if you were a real OG player you would have the achievement. 100 wins is pretty easy to get with a little bit of time and aztec was an official map for like 4+ years
Aztec was a pure and unique masterpiece. The look and feel of the map was simply amazing, and even though it was an old school map it was sad to see it wither and die before it got the map overhaul like the other maps that it deserves. 3kliksphilip didn't simply make a video, he made a fitting tribute and a send-off to an iconic map.
I remember swapping seats with a friend when I died, because we didn't know how to play on LAN in 1.6. To add to your last point - the old Aztec felt more like a Tomb Raider level.
It must have been really hard for you to decide to take the sponser but honestly I and a lot of long term viewers are just happy to know you'll be able to support yourself while making this amazing free content for us.
lol skillshare is amazing no cap as well. Philip wasnt kidding when he says he only takes good sponsors. I taught myself photoshop and basic video editing with it. its actually really good!
Its not competitive viable and the reason of csgo existance is competitive ,so no ,the map shouldnt be back becuase ppl feel nostalgia about it Being old doesnt justify anything here
@@Ultra289 It doesn't have to be a competitive viable map to be in CSGO. The game doesn't revolve around competitive matchmaking only, there's Casual and Deathmatch mode where non-competitive maps can have their place. Canals, Italy, Militia and Assault are there. May as well bring back Dust 1 too.
@@sgtepicspeed3033 Canals is still there cuz lot of ppl still play It on casual ,same for Italy and asssult, if they were barely played ,bet my ass they d have been removed again... And considering ancient is planning to stay ,aztec WONT be back
@@VictorHugo-zm9kn Thx for describing the reason why it got removed xd Even nowadays on casual and deathmatch,most of the ppl only want mirage so get an idea of why It ll fail again Come on get over that noslagia... Ancient is HERE , aztec is gone now FOREVER, aztec was and is a garbage map, It has no real place in modern times
I've always loved Aztec, it gave me "old game" vibes that no other map really gave me. I loved old games set in the jungle with vibrant colors, waterfalls, and flowing water. It's just something very appealing to me. Funnily enough, I was watching your video earlier today about Aztec, because I missed the map. So this is just a treat to watch!
Philip you put into words what I never could, at 6:30, I feel you man... Its like instead of just being creative, it takes an entire degree and 3 majors to make a good map... Only the people that put hours upon hours into the craft get to reach their goals... no longer can someone with a good idea strike goal, thats no longer enough. It really pains me see this happen, might have wiped away a single tear when you said it... thank you for making these videos
Very true, and thats just what happens when you have to keep up with higher standards. Previously you were able to just combine low quality textures on walls (cs 1.6) and call it a day but now, you need to understand what country or location your map will take place in, the materials available to that region, the time line, make a backstory, understand architecture, study up on engineering, have a basic understanding of plumbing or electrical components, know about site planning, know of plant fauna or animal life, all whilst making the level compact, balanced, optimized, and fun.
God that freaked me out. Also 2017 is 3 years ago?! Jfc. Are we getting old? Am I having an existential crisis over an old map from a game I haven't really touched in years?
The problem with models is also the storage they need. Csgo’s file size has dramatically increased over the years due to more and more maps using unique models. Each model needs its own special textures, geometry, shaders, etc. you start to get a very bloated mess after a while. The one upside to source modding was being able to make complex maps and mods that are relatively small in file size but that seems to be almost lost now. I do hope valve can add some way of being able to either adjust the geometry and complexity of props yourself in the hammer editor or add tons of small props into the editor that we can use instead of props like the ones in ancient
This same trend seems to have consumed the entire games industry. I genuinely can't think of a single AAA release in the last four-or-so years that's less than 50gb in size, meanwhile CS:S and Day of Defeat Source are both right around the 4gb mark. If you want a game nowadays that doesn't devour your entire storage drive, you pretty much have to go indie or bust.
@@Derpy-qg9hn Ye old bsp method has unfortunately fallen out of favor with the modern gaming industry. Now bsp blocks are used for blocking a level (as in determining what a general level will look like, as in the whole level is made of devblocks) then it undergoes an artpass in which the whole level gets detailed with a tonne of high quality meshes and props, which is possible with the amount of people necessary to work in AAA industries. Bsp type games can be made with smaller teams by comparison, which is why Doom, Source and Goldsource are still favored by smaller or individual devs
As a mapper myself, I also find it difficult now with how model orientated it has become. Perhaps it is my fault that i haven’t got myself into modelling but I also found it fun to use the brush tools and spend hours making what I can with them
I get the change in priorities when it comes to working towards better performance, and the push for higher visual fidelity, but I'm constantly let down by how many engines no longer have good brush tools as a result of the shift (and subsequently, fewer manual optimization tools). Hammer has me spoiled, and even if I got into modelling at this point I feel like I'd be in an uphill battle if I tried to start working in any engine but source.
