I catch myself sitting and watching your videos, wondering how something that would never interest me in a million years is so interesting. Thank you for your amazing content, we all appreciate it
As someone only ever playing CS casually from time to time this seems like an incredibly frustrating thing to deal with. I don’t want to take a 50-50 chance every time I run away from an enemy that the object I’m climbing is actually climbable.
@bac0ntoast we are talking about counter strike. people will play it for MULTIPLE THOUSAND hours so even if it only happen once every few game... THAT STILL A LOT OF GAMES !
@@bac0ntoast It's about consistency. Counter strike is extremely consistent, you know exactly how things should behave because of its excellent map design. Players have begun to expect this from valve, and this version of overpass is disappointing for this reason.
This nitpicky feedback is what'll make a map consistent and easy to learn for all players. So thank you for finding these minor things to complain about! Hope feedback will be provided of some sort .
@@swsbswsb5515 a lot of those clips can basically kill you in specific situations, i noticed how bad the clipping was in the first 30 seconds of my first cs2 match
Someone once said (forgot who) that it sucks a lot if there is somewhere you can't go when you obviously should be able to. and in the recent times mappers seem to disregard that more and more. in new maps i kept jumping against invisible walls and it just feels wrong and got me killed as well on overpass the most prominent example for me was that when you went onto the middle boxes on A site then there's just a hidden roof (edit: which you apparently covered)
I'm glad you made a video on this because it bugged me so much too. All the years of intuition we build up into identifying climbable objects and positions is seemingly useless on this map in it's current state - including, as you pointed out, different rules for the same object in different parts of the map with no obvious reason
we've build our intuition wrong. Most of the places you "feel" you can jump to, where never supposed to be accessible in the first place. Valve picked the best time to implement these changes. There are polishes needed, but oh boy I really like the idea of not facing someone camping on top of a 6 foot rusty shelves in the corner just to play "off-angles"
It's definitely a problem that needs to be fixed, some objects that can't be jumped on to for balancing reasons is fine but new overpass is completely hit or miss with clipping
@@SoyAntonioGaming But jumping on things sometimes helps you shoot enemies, and when you can't jump on thing sometime but can other times that messes with your ability to shoot enemy
I 100% agree. its fine that you can't jump one certain objects for balancing but then just use a different object please. Like imagine an empty garbage bin can be climbed on, but a overflowing one can't. easy to learn and see, and maybe not perfect but definately better than forcing the player to learn every single prop in every single map.
I'm shocked Valve hasn't come to Phillip with a job offering for technical map direction. His attention to detail, and ability to delineate the intent of the player, juxtaposed against the "playability" of the map, is incredible. Every example he gave of what the player might think about the interactability of the environment based on the props and placement, were completely accurate to my own first impressions playing on the map. Stellar work man.🎉
I'm so glad you made a video about this because this was really bugging me. It's strange to see the map completely ignore mapping standards that have been built up over years. I'm a bit concerned that valve don't have anyone who understands counter-strike gameplay and intuitiveness working on the finishing touches of maps, because these are basic things that playtesters pick up on very quickly and community mappers understand (which I can say from experience).
@@PoollShietz Yeah I saw something on twitter about it, don't know the handle anymore but the designer made a lot of maps for valorant. But also how this map turned out to be seems to me that community made maps are just better in every aspact, and valve should've just hired these community designers to overhaul the maps...
I like the way you clearly explain expected verses actual, explain the feelings (players feeling cheated) in an objective, understandable way, show specific examples, and explain the importance of (seemingly) small problems. This is basically a 10/10 bug report
Thanks you for this lesson on clipping, I am a firm believer that realistic maps can be done so players better understand their surroundings! For example, looking at any map in cs right now, you would rarely be able to tell how a place behind a corner might look like in contrast to real places where your subconscious easily learns the layout types! This is fairly obvious when you are in Venice and walk around for a while, you begin to recognize consitencies in multiple alleys / canals making it easier to navigate. Another example, probably easier to understand is, give a person who never played Dust2 pictures of the different locations, A Side, B Side, Mid, Long, Short etc and let them try to find out the actual layout of the map. (This is probably easier for Dust 2 than Mirage and Inferno, but still works as example). Then in comparison, select a real places and take pictures of different alleys, streets and open places there ( of course all need to be connected somehow ) and let a person try to find out the real layout. I would guarantee that due to the fact mappers often start with a layout first before thinking of a place, its easier for a random person to find the correct layout of a place in the world than a csgo map. If anyone has an opinion on this I would love to hear it!
It is odd to see Valve world building with exceptions instead of rules. Hope they get a grip on it, it may seem like minor things, but Valve doesn't usually does those rookie mistakes.
