All that hitman footage make me wish there was a BR game where everyone was a spy and the map was full of NPCs, and you had to find and kill other players, kind of like the old Assassin's Creed multiplayer.
Morrowind is horrible graphicly anyway especially with animations so you shouldnt mind it. Other games like Gothic 1 and II are far better with that and over all too
A map from Team Fortress 2 called Upward is made in a similar way because it's a spiral mountain and the road people must take throughout the round is always ascending. The ground on the map is made up of displacements with invisible blocks beneath them. It was also seemingly made by a madman judging by how it was constructed.
10:15 “there used to be a bug where you could see further when scoped in.” uhhh edit: woah came back over two years later to see that i have 2.4k likes on this hahah😳
World of Warcraft is also a very good example of how big the world looks with fog when you compare it with modern versions that cranked up view distance to a much bigger scale.
I noticed that "dont look at things when you want to see them at a greater distance" thing a long long time ago and never really thought about it.. Can anyone explain why that actually happens? 10:34
I don't know, but I think the player's camera is a rectangle in the game world. If you rotate your camera, only the centre of the rectangle stays in place and the edges change position. Hence if you look to the bottom right, your rectangle's top left corner moves closer to the object and might get within the drawing range.
I think it actually has to do with your field of view. It's an effect called pincushion distortion, which stretches the corners of the camera's view. This is also why objects you're looking at seem closer with a lower FOV (lower FOV mean less distortion). Now I'm going on a whim here, but they might add this distortion because our eyes naturally correct this distortion, making it seem more like you're actually looking into the world instead of at a flat picture. This means that, in order to simulate this distortion, objects in the corner of your screen get drawn from farther away than objects you're looking at directly. Turning up your FOV in Minecraft (and many FPSs) demonstrates this really well.
It's just an artifact caused by trigonometry, not software tricks. Imagine that the virtual camera is a 2d equilateral triangle (as viewed from above) with one point representing where the player is, and the opposite line representing the furthest a game could render. Now, draw an imaginary line from the view point to the line opposite it, and notice it's length. If you rotate the triangle on the point, you can see that the line isn't long enough to touch any part of the line opposite the viewer point other than than the original point in the middle. Basicaly, you rotate things in a circular or spherical way, but the end of the camera is flat and linear, which is why the middle of the screen has a cut off point closer than the edges.
@@MegaMapper I am a game designer, thus I know my performance optimization. What makes a joke funny is the truth in it. Yours only contains truth for people who don't have any knowledge about game development, thus I wanted to expand your horizon and educate you a bit. Your joke is not holy, be prepared to get educated when you try to crack one without much knowledge about the topic.
@@Kugelschrei I am [insert occupation , education or race here] i know this and that, your joke isn't superior to my amazing knowledge about [insert topic] so i want to insult you and show my superiority now by using words like "educate you a bit" because of insecurity. [if needed insert more insults to feel better]
R. I. P Crocodile 2018-2019 Lived a beautiful life, his parents, Valve, couldn't protect him, killed by 3kliksphilip in January 12 of 2019. REST IN PEACE
This is an example of Valve going to ridiculous lengths to avoid updating their games to source 2. Sure, in 2004 this level of trickery was innovative and necessary. In 2019, their reliance on the same old tricks just shows me a lack of motivation to improve. I suppose excess wealth from game sales has stolen their drive to innovate beyond what they came up with 15 years prior. The tricks valve used to pull this off are no longer impressive in 2019, but rather sad. Here's a comparison to the physical world, (absurd as the scenario may sound, I'm trying to make a point and it's the best I could come up with off the top): Imagine your cars gas pedal binds up/breaks, but you still need to get where you're going. So you adapt, reach down, and start modulating the throttle cable by hand. Sure, this trickery will get the car going, but it is far from the optimal way to be doing things... Same can be said for how valve is still "throttling by hand" in 2019. It's time to do the job right, stop with the flawed tricks, and just replace your "gas pedal" Valve! source is dated and it shows!
Valve is avoiding "upgrading" to Source 2 because they know that that engine is non-functional. It's an unoptimized mess. Dota 2 and Artifact players know that too, but they don't have much of a choice besides quitting the game (which many did, for both games).
@@lubieplacki2772 Wow, Valve's software development has slipped farther than I thought. Guess they can't really be considered game developers anymore... Perhaps they are stringing out their current titles as long as they'll go, and then they will just focus on digital distribution after those revenue streams die. well regardless of whatever the future holds for valve, its not looking very promising for their titles at the moment
Well, when they get Source 2 optimized and ready, they can start with new games. CS:GO would need a full remake. 100% conversion. Just like how Black Mesa is a full remake of Half Life. Deal is, CS:GO is still on the Source engine. Updating the engine means new games, but you'd have to completely remake CS:GO. And with CS:GO being 5-6 years old now, why bother? And if they decided to do like what they did to Half Life: Source, it'll be a huge mess that makes them even more hated.
"Drawing the world as a series of rooms" also known as Binary Space Partitioning is very efficient and clever. It was used as far back as the original Doom in 1993. It is very efficient because map culling is essentially pre-calculated. The con is rooms need ceilings and you have to build the BSP tree before you can play it. Hardly an idea that should be completely abandoned, it should be expanded on. Old is not bad, new is not good, and hacks are how you accomplish real-time 3d graphics without a supercomputer.
This idea is definitely innovative for the time, but it shouldn’t be expanded on. We have procedural generation now so the room method is completely useless when stacked against that.
I mean the problem is modern developers are always pushing time constraints. So it's best to choose general solutions. BSP might work in rooms, but because they wont work in the open world they toss it out. Most simply, frustum culling. Just draw everything in front of the camera. Why spend the time developing something if you're going to choose something else anyways.