Aztec was my map of choice back in source. I used to load the enemy team with elite bots with knives and set there speed to 1.5x that of mine and try and survive them on my own with only a deagle. Good times. Miss that little guy.
6:09 This is so true! I hate that you absolutely have to be good at modelling in order to make a "good" map or ever have the chance of being noticed by valve. And the weird way to make models work in source doesn't make things easier. Not to mention playermodels and rigging animations...
Video idea: a showcase of all the maps that at some point were playable in any of the Counter-Strike games (including CS:GO) but aren't playable in the current version of CS:GO. Examples: Tides, Tundra, Prodigy, Compound, Port, Havana, Piranesi, etc.
Hey Philip, I just wanted to say that I'm always very amazed by the amount of work that you put into making your videos very enjoyable to watch, there's a lot of preparation that goes into making a script great, and the footage that you capture to use in conjunction with the script is always on point. I'm into Motion Design & VFX and also a big fan of CS for a long time so seeing videos like this is a huge joy and very informative. Much respect for the work that you put in, I hope you maintain the love towards creating great content!
6:50 absolutely agree. Mapping used to be such an independent project. But now it's a team endeavor that could take years even. If you don't know how to model, texture, and do concept art, you're pretty much out of luck. Maps are now disneyland quality, but if we even go back to a map like Assault, it's clear where the difference lies. Everything is models now.
@@Decrozen Hm. I don't know how much I liked the map before, but I never queued for it in CSGO. Honestly, can't remember. Maybe my hate towards dust2 spread to dust.
i love your videos philip. They have always been my favorite. Been watching these videos since css hammer editor map guides. I really appreciate you and praise you as a human being.
As a hobby mapper, you've been able to articulate what I've been feeling regarding new mapping verses old and all the props used today. Nothing is more satisfying than making some func_detail completely out of brushes and feeling so prideful of it. I wish mapping was as simple as it's always been. I will mourn the days old mapping but I look forward to the beauty of what is to come.
Thank you for you calling out the mapping process change. I never knew that the reason you build maps were the same as mine. It's deeply saddening to me that our craft has changed so much. Keep on keeping on brother!
6:11 I can’t help but agree. Making models is exhausting and I just don’t want to do it. At this point I just make levels for Half Life since people will still enjoy it without custom props.
I completely agree on your gripes about how maps these days are all about being the highest visual quality there is. With how things are in the source engine community and life itself, it’s hard to just be a independent mapper trying to make something fun or silly. It all has to be potentially profitable and competitive. It really feels like the days of fun, silly, joke, maps are long gone and the barrier for entry which was already high for the source engine due to its tools has only gotten higher and higher.
I still have a small spot in my heart for "displacement block"/BSP Brush as a mapping style. My only map ("Pub Of The Dead" for Pavlov) harkens back to that sort of thing, actually.
i have huge respect for this map. it's not only nostalgia that is hitting. this map was pure joy, pure fun, really casual and really nice to play on. it wasn't about playing perfectly competitive but rather casual
Interesting you didn't even mention the recently remade Aztec by Henge. It was on the front of the workshop and I really thought that's what this video was going to be about. I think he did a swell job.
I've only done a bit of mapping but I think I already know what you mean. With just a few rooms and lights, a space quickly develops a personality - It's spontaneous, exciting, and creatively satisfying. With these modern mapping techniques, a "finished" map isn't nearly as realistic a goal for an average individual to pursue.
I suggest you watch the showmatch between Big and Nip from january on Aztec. Both teams took it pretty seriously and tried strats on it, so casters could talk about both fun and balance about it, it was pretty cool ! (Nip coach Thread casting was an ineteresting pov aswell, since he was casting his own team without knowing what they had prepared)
Your description of mapping completely describes how I feel about the hobby nowadays. I remember my excitement toying around in Counter-Strike: Source after watching yours and TopHATTwaffle's tutorials and working on my own creations in the Hammer editor. But now I feel as though the bar has been raised so far that if you don't have experience with modeling, you're not going to make something as interesting or attractive as something on the workshop that has been worked on for months, full of custom content.
LoL I'm just here to like all top comments. Thanks, Phillip for awesome content as always. Also how can there be 125 people who disliked this? I could never understand.