Could be because the map was redesigned by an ex valorant map designer who joined the csgo dev team no too long ago. So they might not be on par with valves way of map design yet.
@@eddyvtr bit of a stretch, but I do have SOME insight, I do work in Unreal as a 3d artist 1st and mapper 2nd, and the inconsistencies kinda remind me of my own when I'M putting together a map, so my hypothesis is, lots of maps need porting, and the artists that can make the assets and do mapping are in a "all hands on deck" situation just so the maps are playable, and considering this is a CLOSED test that methodology of getting content out is absolutely fine, cause as we know by now Valve loves its data and usually puts it to good use
If it’s not a porting issue, it might be that they want to stop players finding glitches and exploits that get players out the map to cause chaos. I guess in competitive games it’s more of an issue, but I still think make everything accessible bc it’s fun lmao
It always amazes me how CS is one of the few games where you can have a genuine constructive conversation about such small trivial details without getting hate for nitpicking. This stuff is really interesting, even if it makes absolutely no difference to the average player most of the time. It's a good example of the overlooked elements of great game design, something Valve has often been incredible at
so true. this shows the thinking that can go behind an awesome map. its these tiny little things that lets us stay with a game for more than 20, 30 hours and coming back for more. give us freedom. dont block the player too often. i hope valve goes the extra mile with cs2! they need to. i want to be proud because i like all of their games esp half life 1, left 4 dead 2 and csgo.
Invisibles walls are MAJOR game breaking stuff for me , imagine loosing a round because you tried to jump into something that clearly looks and should be able to get up and you cant... Or behind pushed back by invisibles triangle corners that dont let you be on a place that you should be able to. Its the dumbest and most frustating thing that they are making worst on cs2.
Btw at 2:46 it says what you are allowed to put into the "Gelbe Tonne" (yellow bin) but the bin is blue. I checked if the Gelbe Tonne is actually blue (for whatever reason) in Berlin (where this map is located) but no, they are yellow.
I absolutely agree. The clipping and details in some areas feels weird and almost wrong. Also on Bombsite B there is a food box on top of the wooden plywood stack with the green tarp (you can see it here 6:09) - i was convinced it's a small moveable prop, but it isn't. Yet some spray cans around the map are. It can also be confused for a CT head if you rush from monster. I guess Valve will tidy up the new Overpass map till release - props and clipping wise.
That's what these playtests are for. They overlook or don't know how people are going to react. Overall I don't think most of these are a big deal, but I agree if you can't get onto of something, remove it or make it obvious you can't. Like the shelves in connector. If they don't want you getting up there put more boxes on the top shelf.
@@mushieslushie But listen, they weren't clipped out of nowhere, someone had to make a "go" sign. First you make a good spot on a map, then you block it off with clip brushes? i don't get it.
thank you so much for bringing this to everyones attention, its very annoying that some walls you can stand right up against and others seem to have an invisible wall about a foot away from the wall you see.
It's a shame to see Valve neglect this when every single one of their titles were industry leaders in this type of design. L4D is particularly amazing for being able to climb on so many things that you think should be climbable to the point you would regularly find out of bounds since there was just so little restriction.
Left 4 Dead wasn't designed from the ground up to be an e-sports title, though. These days that seems to be all Valve cares about; they even let it ruin TF2.
Definitely. I think L4D is the best Valve game when it comes to the sheer amount of movement tech and cheeky places to hide away. Very few of these corridors are competitively viable, but they're still there so that casual players wanting to explore and have fun can do so.
@@stevethepocket Do you think any of these players would complain about proper clipping? You see the opposite from competitive players all the time -- they're just people who are good at the game. This is just poor work from Valve, it has nothing to do with esports. Hence why you could literally fly into ceiling on mirage and why you can boost on tons of invisible ledges on the new maps.
@@HuehuehueEsBestthat's why Valve give access to every player with different rank and background, not only for pro player pro player im assume will give feedback about gameplay, recoil, smoke, visibility, tickrate. then casual player will give feedback about map detail, bug, error, or something not affect eSports so much. by this, all the aspect are able to be fix
Valve are blessed to get this level of constructive feedback entirely free. Someone like phillip on the dev team would be invaluable and well paid, if they were on the payroll.
Extremely important video. It seems like new devs worked on this map and didn't knew those nitty pick but really relevant problems. It's one of those things that made valve games masterfully executed and needs to appear in cs2 as well. Greetings from Brazil, keep up the good work!
Dude I am literally watching almost all of your videos nowadays , you are truly one of the most goated youtubers of all time , the details and the quality of your videos are much appreciated and loved ❤️
You read my mind with this video. I was testing gameplay changes and the invisible clips are very obnoxious. The remake is beautiful, but the props are very inconsistent, and as someone who enjoys the competitive side more, I really can't see the point of some clippings.
