic in GO in my opinion but in CS2 i can see them way better usually (still kinda would prefer them gone though).
But yeah currently recreating a map i made in GO (that i never really finished) and really excited how good i can hopefully make it look.
I think graphics are very important but i think everyone has their own opinion on it and i can understand why some would maybe just like white walls and no props at all for competitive gameplay but i think it would hurt the game if it looked worse.
I think what the CS's mapping scene will soon look like is having productions by both indie mappers and full mapping teams, kinda like how there are indie musicians vs artists backed by labels, and indie game devs vs game production companies.
cheeky use of the "creepy" music for the intro sequence, Phillip. I love it though. I have never found it creepy.
It’s so annoying that they’ve given more updates to doppler textures than any of the massive gameplay or desync issues
The song at the start gives me nostalgia. I don't even play Counter Strike. I'm just here for the Source engine content. I've found all Post-CSS counter strike gameplay boring and static, like nothing changes each round, though I guess that could be said about 1.6 aswell. Please fling some props again soon. Have a great day, Philip.
The spooky song! Love to see it. Philip, I'm sorry that some of us keep commenting about it. The fact is I watch the video - the whole video - and I have no further questions or comments, but I want to do my part on engagement so I need to comment /something/
Love how loud you made that one note in the intro- I really like the song and I know it bothers people which you are very aware of
Very competitive and very pretty... now we just need it to be very fun.
It's counter-strike so that's unlikely
you mean fortnite-type fun?
You forgot to mention that in the past the game used to have flashlight so there were some dark spots to hide players. The most famous was in Aztec water in the corner in front of ramp from water to B site.
Should also have show the Inferno 1.5 that was very different. Just as a curiosity. And no the pilars do not block your movement. It offers cover for the ADVANCING team. It is fundamental for the position and the new version kind of ruined the position.
I've never agreed with the thought of needing player models to be as visible as possible to make the game competive and fair. Now I don't play many competitive shooters but I think that being able to hide yourself in the map is a part of the gameplay as much as the placement of your team. In games like cod, if I get killed by someone and then see that it was because I couldn't see them because they were hiding in a bush or something then it's completely fair.
The only thing I'd say otherwise is if certain player models stand out more or less than others
The problem exists when certain skins hide themselves better than other skins on certain maps. Things that were supposed to be simply cosmetic are now affecting gameplay causing a monetary rift between the haves and have nots, and THAT is a problem. The entire contrast increase fix is because of this issue that continued to pop up, but to let people still play their aesthetically pleasing game, it is an option you can toggle off.
In a similar vein, one way vision that prevents one side from seeing the other and ultimately locking down a portion of the map is a balancing issue. You could argue that because all players have access to it, it is "fair" but how much it affects the balance of the map now needs to be taken into consideration which may have not been considered before and potentially cause lopsided engagements where even if you could pre-fire that spot, the "optimal" play would be to simply not take that route ever as an attacker. At that point, the assumption would be a certain section of the map "doesn't exist" in competitive play and will throw the balancing into disarray.
This video made me think: so, to start, there was a study once to see how many looks at a board of chess pieces players of different levels took to replicate it. The amateurs could remember 2-3 pieces each time, the slightly more advanced players could remember more pieces, and the absolute masters could remember a sizeable chunk...if the board was something that could appear in an average game. If the pieces were absolutely scrambled the masters could remember no more than the amateur.
Would be neat to see the levels of CS2 changed to use the style of another map (for example: Dust2 using Aztec's style, or Office as Vertigo) and to see whether the professionals can tell what map they are in without the minimap. I have no idea if it would be any different but also, it would look neat anyway.
When it comes to smarter map design, I hate how light is incorporated in current maps, and the mappers refusing to make it more interactive. There was a floodlight shining down a corridor in Ancient. It gave people away if they were about to sneak through it. That's fine, but the mappers eventually decided to move the light elsewhere.