BSP is extremely memory and disk space inefficient since every bit of data is unique, and takes a lot more man power to get proper results than can be achieved with other H-SD methods. BSP is a dead end road for rendering. It's just not viable nowadays when compared to other methods. If we used BSP in modern games, filesizes would be out the roof, and we would all need super computers to load a single map into memory.
Correct me if I'm wrong, but I believe Source 2 completely abandoned the whole BSP thing. From what I remember, Source 2 replaces BSP with meshes, and uses voxels for visibility calculations. I'm not sure exactly how the voxels works yet, but it seems to me like it'd be more efficient in most cases, and would require less manual work to be decent at its job. BSP shouldn't really be expanded on, anyways. It's only really effective in interiors, and is somewhat inefficient for anything else. Definitely good for Doom and Quake, but not good for anything modern.
This is my first time seeing one of your videos. I really appreciate you actually going into technical detail when analyzing a game like this. As someone with some game dev experience, it's really awesome to see videos where people actually talk about the issues in depth instead of just complaining or speculating. I have a degree in game programming and this is like a flashback through some of my graphics and engine classes. Top notch job on this video!
While I appreciate the work that went into blacksite, I am still confused to why Valve continue to develop on Source. They have already ported DOTA to Source 2, and could've started from scratch for this game mode. I see why releasing blacksite as a part of CSGO was a better decision than a standalone one, but it is just not fair to the game mode.
They wanted to get in on the Battle Royale crap before it dies off. Quickest way - just create the maps in the existing game engine. Fairly high chance something else will be the new fad later this year, so the bonus money valve can pull in needs to be grabbed now, not in 6 months.
"They have already ported DOTA to Source 2" Correct, and it was responsible for the biggest playerbase drop in that game's history. What is your point?
@@lubieplacki2772 Players complain that the Source 2 engine ruined the performance on many old PCs, which led to a decrease of the playerbase. This is a myth that we will now collapse with some data. You can find all the data on dota.rgp.io - thank you for the wonderful statistics! - but let’s have a quick look at the trends. I have manually checked multiple intervals of time for each region and calculated a very rough average, which will give us an idea of the differences. EU West - About a 50% loss. During 2014-2015 there were around 200k games played every day. The decline in this region hit the game from the end of 2015, and now we have an average of 80-100k. EU East - No sensible changes. Pretty much always around 40-50k games. Russia - No noticeable changes. About 250k daily in 2014-2015, below 200k in 2016, but in 2017 the number of games increased again. Prior the new patch there was a small decline, but now the server averages at 240-260k games daily. US - 30-40% loss. Around 100k in 2014-2015, 60k prior the new patch. They have increased by 10k in the past two weeks. 30-40% loss. SEA - even more games! 230k to 280k in 2014, more than 300k in 2015, 350k+ in 2016. The situation didn’t fluctuate with the release of Dota 2 Reborn, and the server continued having 350k and even 400k matches daily. The numbers went down to 300k before the new patch, but now are back to 330-370k. The data proves that SEA, Russia, and EU East maintained a stable number of games since 2014 - SEA even improved over time. Instead, EU West and US greatly declined. Those who say that the new graphic engine - Source 2 - killed the game are wrong, as the wealthier countries are those that lost players. Indeed, the richest regions have the money to buy and try more graphic demanding games.
@@therecentlyundeceased plus they just killed off windows xp for steam users raising the bar of system requirements so they can start porting source 2 this year.
I think the map is good as it is. It is definitely not trying to emulate PUBG where it seriously awards players who camp and stalk the whole game, watching from 3k+ distances to not get spotted. I mean, it's pretty obvious what they are trying to do here. They want a more action paced royale game, and in doing so, they made the map smaller. With this in mind, and all the mechanics of the game mode in play, you are not supposed to notice any of the distortions and blackouts etc. Hence the map is beautifully designed for what it's purpose is, and the engine used. Also on the water tank and radio tower, I suppose they need that visible at all times, since it is most probably a marking tool. Wherein you can use it as a beacon to remember shit. Like I saw X at west of radio etc. Lastly, the game is free now, if you really wanted new graphics, new engine etc. then wait for a new game and buy it. Better yet, if you still don't want to pay, then play Fortnite. It's free, and it's main purpose is battle royale, not 5v5's like CS:GO.
that 6:34 sounded very philosophical omg. that explains why I always feel like I am on an Art exhibit or something whenever I play here. Software rendering aside, I always love how your explanations makes the Human physique feels very... bearable. lol
the map design in San Andreas also made the map feel bigger, it was hard to get somewhere in a straight line and every alternate route had something interesting to see.
@@Rossilaz58 For some reason you can see unloaded chunks if u don't look at them directly. But you can't see them if u look directly. That's how it works,but I dunno why
I remember when the fog on fancy graphics used to look better. Now it's been removed for some reason. Edit: I mean it was actually round so it didn't matter which way you would look.
Valve have been using this sort of thing since the Citadel in HL2. some other examples would be Mercy Hospital and the Carnival in L4D 1 & 2 and the portal storm in Episode 2
10:50 The same thing applies to Runescape! In old school runescape (and in older versions of RS3 before the engine update), there is a black "fog" that limits how much you can see to a very tiny area around your character. The world had always felt gigantic and seemed to have endless opportunities to explore. That changed when one day, in RS3, they updated the graphics engine to allow greater fps and MUCH greater draw distance. This of course moved the fog much further away from your character, and now the entire scale of this once seemingly endless world instead feels small or underwhelming.
Indeed. It was when they switched to HTML 5 from Java. It's good that they upgraded, but they should have kept the fog the same by default to preserve the ambiance.
even when i was playing back in 2010 barely out of elementary, the world always seemed small to me. come to think of it now, making the world appear larger might have been the only reason they limited the ability to run.
Things like occules orb (Excuse the spelling, i cant remember how its spelt) and clients like osb and Konduit also allow for far greater zoom rates and break that immersion. The full screen mode also made the game feel a lot smaller to me.