I play games super casually and this kind of thing sticks out and lingers in my mind for years to come, I hate it when I cant tell if I can stand/jump/vault onto stuff in games unless I check each time
I see that you've reinstated the closed captions on your videos. Even though I don't necessarily need it, as your voiceover is clear, clean and understandable, I will admit I was somewhat lost when they weren't there anymore. Not sure why, but perhaps your CCs are like a comfort that I've become accustomed to. Well, I'm just glad they're back. Thank you for providing us with high quality content as always, and hopefully RUclips will actually support their features instead of breaking them.
mr kliks i just want to let you know that your videos honestly bring a blessing to my day every time i watch them, i’ve been going through a weird time and your videos have been a nice comfort for me to watch :) you & your dads music is always lovely to listen to, i have it on my playlist on spotify and listen to it a lot, and your voice is always so calming!! plus the comedy in ur videos is peak
First of all, the map looks great. But I can't wrap my head around it; I feel like the map feels very much like Valorant to me. When I played Valorant during the Beta, I disliked how it felt like the map was trying to fight me during the whole game. Paths are weirdly shaped, props abstract the view, you can't hold angles the way you want, the map doesn't want to give you strong holdings. I hope we don't go down the same path. I think a key component of Counterstrike is playing around these angles and using utility to do so. The first time I felt a change in CS was when they blocked the middle on Dust2, making the map infinitely worse in the progress. I'm scared this is a lasting trend.
I always have respect for games that let you climb on anything. It’s a game in itself to push the limits of where you can climb and jump on, atleast to me.
Had a rough week, and hearing Phillips voice is alarmingly soothing. I can feel the rush of neurochemicals making me feel better. Its an unusual response to be aware of, by being so conditioned, but what a nice problem to have. What a pleasant problem, to adore a RUclipsr too much
Philip is always on the run to spot every inconsistency with Counter-Strike, that makes you appreciate his work as a creator because things like the ones he showed in the video go under the radar.
Fun fact at 2:50 The sign above the bin says "Gelbe Tonne", which translates to "yellow bin" and indicates that it's for plastic and packaging. Yet the bin is not yellow! This wouldn't normally happen since the bins are standardized by type and color, and yellow is always yellow.
i have always enjoyed the freedom to climb about in game, even to little spots that serve no practical purpose - I loved jumping around on Modern warfare when I was little, climbing my way to little spots that i always wondered if anybody but me knew how to get there. I've never been fond of how CS clips the game in every way to be so brutally flat and boxy, but with props that give the illusion of jagged edges and corners. I think weird little boost spots are great for encouraging teamwork and perfect for surprising your enemy. I've never been more disappointed compared to when I think I can jump onto a ledge only to find it's been clipped off. What about high risk, high reward camping spots? Think highrise in mw2. Climb the outskirts of the buildings in broad daylight without dying? You're rewarding an amazing position to rain hellfire from above! I think something like this on overpass could be used, the olaf boost was reasonable lmao if it took 3 players out of the game to even try to use it lol
Feels like a lot of these changes are aimed at dialing down the sharp-corner camping spots, which, while I can get behind it, it also kinda makes shotgun plays really hard now.
that sounds like a good thing honestly, that way beginners are discouraged to use em, which makes getting better at the game a much smoother experience.
sure discouraged, but i do not think we should discourage any tactic from this game, because that limits the game. I believe we should make everything fair and square, and not play favourites. You experienced these crappy spots, so let other experience them too.
Thank you for confirming that I am not insane. I mainly play overpass and when I tried it on cs2, it felt that it was just a new map with all of the small changes. I thought that they made the shelf jump in connector just harder and I was worried that I was losing my mind.
Having an environment tell you what you should, and shouldn't be able to do without testing it yourself is such an interesting and important concept. Other games, specifically Overwatch struggle with this too, especially the newer maps. It's quite confusing and inconsistent at times even being a map designer for some of the most successful games out, people still fail to recognize the importance of this.
I Agree, although there were some impossible spots like office outside wall, and some others that i lack memory of, but every time i've seen a spot, 95% it was accessible, if not with your own hands, then with 5 people stack.
other games, say Rainbow 6 seige, often give you climb or vault props, source's charm was physics based interaction, if it looked climable, it was, you could survey a path on visuals alone, this is a disgrace for what source and counter strike was built on.
3:09 that was also clipped off in CSGO and I always hated that it was. This video actually makes some really good points, it may seem nit-picky but I think myself and other players find it very irritating how inconsistent the clipping is
This is a video not only about csgo as much as it is about general heuristics. Designs must be made to make users/players immediately recognize what they can or can’t do, but cs has always had these issues which have annoyed me so much. An ideal map should never need to use clipping to stop players from getting somewhere.
