In terms of mollies, medium deep water could prevent the bottle from breaking open while shallow water could let the molly break and allow the fire to float and move.
11:00 Molotov cocktails typically contained petrol which floats (and burns) on the surface of water so I don't see anything wrong there, if the bottle shatters of course
Hunt showdown has a liquid fire bomb, which is essentially a molotov for water. if you look closely you can see that there are 3 cast iron balls in the bottle, that break it upon de/acceleration. pretty cool imo :D
Truck Wars (from the Steam Workshop), the custom map for CSGO, has working vehicles, dynamic placeable cover, breakable cover, etc., it’s very cool, check it out. It’s fun with some friends, unfortunately bots don’t work with it
@@davis3138 I've been looking for fun maps to play with friends so thank you, I honestly hate trying to find things in the workshop. I'll have to try this one out.
@@PokeRuto898 Well for that community server exist with custom maps. Considering that most maps are also made by the community and the game itself is a community game rather than an actual game made by valve and valve only choses what they add to official game modes it's unlikely that such things will get added. But to be fair, I also like surfing, bhopping, kzing etc. Valve COULD make them official game modes with for example official world record timer etc. so you see a ladder of all player who reached the goal and what time they had at best.
10:52 Fun fact: Some versions of napalm can burn on water and even underwater. So it makes sense for the CTs incendiary grenade, not so much for Ts molotov.
This water flowing mechanic was used in De_Contra in Css. It has a long underground sewer connecting the bombsites with this very mechanic. Its super fun to use and fits with the maps theme nicely!
By the way, water does actually put out molotovs, but only if the water is over 32 units deep. Made a vid back in 2017 testing it out (unlisted now though)
About that "using water as mirror idea", I've actually tried something similar-ish by having bulletproof glass on my map de_hospital_night (shameless plug for a short LD jam project?). The idea at the time was to make a more "noob friendly map" as this would remove one element of worry (the line of sight) so the players can focus on sounds, aiming, positioning, grenades (and fun gimmick for veteran players). It does shake up things but comes with limitations ; it adds boring western standoff, it emphasizes the advantage of T/CT depending if the bomb is planted or not, overall incomprehension from the players as it's a new element (csgo players don't like new stuff), everything around the glass must be bulletproof too, it takes way more smoke grenades to create a safe smoke wall, etc
Additional idea: Level where each round is at a random time of day so the tide is at a different level. Low tides expose drainage passageways while high tides provide easier access to a higher vantage point while varying water levels will affect the height of a floating dock and boats.
Drowning and health regen back to the original health before drowning was even in CS 1.6 Also in CS 1.6 you could "fast swim" on water and the more fps you got, the faster you could swim (holding space, strafing left and right while rotating your mouse in the same movement similiar to autobhop maps)
Swim faster the more fps you have? That happens to the best of us. They forgot to divide with Dt, the variable that represents the time beetween the last and the current frame the line of code looks a little bit like Player.gameObject.GetComponentByType((type)PlayerController).Move(direction * speed_multiplier / Time.Dt); and may vary according to your game engine library custom code and so on but you get the point you divide everything with Δt cause if you dont the game will run in fast forward in better computers
I just remembered how in wolfenstein: Enemy Territory it had some maps where water would play a big role in the match development, some tunnels would start flooded and an engineer was required to repair a pump to drain the water to open a new route, and the opposing team could sabotage the pumps at the right time and drown or cutoff the people using those tunnels. It was a really fun mechanic.
@@kajmak64bit76 I think you're confusing games, Wolfenstein: Enemy Territory is free to play, so there's no pirating it, and it's a multiplayer game, so playing solo doesn't make sense unless you enjoy running around an empty map.
@@HungryLoki i'm not... i played this VERY long time ago... i think before Call of Duty world at war got released lol I had it on a disk and i think i got it from my mom If you all know where can i get it again WITH actual players playing tell me now Also probably long time ago it was not free... i don't know i was like 6 at the time Lmao
Honestly... CS:GO with floating water would add so much to competitive play. I'd honestly LOVE to see some pros play on a map, that has positions designed with this effect.