Swat 4 is a more tactical game and CSGO isnt, go play Swat 4 and wait for Ready or Not
6 лет назад+46
I remember I saw a cool way to deal with the "black windows" that produce func_areaportalwindow, In a hl2dm map called dm_island17, the creator made the areaportal brush larger, so it didn't hide the player when he was close to the window and then created a box (instead of the black brush that fades in) textured with the same textures inside the building but just the size of the player, so, you see the player and part of the room but not all of it, ideal for snipers. Valve, please, learn. BTW the water and radio tower could have been made visible everywhere using other way than just adding it also in the skybox, they could have compiled the models with a very large $bbox paramenter in the .qc file that covered the whole map, that would tell the engine that you were able to see it even if it was far away.
Dude, I seldomly sub but this was an instasub, you have a tone and speech that is just a bliss in the midst of screaming, over acting, over enthusiastic, theatrically raging channels imo, simply ossum cheers
@@Stennishh Ehhhhh that's not a woosh. You could absolutely read the original comment as if he thought this video was recent. After the release of half life alyx. That's Probably what mr.reeve has done. Not to mention woosh is for people not getting jokes, not for general misunderstandings.
This is truly fascinating. It’s a really pretty map and it’s incredible to me that Source can still work this well to this day and can still have new maps I’m 2019 which look great. It is really showing it’s age in places but this is still super impressive. I really wanna get into developing source maps as it seems like such an interesting engine to work with. It’s strange how surprisingly realistic it looks, but also at the same time it doesn’t look realistic. It’s hard to explain, but it’s like it’s a frozen real world, the graphics are realistic but things don’t move like they do in real life, and it’s like a slice of the real world frozen in time.
Damn i remember back in the day I messaged this channel asking for advice on how to make a map and make certain textures invisible for css and you're still making videos, thats so cool man thanks for all your help back then
you just changed blacksite into ruinsite edit: valve used a lot of methods that I use ;) also, some props actually, do have lower detail versions when you run away from them
most low detail versions in CS:GO are used for different DX levels. Trees and such however, do not even have low detail versions (which would have saved tens of frames in this map if they bothered to do that)
Okay, I just have to pause right here and let everyone know how funny 6:35 is, it got me cracking up while riding the bus. Just the quick turnaround and zoom in on a..... Plant.
Although i am not super interested in your content, I really enjoy your voice, it gets me calm almost instantly. (P.S I am subscribed to you on all your channels)
I don't play battle royale games or cs go, but I watched the whole thing. Excellent combination of interesting facts, research, and entertainment. Well done.
@@ilovevertigo3680 I've been waiting for a new operation uggh. Then they through out blacksite. Its cool... For the first week you play it. Haven't touched it since.
10:33 I remember a source mod called The Battle Grounds 2. It was an American Revolution mod where we'd have line battle events. Whenever there was fog, we'd tell the whole line to look down, and then at the upper edge or corner to spot the enemy's silhouette and know where to shoot our volleys... ahh, memories...
Nice work! I was thinking about making my own map for this game mode, and this video shows a lot of things that i should think of little bit more. Thank you!
never played CSGO....but damn was this interesting. I love seeing what is going on under the hood of engines like this...engines still clinging onto life-support but somehow people continue to find new tricks and workarounds to extend them.
This map looks incredibly cool! I love islands and everything ocean related, hence why the ocean portions of Half Life 2 are still incredibly cool, and therefore this is amazing! It’s incredible how such an ancient engine is still in use today too.
"It might be time for Source 2" That's actually been out for a while now, Dota 2 and Artifact run Source 2. I think they might also be working on other, more shootery things for Source 2, but we'll have to wait and see how it goes.
Nah, CS probably have more devs working since it gets regular (and good) updates. It's more of a Source limitation. tf2 only has 2 devs working tho lmao
And you know what that's a valve problem not a me problem. It's their own fault that they don't know how to run a business correctly. The whole do what you want and employee method doesn't f****** work.
@@goodman854 Well they make a huge amount of money so they run their business correct. They just don't run it primarily as a games company but as a distributor company (steam) which also makes games
The worst thing LOD can do is make loading times longer since the game has to load the lower poly meshes as well as make the disk space it occupies bigger . But at the same time what would you rather, a game that takes a few seconds more to load or a game that runs in a playable manner, Isn't CSGO an FPS game where every frame counts? The argument that it's bad due to changing player cover is extremely circumstantial, and does not excuse the total lack of support for LOD in the game in the first place, especially since LOD can be disabled on specific props. It ought be easy to test the performance difference of LODs, since you can turn them on or off it in-game on the fly (on any Source game that isn't CSGO at least) L4D2 is very close to CSGO and shares a lot of props with it , so just recreate a CSGO map in L4D2 and compare the two. Blacksite runs 10 times worse than regular CSGO maps, because to save CPU usage, they forced the GPU to render more faces. They ended up with it causing more harm than good in terms of performance because they suck at their jobs, so they just removed it instead of fixing it like any good company does.
Won’t be happening ever it’s not really bad you should be hating community while PUBG on other hand has shitty developers not listening to community problems bugs
That trick with the skybox and world geometry blending for the landmarks is a trick I need to rip off in my maps ASAP. Great breakdown on Source optimization!
8:11 „I haven’t trusted trees for years”
*gets Vietnam flashbacks*
It's a reference to his old mapping videos, where they always end with a tree killing him.
Woosh
I get the joke guys, I'm not that dumb. I just wanted to say what he most likely meant by that.
@@jephrey2671 its still just a joke dude
@@bingus2358 you clearly lack basic reading comprehension.
the grass not even trying to hide it's 2D nature actually looks pretty nice, it kinda looks like you're trampling the grass as you move
Wait, that isn't intentional? Talk about bang for your buck
Came here to say this
The Arma series did it waaaaay better. Grass gets trampled, it doesn't rotate, bushes and trees offer meaningful concealment.
zilfondel arma looks like crap
@@HarryBerry316 Makes sense Arma did it better, they use a much less constrictive engine.