I fantasize a timeline where Valve flies you to their (probably crunching) office to have this kind of insight directly accessible. Thank you for making my breakfast entertaining. If this comment ever meets your eye, I'd love to hear your thoughts on the development of CS2. Not sure if you read comments this late after a video releases, but wasting my time typing this feels like I'm returning some fraction of the effort you put into these videos. Like, how do you think they're processing feedback? Their approach with emailed reports sounds like a nightmare to an employee sifting through them.
I think its important to keep in mind how some of these surfaces are simplified for grenadeplay. A lot of these streamlined surfaces make it a lot more intuitive to bank a grenade off a surface without worrying about it getting stuck between two objects, especially now that game objects are getting increasingly detailed
just like the other comment mentioned. you can make clip brushes behave in different ways, in l4d2 for example, there are 2 clib brushes: for survivors (to not allow them escape the map, but allow zombies pass through, also bullets, grenades, and others) and for everybody (to make sure everything behaves the expected way). You can obviously do the same thing in source 2 since they've already done that. This feels like a new game designer didn't get training from his superiors, and now botched this map.
I catch myself sitting and watching your videos, wondering how something that would never interest me in a million years is so interesting. Thank you for your amazing content, we all appreciate it
I agree~ He's so good at making stuff interesting
You just spoke out my mind
Agreed. We absolutely appreciate it 👍
Its nice thsi video. To remind us how smart and dumb we are
I don't even play CS yet find myself so enthralled by Phil's videos on this game lol
2:48 i love how philip had to stop everything he was doing the instant he noticed the gap in the floor
mirage flashbacks
0.2 second reaction time
It feels like a mistake of some kind
Next CS2 update: Fixed a million wrongly clipped places on Overpass
As someone only ever playing CS casually from time to time this seems like an incredibly frustrating thing to deal with. I don’t want to take a 50-50 chance every time I run away from an enemy that the object I’m climbing is actually climbable.
yeah but how often do you have to climb these objects to get away from enemies... most of these are in corners
@bac0ntoast we are talking about counter strike. people will play it for MULTIPLE THOUSAND hours so even if it only happen once every few game... THAT STILL A LOT OF GAMES !
@@Zeper he said casually tho lol
@@bac0ntoast It's about consistency. Counter strike is extremely consistent, you know exactly how things should behave because of its excellent map design. Players have begun to expect this from valve, and this version of overpass is disappointing for this reason.
@@noahpoobbailey well said
This nitpicky feedback is what'll make a map consistent and easy to learn for all players. So thank you for finding these minor things to complain about! Hope feedback will be provided of some sort .
its not eve nitpicky. Its a huge problem with the gameplay of the map
@@slendydie1267 yeah i know right? Some people will think its so nitpicky of 3klik, but he's doing the great work for the community.
no because 99.99999% of people will never use the stuff he pointed out. They need to be focused on the game, not a bucket or safe door.
@@swsbswsb5515 a lot of those clips can basically kill you in specific situations, i noticed how bad the clipping was in the first 30 seconds of my first cs2 match
Someone once said (forgot who) that it sucks a lot if there is somewhere you can't go when you obviously should be able to. and in the recent times mappers seem to disregard that more and more. in new maps i kept jumping against invisible walls and it just feels wrong and got me killed as well
on overpass the most prominent example for me was that when you went onto the middle boxes on A site then there's just a hidden roof (edit: which you apparently covered)
Because esports kill any sort of fun in games, unless you’re an overlycompetitive tryhard.
3kliks actually said this in his de_canals video
@@soggu6282 Very possible
@@LURKTec I stopped playing fortnite because of that back in the day, once they removed planes because tryhards complained, the game died in my eyes
Probably Penguin's video!
I'm glad you made a video on this because it bugged me so much too. All the years of intuition we build up into identifying climbable objects and positions is seemingly useless on this map in it's current state - including, as you pointed out, different rules for the same object in different parts of the map with no obvious reason
we've build our intuition wrong. Most of the places you "feel" you can jump to, where never supposed to be accessible in the first place. Valve picked the best time to implement these changes. There are polishes needed, but oh boy I really like the idea of not facing someone camping on top of a 6 foot rusty shelves in the corner just to play "off-angles"
It's definitely a problem that needs to be fixed, some objects that can't be jumped on to for balancing reasons is fine but new overpass is completely hit or miss with clipping
u should not try to hump inanimate objects... focus on shooting enemi instead of breed ladders
@@SoyAntonioGaming But jumping on things sometimes helps you shoot enemies, and when you can't jump on thing sometime but can other times that messes with your ability to shoot enemy
@@SoyAntonioGaming then maybe don't put 100 different objects in the game and just use big boxes
@@SoyAntonioGaming Bro thinks he's playing wolfenstein 3D 💀
I 100% agree. its fine that you can't jump one certain objects for balancing but then just use a different object please. Like imagine an empty garbage bin can be climbed on, but a overflowing one can't. easy to learn and see, and maybe not perfect but definately better than forcing the player to learn every single prop in every single map.