They should have a casual map rotation where classic maps have random environmental hazards inserted into it like a flooded dust2, or a really rainy cbble, or foggy nuke
I remember back in the days of CS-Source where deep water prevented some weapons from firing; a database analyzing the weapons I used to read would genuinely put the inability to fire underwater as a weakness for certain guns like the shotguns. An idea that's completely unrealistic and requires suspension of disbelief, but I think it would be interesting to have certain routes where your arsenal is limited.
water can also be useful in danger zone with a really obscure bug that bounces a player out of it, adding more cool and difficult mechanics to a game mode full of fun movement. best use of water in csgo is a bug lol edit: you can see a pretty extreme example of this being done here - ruclips.net/video/r_T-AH4_ocw/видео.html
What's really funny is that in Counter-Strike 1.6 there are *actual swimming animations* (Here's an example, sorry for the shameless self-promotion though: ruclips.net/video/6Qv7ImH1pe8/видео.html ). I'm not entirely sure if they're added by servers, but it looks miles better than what's in CS:S or CS:GO. They don't have any animations whatsoever.
I have been wanting to use water for my maps since I began Hammering back in the days. It could really be used to enhance a level and there are so many different usages for it. I remember back in cs-beta there were ton of maps where water was an element. It was really cool, sadly it has since been forgotten about.
10:43 - there are cases where molotovs don't do this. Try throwing a molotov into the water on Nuke's B site - it falls all the way down, detonates, and then instantly gets extinguished. Seems like if the water is deep enough the game actually does prevent molotovs from being used, it's just that no map in the game has water deep enough for this to actually affect gameplay
@@Anon.G S&box is centered around the gamemodes themselves, like Roblox. Each gamemode is going to be wildly different from each other since all the base code has pretty much been ripped out so you have a blank slate, and the default character model (you know, the one you'll see 99% of the time) is a weird ugly sausage man. There are no Valve assets. Addons that modify gamemodes like in Garry's Mod are treated as a second class citizen and haven't even been implemented yet. Garry likes to call it a "worthy successor to garry's mod" as marketing, but it's not true lmao.
I actually knew most of this... well to know might be an overstatement, lets say I`ve experienced it myself through many years of community maps and fiddling with the hammer editor. Yet I found myself blown away by your effort in explaining everything and entertaining me meanwhile. Every video you make is a gem and I know it will stay that way. God I sound like a fanboy, just keep on doing whatever you feel like and I will be happy :)
I remember when I made this map called "dm_radioactive" for HL2DM, and there was one boathouse there with a high concrete building standing nearby. The boathouse roof had a sloped wooden roof which created something like a hood. So naturally, as a self-proclaimed legend of optimization that I was, I placed a horizontal vis leaf hint at the edge of that hood to prevent the 12 polygons and 64-sized lightmaps from being rendered. I remember standing on a tall concrete building rooftop and seeing that there was an unrendered geometry in water reflection - the top of the roof was rendered, the bottom of it wasn't seen and hidden, and yet, in the water I saw a huge bright hole with a sky)
12:12 it could also allow for some team plays! say you're on an eco round and you kill 2 people with better guns. you take one, but the other one has to stay there. if there was a flowing canal, you could maybe drop the other one to a teammate at the other end
In Hunt: Showdown The Water is used excellently, If you happen to be Chasing someone you can Force them to push back into water to both slow them down and cause them to make noise, However when in water Explosives don't go off in water Thus making it difficult to wipe a team without coordination of your crew... alternatively if you are sneaking up on someone you make a lot more noise and alert people sooner if you take a water route, but people are less likely to expect someone wading up through water to ambush them. Water can be Used in many unique ways, but Hunt Uses it really well in my opinion.
I haven't played CS:GO In a long time. I quit many years ago, but I always come back to this channel as your videos and your knowledge of the source engine is extremely interesting. Thanks.
I like how you featured s&box! If you don't know, s&box is it's spiritural successor of Garry's Mod, and it's a game about making gamemodes in the Source 2 engine using C# instead of Lua The "water physics" in s&box is actually a clever shader, and using physics calculations to make the water look realistic, although it doesn't mean that csgo source 2 will have water like that because 1. csgo is a competitive game 2. s&box uses a slight modified source 2 so not everything from s&box is expected in csgo source 2
Wow, those Source 2 water ripples look almost as good as the ones in FEAR (you know, from 2006). Graphics truly progressed so much since then! Oh wait...