One of the main reasons contemporary maps in the game can afford to build most of the level out of meshes like in modern game engines is that per-vertex lighting has been upgraded and supports static props when using bumpmapping, which wasn't possible in older branches before. The inclusion of baked in ambient occlusion and cascading shadow maps in CSGO's VRAD are also two examples of significant upgrades to the engine that make these levels possible to build in this fashion without problems.
I have to agree with your views on the old way vs the new way of mapping. When I tried to make a map, models made it far more intimidating. It was nice to sprinkle them around the map, but they often felt out of place. And since I didn't make them myself, they always didn't fit precisely. Certianly a map out of brushes doesn't look as good, and even the couple of models I added made it look far better, it changes the way you make a map. You need to be more careful with brushes, and it makes it feel like you can't make a good map unless you have your own custom models.
happy for you to go with ads in videos finaly, must have been difficult choice knowing you but none of us minds and its great that you get the monitary gain you deserve for your great content
9:42 - probably why player models merge in with maps more often now. Mapping has drifted away from bright colours, towards more muted "realistic" colours, which results in everything being shades of beige and grey. When you limit your colour pallet in this way you also limit the contrast and in turn the ability for players to see other players. This is also why some of the more recent updates have tried to introduce brighter colours again - I expect Ancient will get this kind of treatment eventually.
What you said about maps I feel also applies to game making. In the era of flash games, you could make a 2d game with simple graphics and people would enjoy it if the gameplay was good. But now, even indie games are 3d and really good looking.
I didn’t play a lot of aztec even though I have been playing for 6 years but to this day I had one of the most fun matches I have ever played on aztec with 5 of my friends who don’t play cs anymore…… good times :^)
I agree that the newer way of creating maps with models raises the barrier of entry significantly compared to the “classic” method. I can’t think of any easy solution, but a potential could be a Source 2 kitbashing tool. If designers had the ability to rip out parts of existing models, change their material, and combine them all in a new way users could relatively easily create decent (though unoptimized) models. My go-to modeling program for static objects in game dev is now Kenney’s Asset Forge, it’s fantastic
6:40 Just to reassure you, I know exactly what you mean. There's a certain independence and malleability that comes with block-for-block Hammer editing that also comes with its own charm and nostalgia. :)
I’m lucky enough to have started CSGO just before that update that deleted Aztec and Dust and so many other old maps. So I know a few of them at least.
oh yes, I've playing CS:GO since late 2019. I've never played Aztec on real CS:GO but watching this video triggered something in me. I remember when i was about 9 or 10, i was playing "cops & crims" on Hypixel (a Minecraft server) and "cop & crimes was the CS:GO equivalent, and this montage of Aztec is ever so similar to the Minecraft version, and then i realized I've played Aztec, thanks for giving me a nostalgic moment.
I started playing CS:GO in 2019 but recently I played 100 rounds on de_aztec against bots to get the achievement. It was quite an enjoyable experience as I got to know one of the classic maps of counterstrike :)
Presumably a large portion of the new players are from the Chinese market. CS1.6 was way more popular than you 'd think, so I bet most new players still know the map despite it has been removed for 3 years now.
A lot of maps I still remember ever since I played CSCZ. Not just Aztec, there's Piranesi, Prodigy & Chateau, I miss those maps (Only can play them via Workshop)
Aztec in CS:S was my first ever game of counter strike. Got bored of HL2DM quickly and decided to give this CS:S thing a try that was included with HL2. Joined a server that was on Aztec and I remember asking people how to get the bomb not realizing it rotated each round. So Aztec will always have a special place in my heart. Haha
Valve should make a "Nostalgia" map group where you can find old maps (even remade by the community) and queue for casual mode.
great idea
@@PhartingFeeting i would love to see de_survivor as well
I'd play competetive on these. 1.6 militia, italy, nuke, piranesi...
Or variations of all the normal maps
Bring back Havana and Prodigy
To this day, im still missing 3 wins for the 100 wins on Aztec achievment and it kind of bothers me.
Change name of a map in file
unlucky
@@Charles-ev8sb yea but can you imagine that out of the 100 Aztec wins 97 of them are on Aztec but the other 3 are on mirage.
if you were a real OG player you would have the achievement. 100 wins is pretty easy to get with a little bit of time and aztec was an official map for like 4+ years
@@marfology cool
Proud to have the “Aztec Map Veteran” achievement
well you can just change any map name to de_aztec to get the achievement
Hahaha, me.