I'm shocked Valve hasn't come to Phillip with a job offering for technical map direction. His attention to detail, and ability to delineate the intent of the player, juxtaposed against the "playability" of the map, is incredible.
Every example he gave of what the player might think about the interactability of the environment based on the props and placement, were completely accurate to my own first impressions playing on the map. Stellar work man.🎉
I'm so glad you made a video about this because this was really bugging me. It's strange to see the map completely ignore mapping standards that have been built up over years. I'm a bit concerned that valve don't have anyone who understands counter-strike gameplay and intuitiveness working on the finishing touches of maps, because these are basic things that playtesters pick up on very quickly and community mappers understand (which I can say from experience).
The map designer was a freelance latest work is valorant
@@PoollShietz Yeah I saw something on twitter about it, don't know the handle anymore but the designer made a lot of maps for valorant. But also how this map turned out to be seems to me that community made maps are just better in every aspact, and valve should've just hired these community designers to overhaul the maps...
Great video, I was actually thinking why would they add these objects and not let players jump on it.
Her* Its a freelance map designer latest game was valorant
@@PoollShietz?
@@laatma985 she tweet about making the map dummy
@@laatma985Valve contracted a game designer from valorant and all we get is limitation
@@gabeznl3591The surprise is unthere
I like the way you clearly explain expected verses actual, explain the feelings (players feeling cheated) in an objective, understandable way, show specific examples, and explain the importance of (seemingly) small problems. This is basically a 10/10 bug report
Thanks you for this lesson on clipping, I am a firm believer that realistic maps can be done so players better understand their surroundings!
For example, looking at any map in cs right now, you would rarely be able to tell how a place behind a corner might look like in contrast to real places where your subconscious easily learns the layout types!
This is fairly obvious when you are in Venice and walk around for a while, you begin to recognize consitencies in multiple alleys / canals making it easier to navigate.
Another example, probably easier to understand is, give a person who never played Dust2 pictures of the different locations, A Side, B Side, Mid, Long, Short etc and let them try to find out the actual layout of the map. (This is probably easier for Dust 2 than Mirage and Inferno, but still works as example). Then in comparison, select a real places and take pictures of different alleys, streets and open places there ( of course all need to be connected somehow ) and let a person try to find out the real layout.
I would guarantee that due to the fact mappers often start with a layout first before thinking of a place, its easier for a random person to find the correct layout of a place in the world than a csgo map.
If anyone has an opinion on this I would love to hear it!
well said
It is odd to see Valve world building with exceptions instead of rules. Hope they get a grip on it, it may seem like minor things, but Valve doesn't usually does those rookie mistakes.
Could be because the map was redesigned by an ex valorant map designer who joined the csgo dev team no too long ago. So they might not be on par with valves way of map design yet.
@@eddyvtr bit of a stretch, but I do have SOME insight, I do work in Unreal as a 3d artist 1st and mapper 2nd, and the inconsistencies kinda remind me of my own when I'M putting together a map, so my hypothesis is, lots of maps need porting, and the artists that can make the assets and do mapping are in a "all hands on deck" situation just so the maps are playable, and considering this is a CLOSED test that methodology of getting content out is absolutely fine, cause as we know by now Valve loves its data and usually puts it to good use
@@eddyvtr The maps looks stunning. I give her 9/10.
It's also just a Beta
If it’s not a porting issue, it might be that they want to stop players finding glitches and exploits that get players out the map to cause chaos. I guess in competitive games it’s more of an issue, but I still think make everything accessible bc it’s fun lmao
after the clip from alyx, for a minute there my brain thought you were jumping on that ladder in VR counter-strike
It always amazes me how CS is one of the few games where you can have a genuine constructive conversation about such small trivial details without getting hate for nitpicking.
This stuff is really interesting, even if it makes absolutely no difference to the average player most of the time. It's a good example of the overlooked elements of great game design, something Valve has often been incredible at
so true. this shows the thinking that can go behind an awesome map. its these tiny little things that lets us stay with a game for more than 20, 30 hours and coming back for more. give us freedom. dont block the player too often.
i hope valve goes the extra mile with cs2! they need to. i want to be proud because i like all of their games esp half life 1, left 4 dead 2 and csgo.