I love the way water looks in Half-Life 2. The swimming mechanic is so simple too. Just slower movement and less gravity. I also love the way it distorts sound. I always go under water in "Water Hazard" when the alarm is sounding because I love the sound.
very nice and interesting video! the eye level being said to be at 46.076218 would make sense to use that as a drowning point yes I breathe through my eyes
This is a really well-made video, thanks for your opinion!! I agree adding flowing water for stuff like drain pipes for bombs or guns would be awesome. Same with restricting Molotov usage in flooded areas.
Never realized how much goes into reflections in Source. That mirror idea got me really excited for how people might use it, shame it's not really a part of competitive maps in any meaningful way (afaik).
I was not expecting to think any of these ideas would be good, but the flow idea is really nice. Usually CS one-way gates areas with drop-offs, but soft one-way gating with flow? It would mean that rotating in certain directions on a map could be artificially slowed down in one direction, and sped up in the other, allowing the map to use shorter routes while gaining a longer route for one way. Even something as simple as affecting movement would be nice - Although that passing items through vents idea sounds really fun, even if we already know the bomb will never be affected by these properties.
I remember having a hell of a bad time playing Shadow of the Tomb Raider, for the amount of underwater exploration. It felt like they were showing off their swimmimg animations and physics.
3kliksphilip, Tell it you this is for those who have a computer since 2010! so that their computer would pull all this movement realism with water. Do you think the valves are just constantly asking for a report from our computers? (Google translate)
Im not trying to take away your sponsorship or anything but war thunder is basically just world of warships but with more things like tanks and helicopters and planes and the water has good physics
A map similar to Rust's underwater monuments would be very cool. I've also seen a bo3 workshop zombies map that explores a similar idea. Imagine a map completely underwater where every model/player is a diver. The map would still follow the same fairly linear design with little verticality/weird movement and no weird visual clutter via diving masks, but with the main appeal being the smaller things like less of an emphasis on audio, bullet tracers being shown wizzing through the water, different movement, and a much more unique backdrop. I loved PUBG's old rain/fog maps for the reason that it changed the flow of the game, where fog pushed combat closer and made stealth a real possibility, and rain allowed for more aggressive playstyles since you couldn't just sound whore in a corner. CS is still a great game so many years later, but having those niche maps that change the norm would be a great "once in a while" map, kind of like Office is to me and my buddy.
Love to see a sponsor on your videos, I never liked that you avoided taking them much because I'd much rather see you succeed at the expense of a 30 second ad.
Guild Wars 2, an MMORPG where you get a whole new skill kit underwater but not just that you actually feel/are quicker underwater and animation and sounds are also pretty amazing, (probably my favourite underwater in a videogame after subnautica)
I honestly thought you were trolling but your nuke argument makes sense. In such a map even with all the different surfaces it's almost impossible to gather info by sound alone. Some strategic flooding would help and it may even help enhance the map's look.
You forgot to mention de_contra where they use water to speed you up underground to go to one area to another. It was a great use of water. I am surprised you didn't give it a shout out!
Anubis fanboy here Anubis uses the water splash sound in a similar way. As a T, you can fall from mid into "water" for a high risk high reward strat to get to the B site. Not only does the water stop the fall damage, but if you're a CT sitting in connector, you can use the sound of the splash to tell you enemy's are near, and coming fast
This was one of the best videos I've seen in a long long time: came for the cheesy puns, stayed for all the creative ideas. Also thoughts and prayers to the broken tray.
I like the idea of being able to outflank the enemy team or get to a certain position using water, e.g an underground tunnel that’s been flooded, I think the remedy to the ideas flaws would be to make movement in that particular section more difficult by obscuring vision and making the player slower. It could offer up some really interesting opportunity depending on how it’s implemented. Using water to hide as-well could be interesting, could even go into the last idea if you wanted another whole map flooded with water.
Source's way of rendering reflection being pointed out made me realise one pet peeve of mine that I have always had in other games and how their water never looked right, there's apparently always something missing. I have never had this issue playing source engine games, rather the issue is literally never *apparent* to begin with.