All that hitman footage make me wish there was a BR game where everyone was a spy and the map was full of NPCs, and you had to find and kill other players, kind of like the old Assassin's Creed multiplayer.
Not exactly battle royale but games like your description exist
thats a gamemode in minecraft, you uncultured.
@Honudes Gai my man u hating on minecraft maybe the internet isn't for you
Sounds exactly like The Ship
I think There’s a game similar to that on roblox but it’s not br
Seeing Morrowind without fog broke my heart.
You can actually make Morrowind very beautiful with the right mods, and some fog removal. Not quite Skyrim levels, but better looking than Oblivion.
@@placeholdername3206 Morrowind is a video game about Duke Nukem invading Hogwarts
Morrowind is horrible graphicly anyway especially with animations so you shouldnt mind it. Other games like Gothic 1 and II are far better with that and over all too
@@Kacpa2 bro the game is old stfu
@@realcibbanshit36 even for the time it was kinda poopy was his point you big old meanie
14:00 "Maybe the Source engine was not up to the task, and that's why we never got Episode 3" - Now we know that is EXACTLY what happened
8:10
“I haven’t trusted trees for years”
Excuse me while I go watch reruns of How Will He Die.
In the source sdk tutorials he hated trees
+LoganL0rd
multiple attempts on his life thru suicide bomber trees
I know that nobody will read this but For the one percent who reading this, If just a single person reads this it will make my day! ??
Actually I dont trust trees either because 90% of my accidents are related to trees from fatal to minor
This is the first time I've seen an account with no avi in a looooooong time
I demand a 24-hour video of Philip just saying "nice" smoothly.
Hunter yeet
That's pretty gay, you don't say those kind of things about gods.
@@cloroxbleach9222 im sorry but gays doesnt exist
noice
@@SEPCHU How dare you, I'm a gay muslim.
A map from Team Fortress 2 called Upward is made in a similar way because it's a spiral mountain and the road people must take throughout the round is always ascending. The ground on the map is made up of displacements with invisible blocks beneath them.
It was also seemingly made by a madman judging by how it was constructed.
Valve
@@gamer_x403
Yeah, I'm just pointing out the similar design principles there.
the same person designed the apartment building in ghostbusters
/watch?v=6gxCT-U7A_A
hi smiley
10:15 “there used to be a bug where you could see further when scoped in.”
uhhh
edit: woah came back over two years later to see that i have 2.4k likes on this hahah😳
Logic 100
Thank god they've fixed it.
hmmm, once i saw a bug where if you pull the trigger, weapon will shoot
it means you could see past the fog by zooming in
"And looking out the corner of your screen." *Proceeds to prove you can still look out the corner of your screen*
"Don't trust small trees on this map."
"Though, I'm well ahead of you there, I haven't trusted them for years."
Ah yes, the SDK Tutorials.
@@cibo889 Source Development Kit, the hammer tutorials.
đ Map Making
@@cibo889 3kliksphilip was making Hammer tutorials
and in most of those videos, there were trees that were attacking 3kliksphilip, etc.
10:44 what a wonderful man, plays tag with kids in skyrim
this made me laugh way more than it should have
LMAOOOOOO
Take in he did an execution on a kid, something many wish they could do.
@@theplatdream26 what
@@theplatdream26 Nigga
I love the little fast double-take things you always do like when you turn around slowly and run that guy over at 00:27
and 10:46 too
Oh hello there
Desinc your channel is awesome, please make more half life vids
@@u3o890 gEnERAL KENoBI! YOu aRE A bOLD ONE.
make 333mph backbunnyhop in CSGO Blacksite video
DESINK WHERES MY MINECRAFT SERVER?
13:15 puree savagee,he didn't have to test it.....but he did
rofl
absolute mad lad
I'm so glad you brought up the fog effect from Morrowind.
World of Warcraft is also a very good example of how big the world looks with fog when you compare it with modern versions that cranked up view distance to a much bigger scale.
Nostalgia INTENSIFIES
Same with Runescape. The world felt huge when stuck in that shitty old tiny square of the center of your screen from 2007. Now it looks so damn tiny.
Morrowind also has the effect of objects dissapearing and reappearing depending on where your camera is pointing. It's a little jarring TBH.
it's weird, I don't *mind* the fog because the entire game looks like 2006, so I expect it to have the issues a 2006 game would have.
@@rinkot284 Literally me when i play R6S
crysis 1 did was way over 12 years ago
This really doesn't look like 2006 tho.
i don't mind the fog because i've played a lot of minecraft on a low-end computer, and therefore it comes off as something natural haha
"Dont trust small trees, I haven't for years" The result of a small tree coming for you and exploding after every mapping video
Ha jokes on you I play Minecraft hunger games
you can never beat the size of a fully loaded minecraft world... and so can't your PC's memory.
We're gamers, fuck dangerzone lets go Minecraft hunger games!!!
The OG Battle Royale..
gaddem
TF2 Arena mode is actually the OG battle royale. Dated 2008
7:10 This is why I save for the scout every game
first
oi, nice channel. Please make some more Rust gameplay.
kugo is here
Your channel is dying because you only make csgo live gameplay talking with players and making bad jokes. Branch out
Come back on dark ages lmao
I noticed that
"dont look at things when you want to see them at a greater distance"
thing a long long time ago and never really thought about it..
Can anyone explain why that actually happens? 10:34
I don't know, but I think the player's camera is a rectangle in the game world. If you rotate your camera, only the centre of the rectangle stays in place and the edges change position. Hence if you look to the bottom right, your rectangle's top left corner moves closer to the object and might get within the drawing range.
@@diosealorwh Sounds accurate, thanks!