Why? Why not let that be the risk associated with that corridor. And even better. WHY NOT ALLOW US TO TURN OFF LIGHTS BY SHOOTING THEM? It works for some parts of some maps, like the Office vending machines. It would make an interesting tradeoff, by shooting a light, you'd give your position away via sound, but the enemy wouldn't be able to see you coming thanks to the shadows.
Why not go a step further and let us make the interiors of some maps, like Nuke's corridors, completely dark by shooting the lights? Why not move in that direction? Why not bring flashlights back? Wouldn't adding a whole new layer of tactics to the mix benefit the game?
Bring back the NVGs!
Thank you very much!
In Danish what I said, when seeing Overpass and Inferno was; Der er alt for mange rekvisitter.
Wich transles to: There's too many props.
Rekvisitter in danish, is only used about props for theatre. And then into movies...
But that was my first feeling. Cluttered.
Bin the clutter.
Been here for years, and I watch every video, within a few days, and something I always look forward to, when I open up my browser.
Cheers!
Uh, and happy new year!
I do like the music you said that many other people disliked and complain about, but lately you blast it so loud that it literally straddles me and makes me quickly reach for the volume knob to turn it down because I think I have my audio levels wrong, only to then having to turn it all back up shortly after.
I would appreciate it if I didn't have to do that. I know there is some kind of thought behind it, but from my point of view it's just a kind of jump scare and I don't like it (the volume, not the song itself).
10:19 “and the persistent threat of solid teammates blocking your backtracking as they’re forever trying to come inside you from behind.” 😎 Phrasing.
00:00 Thank you for Cabossing there.
I love you subtle humor, mr 3kliks
There was a bug in CSS (maybe little known) when you put a barrel against a wall and walk into it, then as soon as you get bounced back hit jump and it would send you flying into the air across the map.
Pretty sure that’s used in half-life or half-life 2 speed run
@@ProtossOP that's it! I just found a video showing it:
ruclips.net/video/nxkD3gKSpqg/видео.html
I found it on a community 2towers server I played regularly, fun times.
In a lot of ways it has to do with what the gameplay is intended to be. Some of these choices make perfect sense in CS but not in FPSs like Escape from Tarkov or Battlefield as examples.
“Boxy rooms and boxy crates” EVERY VALORANT MAP
10:21 I cannot just let that pass
hey philip. can you do a video on gaussian splatting? the technology seem interesting and would love to hear your take on it.
If that's not a job for 2kliksphilip
I 100% agree with the bar for mapping being raised too high. I loved making CSS and TF2 maps back then, but now it seems impossible.
I'm glad you talked about giving up mapping. I felt the same way.
Couldn't agree more, I still will probably map for fun, but it's sad to think that the days of many mappers making fun maps that look nice are probably over :(
coming from 1.6 and then getting into more complex looking games later on like BFBC2 all the extra detail was very difficult for me to get used to and it took my brain years to adjust. man was i bad at these games my reaction time was horrible. your argument is valid and i am sure lots of people that played csgo for 10 years are slower in cs2 because of the fidelity increase probably not at this big an extreme though. it was so painful going from 1.6 to modern early 2010s games.
took me way to long to realise that the thumbnail is teardown.
2:00 Also helps just being able to create maps at all more easily since hammer 2 is less of a nightmare
9:55 The clipping in the Xen portion of Black Mesa makes it very hard to enjoy the new movement options like long jump with how easy you can fly off in the other direction just by accidentally bumping into a little bit sticking out of the ground or something
As a community content developer dating back to gold source I can confidently say that the days of creativity and one man shows are far, far behind us.
However that is not necessarily a bad thing. Enlisting assistance is the areas one might not excel isn't a bad thing and truly embodies the nature of team work.
Just keep in mind to pay out any assistance before submitting anything to the market.
It might be a hassle upfront but you'll thank yourself after the fact.