But nobody ever stopped to ask "Should Water?" and for that, we will all pay the price.
will water?
"How's Water?"
frr
Stay hydrated
Why water?
“Not to rush A, not to rush B,
But to rush SEA.”
I give this pun 10 out of 10.
In terms of mollies, medium deep water could prevent the bottle from breaking open while shallow water could let the molly break and allow the fire to float and move.
that sounds like the most frustrating mechanic you could possibly think of. love it
@@ElderlyAnteater Anything to frustrate pro players. 🙏🏻
molos literaly have a timer so they would explode in every type of water
ehh just make it simply put out molotovs
It's would be even better if you can also shoot the bottle to break it
11:00 Molotov cocktails typically contained petrol which floats (and burns) on the surface of water so I don't see anything wrong there, if the bottle shatters of course
I know that the fumes are flamable not the liquid tho
@@kajmak64bit76 well it's petrol, making fumes is about the most known part of it
@@kajmak64bit76 the petrol makes a layer over the water because it floats then the fumes coming off of that floating petrol pool ignite
Hunt showdown has a liquid fire bomb, which is essentially a molotov for water. if you look closely you can see that there are 3 cast iron balls in the bottle, that break it upon de/acceleration. pretty cool imo :D
I wish there was a game mode full of dynamic things like this.
With breakable parts, flowing items, dynamic objects and so on.
Minecraft ;)
Competitive players don't like dynamic things.. sadly valve only hears competitive players
Truck Wars (from the Steam Workshop), the custom map for CSGO, has working vehicles, dynamic placeable cover, breakable cover, etc., it’s very cool, check it out. It’s fun with some friends, unfortunately bots don’t work with it
@@davis3138 I've been looking for fun maps to play with friends so thank you, I honestly hate trying to find things in the workshop. I'll have to try this one out.
@@PokeRuto898 Well for that community server exist with custom maps. Considering that most maps are also made by the community and the game itself is a community game rather than an actual game made by valve and valve only choses what they add to official game modes it's unlikely that such things will get added. But to be fair, I also like surfing, bhopping, kzing etc.
Valve COULD make them official game modes with for example official world record timer etc. so you see a ladder of all player who reached the goal and what time they had at best.
10:52
Fun fact: Some versions of napalm can burn on water and even underwater. So it makes sense for the CTs incendiary grenade, not so much for Ts molotov.
Don't quote me on this but would acholes float on water if so could it be thry just filled them purely with that
@@craftypup4536 yes it does
it really depends on what the molotov is made of. Gasoline burns on water too, though you'd somehow have to break the glas first.
@@craftypup4536 alcohol does float and yes, molotovs are just alcohol filled bottles with a piece of lit cloth
@@VetrDraugr You can add styrofoam for extra effect ;)
It's simple; You just get the no draw, select one side and apply a water texture =)
this tutorial helped me so many years ago😖
This water flowing mechanic was used in De_Contra in Css. It has a long underground sewer connecting the bombsites with this very mechanic. Its super fun to use and fits with the maps theme nicely!
de_contra was a very cool concept. There is a workshop version of it in CS:GO that uses the water flowing mechanic too.
Ive played that version alot and almost made a remake graybox version of it
played it on 1.6 and remember watching m0e playing it on css, never knew the name for it
By the way, water does actually put out molotovs, but only if the water is over 32 units deep. Made a vid back in 2017 testing it out (unlisted now though)
hello relist it
About that "using water as mirror idea", I've actually tried something similar-ish by having bulletproof glass on my map de_hospital_night (shameless plug for a short LD jam project?).
The idea at the time was to make a more "noob friendly map" as this would remove one element of worry (the line of sight) so the players can focus on sounds, aiming, positioning, grenades (and fun gimmick for veteran players).
It does shake up things but comes with limitations ; it adds boring western standoff, it emphasizes the advantage of T/CT depending if the bomb is planted or not, overall incomprehension from the players as it's a new element (csgo players don't like new stuff), everything around the glass must be bulletproof too, it takes way more smoke grenades to create a safe smoke wall, etc
i checked ur map. its arse
@@mekamerit675 Thanks, I'm glad I wasted your time.