I think it actually has to do with your field of view. It's an effect called pincushion distortion, which stretches the corners of the camera's view. This is also why objects you're looking at seem closer with a lower FOV (lower FOV mean less distortion). Now I'm going on a whim here, but they might add this distortion because our eyes naturally correct this distortion, making it seem more like you're actually looking into the world instead of at a flat picture. This means that, in order to simulate this distortion, objects in the corner of your screen get drawn from farther away than objects you're looking at directly. Turning up your FOV in Minecraft (and many FPSs) demonstrates this really well.
It's just an artifact caused by trigonometry, not software tricks. Imagine that the virtual camera is a 2d equilateral triangle (as viewed from above) with one point representing where the player is, and the opposite line representing the furthest a game could render. Now, draw an imaginary line from the view point to the line opposite it, and notice it's length.
If you rotate the triangle on the point, you can see that the line isn't long enough to touch any part of the line opposite the viewer point other than than the original point in the middle.
Basicaly, you rotate things in a circular or spherical way, but the end of the camera is flat and linear, which is why the middle of the screen has a cut off point closer than the edges.
I like how every comment has a different theory and they all make sense.
2019 was 5 years ago wtf
Ikr, feels like it was 2
bro can NOT do math
@@daybrake2 ?
Even this comment was 6 months ago damn
Feels like absolutely nothing has happened after 2019
CS:GO logic
You can see grass from Mars but you won't see small tree from the other side of the street.
Makes sense, a tree is a complex mesh with lots of triangles while grass is a 2d Texture.
That is the efficient way....
@@Kugelschrei there is always that one person that use joke to explain something in super serious way.
@@MegaMapper I am a game designer, thus I know my performance optimization. What makes a joke funny is the truth in it. Yours only contains truth for people who don't have any knowledge about game development, thus I wanted to expand your horizon and educate you a bit.
Your joke is not holy, be prepared to get educated when you try to crack one without much knowledge about the topic.
@@Kugelschrei I am [insert occupation
, education or race here] i know this and that, your joke isn't superior to my amazing knowledge about [insert topic] so i want to insult you and show my superiority now by using words like "educate you a bit" because of insecurity. [if needed insert more insults to feel better]
I thought you were serious?
Thank you philip very cool
Keep it up, proud of you!
No problem brother
Very very nice!
thank you doctor very nice
you're welcome
That inflatable crocodile was just innocently lounging, having a fun day at the beach. You monster.
R. I. P Crocodile
2018-2019
Lived a beautiful life, his parents, Valve, couldn't protect him, killed by 3kliksphilip in January 12 of 2019.
REST IN PEACE
I honestly expectecd a reference to Portal 2 YOU MONSTER!
_read this with GladOS voice_
@@themasterofdisastr1226 At least Philip didn't see a deer that day.
The big question... Did he get all of the crocodiles in the map to complete the challenge?
That ending "it might be time for Source 2" aged nicely
13:49 That was literally the hardest level in all of the half life series. It took me hours to kill those damn striders and hunters.
This is why i like you. You deliberatly said that you lowered the oblivion settings. That was so right, you make videos with all the necessery detail!
8:08 *flashbacks of dozens of trees killing people on almost every philip video*
Really?
This is an example of Valve going to ridiculous lengths to avoid updating their games to source 2. Sure, in 2004 this level of trickery was innovative and necessary. In 2019, their reliance on the same old tricks just shows me a lack of motivation to improve. I suppose excess wealth from game sales has stolen their drive to innovate beyond what they came up with 15 years prior. The tricks valve used to pull this off are no longer impressive in 2019, but rather sad. Here's a comparison to the physical world, (absurd as the scenario may sound, I'm trying to make a point and it's the best I could come up with off the top): Imagine your cars gas pedal binds up/breaks, but you still need to get where you're going. So you adapt, reach down, and start modulating the throttle cable by hand. Sure, this trickery will get the car going, but it is far from the optimal way to be doing things... Same can be said for how valve is still "throttling by hand" in 2019. It's time to do the job right, stop with the flawed tricks, and just replace your "gas pedal" Valve! source is dated and it shows!
Valve is avoiding "upgrading" to Source 2 because they know that that engine is non-functional. It's an unoptimized mess. Dota 2 and Artifact players know that too, but they don't have much of a choice besides quitting the game (which many did, for both games).
@@lubieplacki2772 Wow, Valve's software development has slipped farther than I thought. Guess they can't really be considered game developers anymore... Perhaps they are stringing out their current titles as long as they'll go, and then they will just focus on digital distribution after those revenue streams die.
well regardless of whatever the future holds for valve, its not looking very promising for their titles at the moment
@@D-dly0 they are making 3-5 games right now
Watch valve news network
@@skinnybuggo Been waiting, for years,and also watching VNN, for years. Trust me, I want to see those new titles aswell.
Well, when they get Source 2 optimized and ready, they can start with new games. CS:GO would need a full remake. 100% conversion. Just like how Black Mesa is a full remake of Half Life. Deal is, CS:GO is still on the Source engine. Updating the engine means new games, but you'd have to completely remake CS:GO. And with CS:GO being 5-6 years old now, why bother?
And if they decided to do like what they did to Half Life: Source, it'll be a huge mess that makes them even more hated.
this video was so well made that it made me feel smart, as if i understood all the complicated shit i just saw
"I don't know why I had to test this. But I did." -every 3kliksphilip video ever
*don't
Poor Philip has been blown up by small trees since his Hammer tutorials!
"Drawing the world as a series of rooms" also known as Binary Space Partitioning is very efficient and clever. It was used as far back as the original Doom in 1993. It is very efficient because map culling is essentially pre-calculated. The con is rooms need ceilings and you have to build the BSP tree before you can play it. Hardly an idea that should be completely abandoned, it should be expanded on. Old is not bad, new is not good, and hacks are how you accomplish real-time 3d graphics without a supercomputer.
This idea is definitely innovative for the time, but it shouldn’t be expanded on. We have procedural generation now so the room method is completely useless when stacked against that.