Philip is the most valuable free employ in Valve
Invisibles walls are MAJOR game breaking stuff for me , imagine loosing a round because you tried to jump into something that clearly looks and should be able to get up and you cant...
Or behind pushed back by invisibles triangle corners that dont let you be on a place that you should be able to.
Its the dumbest and most frustating thing that they are making worst on cs2.
The problem of invisible walls will never get old it seems
Finally Someone is talking about the Un-necessary clippings in the CSGO and CS2 maps
Can we please talk about 4:31 it's criminal how smooth this transition is
I can't believe how far I had to scroll to see anyone talking about it
Btw at 2:46 it says what you are allowed to put into the "Gelbe Tonne" (yellow bin) but the bin is blue. I checked if the Gelbe Tonne is actually blue (for whatever reason) in Berlin (where this map is located) but no, they are yellow.
Genuinely unplayable. I am refunding CS 2 as we speak
4:30
Really fun editing trick there. Thought I was going crosseyed for a second! Love these little bits, going the extra mile ❤
I absolutely agree. The clipping and details in some areas feels weird and almost wrong.
Also on Bombsite B there is a food box on top of the wooden plywood stack with the green tarp (you can see it here 6:09) - i was convinced it's a small moveable prop, but it isn't. Yet some spray cans around the map are. It can also be confused for a CT head if you rush from monster.
I guess Valve will tidy up the new Overpass map till release - props and clipping wise.
It does surprise me a bit that these things weren't fixed, I really do hope they get fixed before the official release
That's what these playtests are for. They overlook or don't know how people are going to react. Overall I don't think most of these are a big deal, but I agree if you can't get onto of something, remove it or make it obvious you can't. Like the shelves in connector. If they don't want you getting up there put more boxes on the top shelf.
@@mushieslushie But listen, they weren't clipped out of nowhere, someone had to make a "go" sign. First you make a good spot on a map, then you block it off with clip brushes? i don't get it.
thank you so much for bringing this to everyones attention, its very annoying that some walls you can stand right up against and others seem to have an invisible wall about a foot away from the wall you see.
It's a shame to see Valve neglect this when every single one of their titles were industry leaders in this type of design. L4D is particularly amazing for being able to climb on so many things that you think should be climbable to the point you would regularly find out of bounds since there was just so little restriction.
Left 4 Dead wasn't designed from the ground up to be an e-sports title, though. These days that seems to be all Valve cares about; they even let it ruin TF2.
Definitely. I think L4D is the best Valve game when it comes to the sheer amount of movement tech and cheeky places to hide away. Very few of these corridors are competitively viable, but they're still there so that casual players wanting to explore and have fun can do so.
@@stevethepocket Do you think any of these players would complain about proper clipping? You see the opposite from competitive players all the time -- they're just people who are good at the game. This is just poor work from Valve, it has nothing to do with esports. Hence why you could literally fly into ceiling on mirage and why you can boost on tons of invisible ledges on the new maps.
@@HuehuehueEsBestthat's why Valve give access to every player with different rank and background, not only for pro player
pro player im assume will give feedback about gameplay, recoil, smoke, visibility, tickrate. then casual player will give feedback about map detail, bug, error, or something not affect eSports so much. by this, all the aspect are able to be fix
4:38 I love that they added a trickjump to those sandbags!!
Valve are blessed to get this level of constructive feedback entirely free. Someone like phillip on the dev team would be invaluable and well paid, if they were on the payroll.
The Captions at the start Jumpscared me along with the pistol shot
_That horse has seen some things..._
this is the kind of stuff that keeps me up at night 😂 when things aren't intuitive and simple to understand from the outside it's so annoying
Extremely important video. It seems like new devs worked on this map and didn't knew those nitty pick but really relevant problems. It's one of those things that made valve games masterfully executed and needs to appear in cs2 as well. Greetings from Brazil, keep up the good work!
Not only you find these problems, but you offer clear solutions to them. Kudos.
The issues individually are small but it all contributes to a confusing map. Good video
wow that double doors example was really egregious, I hope CS fixes stuff like this before the game is fully out
Dude I am literally watching almost all of your videos nowadays , you are truly one of the most goated youtubers of all time , the details and the quality of your videos are much appreciated and loved ❤️
Right on queue, just when I thought of you uploading today it happens within a minute. Keep it up, brah.
Cue, not queue.
at 7:00 there's a typo on the sign. it should say "AUSSER FÜR BEFUGTE" or even "AUßER FÜR BEFUGTE" when spelled correctly.