@@Aryetis its alright
i didnt check ur map. its good
10:40 did anyone see the tree move?
spooktree
lol , nice catch i missed that !
must have been the wind
Old joke from 3kliks' channel, from hammer tutorials.
Lol
@@spiderjerusalem8505 got a splash of nostalgia when i saw the tree move lol
I love how you can make random topics so interesting, happy af you are part of our csgo community and still around
10:41 THE TREE MOVED
*Hammer tutorial flashbacks*
Additional idea: Level where each round is at a random time of day so the tide is at a different level. Low tides expose drainage passageways while high tides provide easier access to a higher vantage point while varying water levels will affect the height of a floating dock and boats.
That sounds like an awesome idea, actually. Competitive players wouldn't be mad at it either, I don't think.
@@RustyShackleford556 competitive players will get mad at anything lmao
Havana 2.
de_hydro
It being random would be cancer
I love the effort you put on your videos, even more compared to the rest of RUclips.
The video has not even premiered yet, but I do agree he does put alot of effort in his videos.
It's 3kliksphilip, the GOAT
@@imford yeah i commented before the video was out, but i just love the effort every video has
cs2 - can water? yes, yes it can.
Drowning and health regen back to the original health before drowning was even in CS 1.6
Also in CS 1.6 you could "fast swim" on water and the more fps you got, the faster you could swim (holding space, strafing left and right while rotating your mouse in the same movement similiar to autobhop maps)
it predates 1.6, since it's an engine quirk inherited from HL1.
also in cs 1.6 player models actually had a swimming animation
Swim faster the more fps you have?
That happens to the best of us. They forgot to divide with Dt, the variable that represents the time beetween the last and the current frame
the line of code looks a little bit like Player.gameObject.GetComponentByType((type)PlayerController).Move(direction * speed_multiplier / Time.Dt); and may vary according to your game engine library custom code and so on but you get the point you divide everything with Δt cause if you dont the game will run in fast forward in better computers
I just remembered how in wolfenstein: Enemy Territory it had some maps where water would play a big role in the match development, some tunnels would start flooded and an engineer was required to repair a pump to drain the water to open a new route, and the opposing team could sabotage the pumps at the right time and drown or cutoff the people using those tunnels. It was a really fun mechanic.
i remember that too from pirated version of it which i played solo only... it was really really cool
@@kajmak64bit76 I think you're confusing games, Wolfenstein: Enemy Territory is free to play, so there's no pirating it, and it's a multiplayer game, so playing solo doesn't make sense unless you enjoy running around an empty map.
@@HungryLoki maybe hes thinking of ET: quake wars
@@kajmak64bit76 pirated? WolfET was free 🤣🤣
@@HungryLoki i'm not... i played this VERY long time ago... i think before Call of Duty world at war got released lol
I had it on a disk and i think i got it from my mom
If you all know where can i get it again WITH actual players playing tell me now
Also probably long time ago it was not free... i don't know i was like 6 at the time Lmao
I love the part when you said "drivable vehicles." Been there in the old days of CS beta
FUNC_VEHICLE FUNC_VEHICLE FUNC_VEHICLE
is it like an internal joke between cs players
...and then one day they were all gone :(
@@EricDennison aka CS 1.2
@@Lemoncloak func_vehicle was added back to half life in the 25th anniversary update, let us rejoice.
7:21 . I've never thought i would see someone willingly step in wather while wearing socks
that hurt
Honestly... CS:GO with floating water would add so much to competitive play. I'd honestly LOVE to see some pros play on a map, that has positions designed with this effect.
They should have a casual map rotation where classic maps have random environmental hazards inserted into it like a flooded dust2, or a really rainy cbble, or foggy nuke
They would immediately bitch about it
I remember back in the days of CS-Source where deep water prevented some weapons from firing; a database analyzing the weapons I used to read would genuinely put the inability to fire underwater as a weakness for certain guns like the shotguns. An idea that's completely unrealistic and requires suspension of disbelief, but I think it would be interesting to have certain routes where your arsenal is limited.
Everybody asks "can water?"
But nobody asks "how's water?" 😔
in top comment somebody already said "How's water?" before you wrote that comment
@@eyitsaperson So what? Not everyone reads every (top) comment before writing their own comment.