I mean the problem is modern developers are always pushing time constraints. So it's best to choose general solutions. BSP might work in rooms, but because they wont work in the open world they toss it out. Most simply, frustum culling. Just draw everything in front of the camera.
Why spend the time developing something if you're going to choose something else anyways.
BSP is extremely memory and disk space inefficient since every bit of data is unique, and takes a lot more man power to get proper results than can be achieved with other H-SD methods. BSP is a dead end road for rendering. It's just not viable nowadays when compared to other methods.
If we used BSP in modern games, filesizes would be out the roof, and we would all need super computers to load a single map into memory.
Correct me if I'm wrong, but I believe Source 2 completely abandoned the whole BSP thing.
From what I remember, Source 2 replaces BSP with meshes, and uses voxels for visibility calculations. I'm not sure exactly how the voxels works yet, but it seems to me like it'd be more efficient in most cases, and would require less manual work to be decent at its job.
BSP shouldn't really be expanded on, anyways. It's only really effective in interiors, and is somewhat inefficient for anything else. Definitely good for Doom and Quake, but not good for anything modern.
This video was very well-made, leading to a better understanding and appreciation of the map. *Nice.*
You have provided me with ancient vibes, of coming home to see Brum on the TV.
Thank you, CBBC man.
Also. Informative watch. Appreciate it.
Lmao explain
This is my first time seeing one of your videos. I really appreciate you actually going into technical detail when analyzing a game like this.
As someone with some game dev experience, it's really awesome to see videos where people actually talk about the issues in depth instead of just complaining or speculating.
I have a degree in game programming and this is like a flashback through some of my graphics and engine classes. Top notch job on this video!
While I appreciate the work that went into blacksite, I am still confused to why Valve continue to develop on Source. They have already ported DOTA to Source 2, and could've started from scratch for this game mode. I see why releasing blacksite as a part of CSGO was a better decision than a standalone one, but it is just not fair to the game mode.
They wanted to get in on the Battle Royale crap before it dies off. Quickest way - just create the maps in the existing game engine. Fairly high chance something else will be the new fad later this year, so the bonus money valve can pull in needs to be grabbed now, not in 6 months.
"They have already ported DOTA to Source 2"
Correct, and it was responsible for the biggest playerbase drop in that game's history. What is your point?
@@lubieplacki2772 Players complain that the Source 2 engine ruined the performance on many old PCs, which led to a decrease of the playerbase. This is a myth that we will now collapse with some data.
You can find all the data on dota.rgp.io - thank you for the wonderful statistics! - but let’s have a quick look at the trends. I have manually checked multiple intervals of time for each region and calculated a very rough average, which will give us an idea of the differences.
EU West - About a 50% loss. During 2014-2015 there were around 200k games played every day. The decline in this region hit the game from the end of 2015, and now we have an average of 80-100k.
EU East - No sensible changes. Pretty much always around 40-50k games.
Russia - No noticeable changes. About 250k daily in 2014-2015, below 200k in 2016, but in 2017 the number of games increased again. Prior the new patch there was a small decline, but now the server averages at 240-260k games daily.
US - 30-40% loss. Around 100k in 2014-2015, 60k prior the new patch. They have increased by 10k in the past two weeks. 30-40% loss.
SEA - even more games! 230k to 280k in 2014, more than 300k in 2015, 350k+ in 2016. The situation didn’t fluctuate with the release of Dota 2 Reborn, and the server continued having 350k and even 400k matches daily. The numbers went down to 300k before the new patch, but now are back to 330-370k.
The data proves that SEA, Russia, and EU East maintained a stable number of games since 2014 - SEA even improved over time. Instead, EU West and US greatly declined.
Those who say that the new graphic engine - Source 2 - killed the game are wrong, as the wealthier countries are those that lost players. Indeed, the richest regions have the money to buy and try more graphic demanding games.
@@therecentlyundeceased plus they just killed off windows xp for steam users raising the bar of system requirements so they can start porting source 2 this year.
Just don't complain after Source 2 shits in CS:GO's or TF2's face after you asked for the port for so long.
Can't harm the willing, right?
I think the map is good as it is.
It is definitely not trying to emulate PUBG where it seriously awards players who camp and stalk the whole game, watching from 3k+ distances to not get spotted.
I mean, it's pretty obvious what they are trying to do here. They want a more action paced royale game, and in doing so, they made the map smaller.
With this in mind, and all the mechanics of the game mode in play, you are not supposed to notice any of the distortions and blackouts etc. Hence the map is beautifully designed for what it's purpose is, and the engine used.
Also on the water tank and radio tower, I suppose they need that visible at all times, since it is most probably a marking tool. Wherein you can use it as a beacon to remember shit. Like I saw X at west of radio etc.
Lastly, the game is free now, if you really wanted new graphics, new engine etc. then wait for a new game and buy it. Better yet, if you still don't want to pay, then play Fortnite. It's free, and it's main purpose is battle royale, not 5v5's like CS:GO.
8:10 “I haven’t trusted trees for years”, Me neither since they started speaking Vietnamese.
that 6:34 sounded very philosophical omg. that explains why I always feel like I am on an Art exhibit or something whenever I play here. Software rendering aside, I always love how your explanations makes the Human physique feels very... bearable. lol
"Don't trust small trees... though, i'm well ahead of you there. I haven't trusted them for years..."
What a neat shoutout to mapping tutorials ^w^
0:27 *insert to be continued meme here*
Something about Chungus? The over-used meme...
every joke is -50000000000% funnier with that meme
@@AyedRUclips well thats like youre opinion man...i personaly like that meme
R.I.P.
also at 10:44
This was actually really educating and interesting.
To be honest, your voice hypnotized me more.
10:54 GTA: San Andreas was a game that had a shit ton of fog and made the map look a lot bigger than it actually was
the map design in San Andreas also made the map feel bigger, it was hard to get somewhere in a straight line and every alternate route had something interesting to see.