4:31 wtf that transition is so good
I rewatched it 3 times it's such high effort
You read my mind with this video. I was testing gameplay changes and the invisible clips are very obnoxious. The remake is beautiful, but the props are very inconsistent, and as someone who enjoys the competitive side more, I really can't see the point of some clippings.
4:30 that splitscreen edit was phenomenal
Let's be pedantic :) In 7:00 there's a typo in the sign. "auser" should be written like "außer" as the map is in Berlin or at least like "ausser"
I play games super casually and this kind of thing sticks out and lingers in my mind for years to come, I hate it when I cant tell if I can stand/jump/vault onto stuff in games unless I check each time
philip is that kind of guy that would make anything interesting & inspiring,
and most importantly life changing!
I see that you've reinstated the closed captions on your videos. Even though I don't necessarily need it, as your voiceover is clear, clean and understandable, I will admit I was somewhat lost when they weren't there anymore. Not sure why, but perhaps your CCs are like a comfort that I've become accustomed to. Well, I'm just glad they're back. Thank you for providing us with high quality content as always, and hopefully RUclips will actually support their features instead of breaking them.
mr kliks i just want to let you know that your videos honestly bring a blessing to my day every time i watch them, i’ve been going through a weird time and your videos have been a nice comfort for me to watch :) you & your dads music is always lovely to listen to, i have it on my playlist on spotify and listen to it a lot, and your voice is always so calming!! plus the comedy in ur videos is peak
Your understanding of game design is unmatched
First of all, the map looks great. But I can't wrap my head around it; I feel like the map feels very much like Valorant to me. When I played Valorant during the Beta, I disliked how it felt like the map was trying to fight me during the whole game. Paths are weirdly shaped, props abstract the view, you can't hold angles the way you want, the map doesn't want to give you strong holdings. I hope we don't go down the same path. I think a key component of Counterstrike is playing around these angles and using utility to do so. The first time I felt a change in CS was when they blocked the middle on Dust2, making the map infinitely worse in the progress. I'm scared this is a lasting trend.
Your videos are still in your style, but very fresh. Youre not getting too old for this, Philip!
Adding Clipping to the already on going list of problems with CS2, I will be shocked if CS2 actually releases this summer
I always have respect for games that let you climb on anything. It’s a game in itself to push the limits of where you can climb and jump on, atleast to me.
Had a rough week, and hearing Phillips voice is alarmingly soothing. I can feel the rush of neurochemicals making me feel better. Its an unusual response to be aware of, by being so conditioned, but what a nice problem to have. What a pleasant problem, to adore a RUclipsr too much
yikes bro dont cream urself
I just came across your channel and man every video is amazing! you put alot of effort in making them and it's perfect. Greeting from morocco sir!
I'm so glad you still make videos. Great stuff
Philip is always on the run to spot every inconsistency with Counter-Strike, that makes you appreciate his work as a creator because things like the ones he showed in the video go under the radar.
These frequent uploads are golden
Fun fact at 2:50
The sign above the bin says "Gelbe Tonne", which translates to "yellow bin" and indicates that it's for plastic and packaging. Yet the bin is not yellow! This wouldn't normally happen since the bins are standardized by type and color, and yellow is always yellow.
This upsets me to my core
3:13 This already annoyed the heck out of me in the GO version. I hope valve fixes all these annoying things.
The water is insane bro tbh the most realistic water graphics I've seen in a game
i have always enjoyed the freedom to climb about in game, even to little spots that serve no practical purpose - I loved jumping around on Modern warfare when I was little, climbing my way to little spots that i always wondered if anybody but me knew how to get there. I've never been fond of how CS clips the game in every way to be so brutally flat and boxy, but with props that give the illusion of jagged edges and corners. I think weird little boost spots are great for encouraging teamwork and perfect for surprising your enemy. I've never been more disappointed compared to when I think I can jump onto a ledge only to find it's been clipped off.
What about high risk, high reward camping spots? Think highrise in mw2. Climb the outskirts of the buildings in broad daylight without dying? You're rewarding an amazing position to rain hellfire from above! I think something like this on overpass could be used, the olaf boost was reasonable lmao if it took 3 players out of the game to even try to use it lol
Best ending of your videos in awhile I must say.
I feel like the way philip says "valve pls fix" is getting more aggressive over time.
I get a feeling he's a bit impatient...
Feels like a lot of these changes are aimed at dialing down the sharp-corner camping spots, which, while I can get behind it, it also kinda makes shotgun plays really hard now.
that sounds like a good thing honestly, that way beginners are discouraged to use em, which makes getting better at the game a much smoother experience.
sure discouraged, but i do not think we should discourage any tactic from this game, because that limits the game. I believe we should make everything fair and square, and not play favourites. You experienced these crappy spots, so let other experience them too.