@@RaimaNd The top comment is always visible under the part where you input your comment
@@cloudynguyen6527 it probably was written but not yet top in the comment section
@@RaimaNd You should
This was one of the few times I watch adverts, you use that music so sparingly and I love it!
water can also be useful in danger zone with a really obscure bug that bounces a player out of it, adding more cool and difficult mechanics to a game mode full of fun movement. best use of water in csgo is a bug lol
edit: you can see a pretty extreme example of this being done here - ruclips.net/video/r_T-AH4_ocw/видео.html
Best mechanic in CSGO used to be a bug.
What's really funny is that in Counter-Strike 1.6 there are *actual swimming animations* (Here's an example, sorry for the shameless self-promotion though: ruclips.net/video/6Qv7ImH1pe8/видео.html ). I'm not entirely sure if they're added by servers, but it looks miles better than what's in CS:S or CS:GO. They don't have any animations whatsoever.
I have been wanting to use water for my maps since I began Hammering back in the days. It could really be used to enhance a level and there are so many different usages for it.
I remember back in cs-beta there were ton of maps where water was an element. It was really cool, sadly it has since been forgotten about.
That would be too OP tho
the phoon in the back @12:27 made me really happy, thank u phillipe
Water has always been the best looking part of the Source Engine, I’d rather have mor effort be required to render it than skins.
10:43 - there are cases where molotovs don't do this. Try throwing a molotov into the water on Nuke's B site - it falls all the way down, detonates, and then instantly gets extinguished. Seems like if the water is deep enough the game actually does prevent molotovs from being used, it's just that no map in the game has water deep enough for this to actually affect gameplay
this is probably related to source 2 launch date, can't miss it.
i doubt it. S&box is Facepunch's Roblox knockoff on Source 2, it's not made by Valve
@@SnrubSource what on earth does roblox have to do with anything? It's like Gary's Mod
@@Anon.G S&box is centered around the gamemodes themselves, like Roblox. Each gamemode is going to be wildly different from each other since all the base code has pretty much been ripped out so you have a blank slate, and the default character model (you know, the one you'll see 99% of the time) is a weird ugly sausage man. There are no Valve assets. Addons that modify gamemodes like in Garry's Mod are treated as a second class citizen and haven't even been implemented yet. Garry likes to call it a "worthy successor to garry's mod" as marketing, but it's not true lmao.
@@Anon.G, you won't get your gmod 2 my guy, unfortunately none of us will.
I actually knew most of this... well to know might be an overstatement, lets say I`ve experienced it myself through many years of community maps and fiddling with the hammer editor. Yet I found myself blown away by your effort in explaining everything and entertaining me meanwhile. Every video you make is a gem and I know it will stay that way. God I sound like a fanboy, just keep on doing whatever you feel like and I will be happy :)
I love how after watching your videos for over a decade now, every time I see a Tree I wait for the inevitable Tree-shenanigans. Never disappointed.
I remember when I made this map called "dm_radioactive" for HL2DM, and there was one boathouse there with a high concrete building standing nearby. The boathouse roof had a sloped wooden roof which created something like a hood. So naturally, as a self-proclaimed legend of optimization that I was, I placed a horizontal vis leaf hint at the edge of that hood to prevent the 12 polygons and 64-sized lightmaps from being rendered. I remember standing on a tall concrete building rooftop and seeing that there was an unrendered geometry in water reflection - the top of the roof was rendered, the bottom of it wasn't seen and hidden, and yet, in the water I saw a huge bright hole with a sky)
12:12 it could also allow for some team plays! say you're on an eco round and you kill 2 people with better guns. you take one, but the other one has to stay there. if there was a flowing canal, you could maybe drop the other one to a teammate at the other end
Guns are quite dense and they always weight more than the water they displace so the water stream would have to be pretty strong to carry a gun.
@@slendydie1267 it doesn't need to be realistic, just fun.
That tree moving at 10:40 brings back memories
patiently waiting for the spreadsheet of water to appear
If I had a penny for every time I've heard Philip swear I'd have two pennies
@@3kliksphilip Dear God
That's not a hellallallot of money.