5years later and whole san andreas map can be explored in gmod lol
Blacksite's use of billboard foliage is a great achievement considering source engine has a hard limit to how many are allowed when compiling a map.
"If you want to see as far as possible, don't look directly at things."
-minecraft players
What
@@Rossilaz58 For some reason you can see unloaded chunks if u don't look at them directly. But you can't see them if u look directly. That's how it works,but I dunno why
I remember when the fog on fancy graphics used to look better. Now it's been removed for some reason.
Edit: I mean it was actually round so it didn't matter which way you would look.
@@berni2905 it wasn't round, it was round-ish, so the corners would let you see a bit more.
@@FalB27 Maybe, but the point is that it looked more natural and didn't change when you moved your head.
7:40 "....Nice."
That got me to like the video. Real respects real respects real
Pull up Blacksite’s Tweets from 10 years ago
Aivan Bolambao LMAO
hmm what do we have here *looks at the homophobic tweets *
2019: People Criticize Csgo
2024: People Miss Csgo
12:40
They're good visual landmarks to see where you are :)
Valve have been using this sort of thing since the Citadel in HL2. some other examples would be Mercy Hospital and the Carnival in L4D 1 & 2 and the portal storm in Episode 2
@@Eira_ Its basic (good) map design things :p
10:50 The same thing applies to Runescape! In old school runescape (and in older versions of RS3 before the engine update), there is a black "fog" that limits how much you can see to a very tiny area around your character. The world had always felt gigantic and seemed to have endless opportunities to explore. That changed when one day, in RS3, they updated the graphics engine to allow greater fps and MUCH greater draw distance. This of course moved the fog much further away from your character, and now the entire scale of this once seemingly endless world instead feels small or underwhelming.
Indeed. It was when they switched to HTML 5 from Java. It's good that they upgraded, but they should have kept the fog the same by default to preserve the ambiance.
All the points of interest in runescape are like right next to each other lol. They really screwed that up.
even when i was playing back in 2010 barely out of elementary, the world always seemed small to me. come to think of it now, making the world appear larger might have been the only reason they limited the ability to run.
Things like occules orb (Excuse the spelling, i cant remember how its spelt) and clients like osb and Konduit also allow for far greater zoom rates and break that immersion.
The full screen mode also made the game feel a lot smaller to me.
You can see *2D to 3D transitions on tree's* even more clearly in Zoo Tycoon 2 😉
zt3 when
Bloop bleep blooo blooo
in Empire Earth 1 too
GTA San Andreas
I wish this game had a "Swat 4" style mission co-op mode
cs condition zero 2 electric boogaloo when
Swat 4 is a more tactical game and CSGO isnt, go play Swat 4 and wait for Ready or Not
I remember I saw a cool way to deal with the "black windows" that produce func_areaportalwindow, In a hl2dm map called dm_island17, the creator made the areaportal brush larger, so it didn't hide the player when he was close to the window and then created a box (instead of the black brush that fades in) textured with the same textures inside the building but just the size of the player, so, you see the player and part of the room but not all of it, ideal for snipers. Valve, please, learn.
BTW the water and radio tower could have been made visible everywhere using other way than just adding it also in the skybox, they could have compiled the models with a very large $bbox paramenter in the .qc file that covered the whole map, that would tell the engine that you were able to see it even if it was far away.
probably just easier to put it on the skybox
That is a great insight on dm_island17, thank you.
@@Mreoewwmrow and more resource efficient since they are presumably lower poly
Dude, I seldomly sub but this was an instasub, you have a tone and speech that is just a bliss in the midst of screaming, over acting, over enthusiastic, theatrically raging channels imo, simply ossum cheers
The editing in this video is very subtle but well executed. I dig it, nice work.
Hearing that you say "that's why we don't get episode 3" after HLA release is weird.
lmao yeah
look at the release date of the video
@@alexreeve r/whoosh
@@Stennishh Ehhhhh that's not a woosh. You could absolutely read the original comment as if he thought this video was recent. After the release of half life alyx. That's Probably what mr.reeve has done. Not to mention woosh is for people not getting jokes, not for general misunderstandings.
@@dumchican I didn't think tbe video was recent, but just generally seeing old HL3 memes again after HLA feels weird
okey this is epic
Spetz Haz yos
NEXT MEME!
The source engine was made with the best future planning Ive seen.
True
This is truly fascinating. It’s a really pretty map and it’s incredible to me that Source can still work this well to this day and can still have new maps I’m 2019 which look great. It is really showing it’s age in places but this is still super impressive. I really wanna get into developing source maps as it seems like such an interesting engine to work with. It’s strange how surprisingly realistic it looks, but also at the same time it doesn’t look realistic. It’s hard to explain, but it’s like it’s a frozen real world, the graphics are realistic but things don’t move like they do in real life, and it’s like a slice of the real world frozen in time.
Damn i remember back in the day I messaged this channel asking for advice on how to make a map and make certain textures invisible for css and you're still making videos, thats so cool man thanks for all your help back then
dz_blackout_windows
I'mma add this random reply to make you feel more important.
Love ya zool
8:53 3kliksEMINEM
3kliksmarshall
Rap god
lmaao
you just changed blacksite into ruinsite
edit: valve used a lot of methods that I use ;)
also, some props actually, do have lower detail versions when you run away from them
most low detail versions in CS:GO are used for different DX levels. Trees and such however, do not even have low detail versions (which would have saved tens of frames in this map if they bothered to do that)
I actually was souposed to say it like that :D, thanks, for explaining my commment, @@doubled6490
Just a great video. Well structured and kept my adhd ass completely entertained the whole time. Props m8!
Very nice video man! Really enjoyed hearing about the technical details of the engine. Make more!
I was waiting for this weeks video for soo long :)
You mean like a week?