You are doing a great service to the community with these videos :)
Thank you for confirming that I am not insane. I mainly play overpass and when I tried it on cs2, it felt that it was just a new map with all of the small changes. I thought that they made the shelf jump in connector just harder and I was worried that I was losing my mind.
Whenever you play the Fort Boyard style theme, it never fails to make me laugh.
Im sure it will go through the declutter and "de-detetailification" process all new and remade maps always go through
That whole closed-off playground thing really got me; things like that were feature areas in cs 1.6 maps.
Having an environment tell you what you should, and shouldn't be able to do without testing it yourself is such an interesting and important concept. Other games, specifically Overwatch struggle with this too, especially the newer maps. It's quite confusing and inconsistent at times even being a map designer for some of the most successful games out, people still fail to recognize the importance of this.
glad you are talking about this, i think valve pay attention to you so im glad you talk about the same things that bug me
Valve realized they could save a ton of money on Q&A if they release updates piecemeal and just wait for a 3kliksphilip video.
CS2 its motto: "What you see is what you get, sometimes"
It still amazes me how bad valves clipping is in 2023, after making source engine maps for over 20 years, and an entire AAA production in source 2
The shot at 4:31 was absolutely masterful.
I totally agree, it is so enraging seeing such obvious and clever places not accessible. VALVE PLEASE FIX.
I like the atmosphere in this video, it sounds really good!
I just love this guy's videos
that is what I miss from 1.6 a lot. If something looks like you could climb to = you can.
I Agree, although there were some impossible spots like office outside wall, and some others that i lack memory of, but every time i've seen a spot, 95% it was accessible, if not with your own hands, then with 5 people stack.
watching this was VERY painful to me.
thank you, philip, for sacrificing your own sanity so I know these things about a game I don't play anymore.
other games, say Rainbow 6 seige, often give you climb or vault props, source's charm was physics based interaction, if it looked climable, it was, you could survey a path on visuals alone, this is a disgrace for what source and counter strike was built on.
0:23 - Something very similar happened during Woolie's playthrough of Half-Life 2:
(Part 21) 'Humanity Is Cooked', at the 54:42 mark.
4:31 was smooth
thanks phil for bringing these up so valve will inevitably succumb to your criticisms and make all of these spots boostable
3:09 that was also clipped off in CSGO and I always hated that it was. This video actually makes some really good points, it may seem nit-picky but I think myself and other players find it very irritating how inconsistent the clipping is
this has annoyed me for so many years. not only on overpass but other maps aswell. thanks for bringing it to light.
I love that valve places pallets leaning on walls everywhere cuz that's an actual osha violation
1:14 this kind of subtle sh*t is what makes me keep coming back after all these years
2:48 sometimes a story needs no words.
Just looking at this felt so not-valve. It's really strange the things you take for granted and only notice their addition when they're taken away.
You just described something that always unconciously annoyed me when playing source games - this is so infuriating
6:46 "Valve, please fix" is honestly gonna be iconic quote on Philip's grave
I knew it was worth waiting the extra day or two for your vid. With your level of detail, you'd probably be a good alpha version tester for Valve.
these clippings are tearing me apart Valve.
yo the subtitles are messed up at 0:01 you see the entire script for the video in subtitles and after that there is no more subtitles
This is a video not only about csgo as much as it is about general heuristics. Designs must be made to make users/players immediately recognize what they can or can’t do, but cs has always had these issues which have annoyed me so much. An ideal map should never need to use clipping to stop players from getting somewhere.
I fantasize a timeline where Valve flies you to their (probably crunching) office to have this kind of insight directly accessible.
Thank you for making my breakfast entertaining.
If this comment ever meets your eye, I'd love to hear your thoughts on the development of CS2. Not sure if you read comments this late after a video releases, but wasting my time typing this feels like I'm returning some fraction of the effort you put into these videos.
Like, how do you think they're processing feedback? Their approach with emailed reports sounds like a nightmare to an employee sifting through them.
I think its important to keep in mind how some of these surfaces are simplified for grenadeplay. A lot of these streamlined surfaces make it a lot more intuitive to bank a grenade off a surface without worrying about it getting stuck between two objects, especially now that game objects are getting increasingly detailed
you can have seperate clip brushes for grenades specifically.
just like the other comment mentioned. you can make clip brushes behave in different ways, in l4d2 for example, there are 2 clib brushes: for survivors (to not allow them escape the map, but allow zombies pass through, also bullets, grenades, and others) and for everybody (to make sure everything behaves the expected way). You can obviously do the same thing in source 2 since they've already done that. This feels like a new game designer didn't get training from his superiors, and now botched this map.
I hope they watch your videos because you’re doing gods work. i hope they patch or at least acknowledge it