@@3kliksphilip so nice of you to help this fellow get more pennies
what amazing quality of work you've put into this Philip, really nice
In Hunt: Showdown The Water is used excellently, If you happen to be Chasing someone you can Force them to push back into water to both slow them down and cause them to make noise, However when in water Explosives don't go off in water Thus making it difficult to wipe a team without coordination of your crew... alternatively if you are sneaking up on someone you make a lot more noise and alert people sooner if you take a water route, but people are less likely to expect someone wading up through water to ambush them. Water can be Used in many unique ways, but Hunt Uses it really well in my opinion.
I haven't played CS:GO In a long time. I quit many years ago, but I always come back to this channel as your videos and your knowledge of the source engine is extremely interesting. Thanks.
7:30 "still cleaner than English beaches right now! :D"
This is your best CS:GO investigative journalism video yet, well done mate 💯
The only reason I knew a lot about water mechanics, including drowning in CS:GO is the amount of Jailbreak I've played
I like how you featured s&box!
If you don't know, s&box is it's spiritural successor of Garry's Mod, and it's a game about making gamemodes in the Source 2 engine using C# instead of Lua
The "water physics" in s&box is actually a clever shader, and using physics calculations to make the water look realistic, although it doesn't mean that csgo source 2 will have water like that because 1. csgo is a competitive game 2. s&box uses a slight modified source 2 so not everything from s&box is expected in csgo source 2
Wow, those Source 2 water ripples look almost as good as the ones in FEAR (you know, from 2006). Graphics truly progressed so much since then! Oh wait...
I love the way water looks in Half-Life 2. The swimming mechanic is so simple too. Just slower movement and less gravity. I also love the way it distorts sound. I always go under water in "Water Hazard" when the alarm is sounding because I love the sound.
This video aged well and feels as if valve listened considering CS2’s water effects
I really love the running gag with the trees. We need more of this.
Just imagine for a second, what if valve actually added de_contra as the first map with "real" water mechanics.
0:25 hydrophobia prophecy - 11 years old but still the best water physics I've seen in any game.
Great looking water for a GBA game.
Dear Phillip, your ability to come up with new and somehow interesting topics around counter strike is nothing less than spectacular.
Yours truly, me.
very nice and interesting video!
the eye level being said to be at 46.076218 would make sense to use that as a drowning point
yes I breathe through my eyes
It's funny and amusing how your short demos from outro of Hammer Tutorials have evolved into something so representative!
cant wait for water 2
If only we could fine the source...
I propose we keep the falling scream in all videos going forward
Imagine in overpass, a pipe in CT spawn which leads to water on B that allows you to drop grenades from ct to B players can have it
This is a really well-made video, thanks for your opinion!! I agree adding flowing water for stuff like drain pipes for bombs or guns would be awesome. Same with restricting Molotov usage in flooded areas.
No, I don't think water can, because if water could, then we would know. However, water would never be able enough to can, so water simply can't can.
Never realized how much goes into reflections in Source. That mirror idea got me really excited for how people might use it, shame it's not really a part of competitive maps in any meaningful way (afaik).
ooh, how about water that pushes players towards or away from a site to speed up/ slow down attackers to balance each side of the map?
I was not expecting to think any of these ideas would be good, but the flow idea is really nice. Usually CS one-way gates areas with drop-offs, but soft one-way gating with flow? It would mean that rotating in certain directions on a map could be artificially slowed down in one direction, and sped up in the other, allowing the map to use shorter routes while gaining a longer route for one way. Even something as simple as affecting movement would be nice - Although that passing items through vents idea sounds really fun, even if we already know the bomb will never be affected by these properties.
I remember having a hell of a bad time playing Shadow of the Tomb Raider, for the amount of underwater exploration. It felt like they were showing off their swimmimg animations and physics.
3:58 The ArmA theme accompanying the goofy swimming animation had me rolling xD
3kliksphilip, Tell it you this is for those who have a computer since 2010! so that their computer would pull all this movement realism with water.
Do you think the valves are just constantly asking for a report from our computers? (Google translate)
Water we waiting for? You're pumping out videos so fast! :) Really love and support your content Mr Phillip.
Im not trying to take away your sponsorship or anything but war thunder is basically just world of warships but with more things like tanks and helicopters and planes and the water has good physics
How dare you, dude. Have some decorum ffs
@@Fazers-On-Stun how dare you, I have five million power in rise of kingdoms
A map similar to Rust's underwater monuments would be very cool. I've also seen a bo3 workshop zombies map that explores a similar idea.