@@jonsontoastbrot1965 Thats the Joke ;}
wtf is ur profile pic
@@midlowreborn its shroud
@@midlowreborn Its Lord Shroudie
10:45 that's brutal
Mimiyo he’s playing tag with a little girl looks like she got tagged
0:26 Why did you have to drive over that poor bloke.
Because civilians
Okay, I just have to pause right here and let everyone know how funny 6:35 is, it got me cracking up while riding the bus. Just the quick turnaround and zoom in on a..... Plant.
8:45, no this is not proper fog, this is a very unrealistic fog emulation. Volumetric fog is the proper one
Although i am not super interested in your content, I really enjoy your voice, it gets me calm almost instantly. (P.S I am subscribed to you on all your channels)
0:26 *TO BE CONTINUED*
What I gathered:
Modern problems require modern solutions.
Quality stuff Philip!
Thanks for recognizing the artform.
I don't play battle royale games or cs go, but I watched the whole thing. Excellent combination of interesting facts, research, and entertainment. Well done.
2:08 This Minecraft mod looks cool!
8:56 Eminem would be proud
0:27 Sir, you've commited crime against Altis and it's citizen, pay the fee or face the blade of justice.
Very informational, I find this intricate talk about game/graphical design very interesting. Thanks Philip!
Great video. I am glad you are still making vids.
I totally forgot about this game mode lol
I dont blame ya its a shit game mode,maybe because we are sick of battle royale games,idk why does valve not gives an operation we all want it
How it's shoved I'm your face when your on the main menu and I think the dashboard
How it's shoved I'm your face when your on the main menu and I think the dashboard
@@ilovevertigo3680 I've been waiting for a new operation uggh. Then they through out blacksite. Its cool... For the first week you play it. Haven't touched it since.
@@dereinzigetotjustcallmedot2050 i think not everyone has the danger zone as what comes up first, i dont
Thank you mapper man, may you be blessed by the Source Engine and Hammer Editor.
No problem
"But particularly in earlier games, like Oblivion, it's easy to spot the low quality models"
Roblox terrain: *Am I a joke to you?*
10:33 I remember a source mod called The Battle Grounds 2. It was an American Revolution mod where we'd have line battle events. Whenever there was fog, we'd tell the whole line to look down, and then at the upper edge or corner to spot the enemy's silhouette and know where to shoot our volleys... ahh, memories...
Nice work! I was thinking about making my own map for this game mode, and this video shows a lot of things that i should think of little bit more. Thank you!
Valves csgo dev team should hire you. Even if you only give tips and ideas and critique them. It would be a good choice
you do realise that literally anyone can do what he does with a bit of google research?
@@divorcegaming2881 ok diy self then instead of sitting and bitching on a compliment not said towards you
@@divorcegaming2881 this is true, but he does this for a living, so why not
wilmer lindberg you are damn right.
You are an idiot.
never played CSGO....but damn was this interesting. I love seeing what is going on under the hood of engines like this...engines still clinging onto life-support but somehow people continue to find new tricks and workarounds to extend them.
“there used to be a bug where you could see further when scoped in.”
i thought scopes did scope in...
I'm impressed. Besides opening this video for nothing but passing the time, I learned something valuable.
I love how you take an example of each game
This map looks incredibly cool! I love islands and everything ocean related, hence why the ocean portions of Half Life 2 are still incredibly cool, and therefore this is amazing! It’s incredible how such an ancient engine is still in use today too.
"It might be time for Source 2"
That's actually been out for a while now, Dota 2 and Artifact run Source 2.
I think they might also be working on other, more shootery things for Source 2, but we'll have to wait and see how it goes.
Suuuuper late but it turned to be true, they made Alyx.
my man out here predicting the future
To be fair, CS has like 2 developers and they’ve been making this for like 2 years
Nah, CS probably have more devs working since it gets regular (and good) updates. It's more of a Source limitation.
tf2 only has 2 devs working tho lmao
And you know what that's a valve problem not a me problem. It's their own fault that they don't know how to run a business correctly. The whole do what you want and employee method doesn't f****** work.
@@goodman854 Well they make a huge amount of money so they run their business correct. They just don't run it primarily as a games company but as a distributor company (steam) which also makes games
Luckily they just expanded the cs dev team
@@TwenOalley dafuq?
dude I'm glad your channel is huge
I don't skip ads on your videos. I love you.
The worst thing LOD can do is make loading times longer since the game has to load the lower poly meshes as well as make the disk space it occupies bigger
. But at the same time what would you rather, a game that takes a few seconds more to load or a game that runs in a playable manner, Isn't CSGO an FPS game where every frame counts? The argument that it's bad due to changing player cover is extremely circumstantial, and does not excuse the total lack of support for LOD in the game in the first place, especially since LOD can be disabled on specific props.
It ought be easy to test the performance difference of LODs, since you can turn them on or off it in-game on the fly (on any Source game that isn't CSGO at least) L4D2 is very close to CSGO and shares a lot of props with it
, so just recreate a CSGO map in L4D2 and compare the two. Blacksite runs 10 times worse than regular CSGO maps, because to save CPU usage, they forced the GPU to render more faces. They ended up with it causing more harm than good in terms of performance because they suck at their jobs, so they just removed it instead of fixing it like any good company does.
@Pure Hello there Reddit, no need to get your expertise in a twist for mentioning LOD.
@Pure Doom is still perfect.
I'm still waiting for Minecraft: Hunger Games to sue Fortnite...
If only a single person had thought of that and made it his own idea...
Won’t be happening ever it’s not really bad you should be hating community while PUBG on other hand has shitty developers not listening to community problems bugs
R/wooosh
woosh isn't funny
subjective
WE WANT DANGER ZONE BACK!!!
yes
This has been one of the most interesting videos I´ve seen in a long time. I thank you a bunch, good sir!
That trick with the skybox and world geometry blending for the landmarks is a trick I need to rip off in my maps ASAP. Great breakdown on Source optimization!