"running down the same corridor" you cheeky bastard
I wish this video was at least 10x as long and covered more video games and communities
00:39 what? This is an inane statement. If turning models into glowing green orbs reveals that the default textures are failing, then the correct fix would be glowing green orb models, not a slight boost to contrast. That's ludicrous! Maybe the game is perfectly fine having models that occasionally blend in and are difficult to track, because, that's how the world works; not everything is easy to discern (nor should it be).
i like how you make sure as many people as possible instantly stop watching the video
When it comes to player visibility, as long as it's not visually unpleasant, I would rather have more detail that makes detecting players in the environments a skill. Paying attention in games so that you can find secrets is super fun, and so is getting shot by someone because you haven't been playing close attention to the environment.
cs2's graphics is unironically what hooked me into counter strike, though i did play retakes and other war games every now and then back in csgo
Maps can make or break a game i dont play cs2 but splatoon is a good example where if the maps suck layout wise they will be annoying to play
Source 2 seems to have a good ratio of framerate : graphics quality. Things can look pretty while still running at high fps. However we still have no idea how good Valve can make it look if they prioritize graphics?
Both CS2 and Half Life Alyx strongly prioritize performance. CS2 because it's competitive and has loads of players with old hardware. And HLA because it's a VR game where any dips cause motion sickness.
9:54 I'm glad that you pointed that out. As great as Black Mesa is, its devs may have paid a bit too much attention to detail sometimes, and put interactable props everywhere on some maps. While it is a pleasure being able to get immersed in the environment, I find those kinds of props a bit annoying, as I almost always get stuck on them while trying to run past them. They also bring my FPS down to only 50 on some maps, especially the Xen chapters, even on potato settings.
But luckily he said "valve pls fix" so Crowbar Collective don't have to do anything about it
I liked Black Mesa a lot but some of the hitboxes on the props were abysmal; like the big spool of wire - it's basically a thick capital I shape with the serifs ( T with a bottom stroke too), but the hitbox is a solid cube, and these spools are placed in a narrow corridoor. So you go to shoot your crossbow at an enemy and it hits the invisible side of the spool. Don't know how they never noticed stuff like this during playtesting
@@mikesully110It was probably made very early in black mesa’s developement, maybe that’s why it has such abhorrent hitboxes. Considering that black mesa started developement back in 2006 some props can be of lower quality
I recently replayed the OG Half Life and was taken aback by just how scuffed the physics in it are. I kept getting stuck on edges between two angled surfaces all the time. I don't recall that being a problem in any Source-based game.
Sometimes it's not just a case of older and simpler = better, things have always been kinda wack.
the music that plays at the start always terrifies me. its so scary
Thanks for your videos, they are so great!!
Wish mapping was easier. Used to want to get into it but there's a lot you have to think about and consider.
Now we're witnessing 3kliks' further descent into madness as he frantically throws grenades at every prop in a map only to discover that for some reason it's the petals of the flowers that have collision but not the rest of the plant and he's telling Valve to fix games that aren't even theirs.
I love the music in the start of the video ❤
Love the tune at the beginning but can you turn it up a little? It's a bit soft.
You missed the oportunity of filming yourself expressionless trying to slide through the walls of some place.
Valve held back a lot with CS2. If they wanted they could have made it look like how you imagine Titanfall 3 would look if it came out this year. It's as if they said "let's make CS2 look as good as possible while still able to run at at least 60fps on a mid spec PC from 8 years ago. If you look at textures up close it pretty much looks like a much older game, but really good use of lighting makes it look overall impressive.
I love the fact that Philips returning joke is shooting the hostage!
CZ was underrated as all hell.
It's both possible with great level design. And this is not imaginary it's been done enough in other games, also in CS2 for example Anubis. I personally have done level design work for Mediterranean projects and inferno was just poorly done.
i have rejected modernity and have embraced css. ive been playing and making maps with some friends on a server and its truly the best. maybe one day cs2 can go back to that
I would love more Ready Or Not content from you :D
I love being hit with the ol' caboosing