Imagine a map completely underwater where every model/player is a diver. The map would still follow the same fairly linear design with little verticality/weird movement and no weird visual clutter via diving masks, but with the main appeal being the smaller things like less of an emphasis on audio, bullet tracers being shown wizzing through the water, different movement, and a much more unique backdrop.
I loved PUBG's old rain/fog maps for the reason that it changed the flow of the game, where fog pushed combat closer and made stealth a real possibility, and rain allowed for more aggressive playstyles since you couldn't just sound whore in a corner. CS is still a great game so many years later, but having those niche maps that change the norm would be a great "once in a while" map, kind of like Office is to me and my buddy.
3kliksphilip: * *"can water"* *
Also thumbnail: shows a *tub of water*
Love to see a sponsor on your videos, I never liked that you avoided taking them much because I'd much rather see you succeed at the expense of a 30 second ad.
FUNC_VEHICLE IS A RIGHT NOT A PRIVILEGE
Guild Wars 2, an MMORPG where you get a whole new skill kit underwater but not just that you actually feel/are quicker underwater and animation and sounds are also pretty amazing,
(probably my favourite underwater in a videogame after subnautica)
canned Water?
I honestly thought you were trolling but your nuke argument makes sense. In such a map even with all the different surfaces it's almost impossible to gather info by sound alone. Some strategic flooding would help and it may even help enhance the map's look.
Its usually bottle water but ok whatever
4:54 the drowning health regen has been a feature since half-life 1, I doubt they ever touched it again, as far as i know every source game has it.
Can water?
Water can?
Canned water?
Absolute maybe.
Wow your videos get better and better.
Valve should hire Philip as a game designer for CSGO. It'd give the game new life
There could be a high-up breakable mirror that gives critical information to both teams if not broken at the start of the round.
You forgot to mention de_contra where they use water to speed you up underground to go to one area to another. It was a great use of water. I am surprised you didn't give it a shout out!
I'm so glad you finally decided to accept Sponsors, I always thought you should have.
These ideas sound so fun! Though I doubt Valve will actually do anything, I hope we get something similar to this at some point.
Anubis fanboy here
Anubis uses the water splash sound in a similar way. As a T, you can fall from mid into "water" for a high risk high reward strat to get to the B site. Not only does the water stop the fall damage, but if you're a CT sitting in connector, you can use the sound of the splash to tell you enemy's are near, and coming fast
I know almost nothing about Csgo but these videos are oddly entertaining.
Having a drain that can send the bomb to the other side of the map is actually such a good idea you should definitely use that Philip.
I love the implementation of "This is War" soundtrack from Arma. Don't think I haven't noticed! :D
This was one of the best videos I've seen in a long long time: came for the cheesy puns, stayed for all the creative ideas. Also thoughts and prayers to the broken tray.
The arma soundtrack kicking on right when the dude started bouncing on the water is great.
I like the idea of being able to outflank the enemy team or get to a certain position using water, e.g an underground tunnel that’s been flooded, I think the remedy to the ideas flaws would be to make movement in that particular section more difficult by obscuring vision and making the player slower. It could offer up some really interesting opportunity depending on how it’s implemented.
Using water to hide as-well could be interesting, could even go into the last idea if you wanted another whole map flooded with water.
This is the first sponsor segment in a long time that I didn't skip
Thank you, I've always wondered if water.
awesome video, i know its your passion and your job, but im blown away how much work, effort and creativity is in these videos.
This are such creative Ideas, very curious to see what the community plans to make with this mechanic
That was the best ad that I've ever watched on RUclips XD "you won't rush A, you won't rush B but you'll rush SEA" 😂
Valve should be taking notes from this video for CS2
Source's way of rendering reflection being pointed out made me realise one pet peeve of mine that I have always had in other games and how their water never looked right, there's apparently always something missing.
I have never had this issue playing source engine games, rather the issue is literally never *apparent* to begin with.
Convincing argument at the end there
WHAT A HUGE CRIME REVEALED AT 8:30 ! This guy is a maverick