@@lomobster Imagine actually bothering to do that. Couldn’t be me kek
Looking cool joker ;)
@@lomobster true, only way to get 100%
Aztec was a pure and unique masterpiece. The look and feel of the map was simply amazing, and even though it was an old school map it was sad to see it wither and die before it got the map overhaul like the other maps that it deserves. 3kliksphilip didn't simply make a video, he made a fitting tribute and a send-off to an iconic map.
I love so much 1.6's aztec, it gives me a lot of nostalgia
Why am I crying?
Dude you can still play it... calm down
@@HaidaWay not on official servers :)
@@AxxLAfriku M'lord AxxL is the best AxxL we kiss ur picture everyday in our room
I remember swapping seats with a friend when I died, because we didn't know how to play on LAN in 1.6. To add to your last point - the old Aztec felt more like a Tomb Raider level.
aztec was better on 1.5
It must have been really hard for you to decide to take the sponser but honestly I and a lot of long term viewers are just happy to know you'll be able to support yourself while making this amazing free content for us.
yes.
lol skillshare is amazing no cap as well. Philip wasnt kidding when he says he only takes good sponsors. I taught myself photoshop and basic video editing with it. its actually really good!
@Anon he will probably continue eating porridge and can meals like he always has haha doubt any amount of money would change that
Phillip says he has no problem with sponsors if he actually believes in them.
Skillshare is a great resource - so I’m sure he had no issue with it.
He’s been eating fine though, haven’t you seen how to eat like me?
Yes, Aztec is as old as CS itself. It just has to return.
Its not competitive viable and the reason of csgo existance is competitive ,so no ,the map shouldnt be back becuase ppl feel nostalgia about it
Being old doesnt justify anything here
@@Ultra289 It doesn't have to be a competitive viable map to be in CSGO. The game doesn't revolve around competitive matchmaking only, there's Casual and Deathmatch mode where non-competitive maps can have their place. Canals, Italy, Militia and Assault are there. May as well bring back Dust 1 too.
@@sgtepicspeed3033 Canals is still there cuz lot of ppl still play It on casual ,same for Italy and asssult, if they were barely played ,bet my ass they d have been removed again...
And considering ancient is planning to stay ,aztec WONT be back
If it comes back, you dont need to play it. Just unselect it when searching for a Game. Then only your selected Maps will be in your rotation.
@@VictorHugo-zm9kn
Thx for describing the reason why it got removed xd
Even nowadays on casual and deathmatch,most of the ppl only want mirage so get an idea of why It ll fail again
Come on get over that noslagia... Ancient is HERE , aztec is gone now FOREVER, aztec was and is a garbage map, It has no real place in modern times
you're the only youtuber I'd actually sit through the sponsored bits with. your voice is just so soothing
I've always loved Aztec, it gave me "old game" vibes that no other map really gave me.
I loved old games set in the jungle with vibrant colors, waterfalls, and flowing water. It's just something very appealing to me.
Funnily enough, I was watching your video earlier today about Aztec, because I missed the map.
So this is just a treat to watch!
Philip you put into words what I never could, at 6:30, I feel you man... Its like instead of just being creative, it takes an entire degree and 3 majors to make a good map... Only the people that put hours upon hours into the craft get to reach their goals... no longer can someone with a good idea strike goal, thats no longer enough. It really pains me see this happen, might have wiped away a single tear when you said it... thank you for making these videos
Very true, and thats just what happens when you have to keep up with higher standards. Previously you were able to just combine low quality textures on walls (cs 1.6) and call it a day but now, you need to understand what country or location your map will take place in, the materials available to that region, the time line, make a backstory, understand architecture, study up on engineering, have a basic understanding of plumbing or electrical components, know about site planning, know of plant fauna or animal life, all whilst making the level compact, balanced, optimized, and fun.
There's no way that Aztec was removed THREE YEARS AGO
God that freaked me out. Also 2017 is 3 years ago?! Jfc. Are we getting old? Am I having an existential crisis over an old map from a game I haven't really touched in years?
@@Joghurt2499 Wanna hear something else that is weird? We are already 1/8 of the way through 2021. Time flies
@@Joghurt2499 4 actually
I could have sworn it was longer than that, weird
I didn’t play counter strike
I played a mobile rip off and still had memories of that map
The problem with models is also the storage they need. Csgo’s file size has dramatically increased over the years due to more and more maps using unique models. Each model needs its own special textures, geometry, shaders, etc. you start to get a very bloated mess after a while. The one upside to source modding was being able to make complex maps and mods that are relatively small in file size but that seems to be almost lost now. I do hope valve can add some way of being able to either adjust the geometry and complexity of props yourself in the hammer editor or add tons of small props into the editor that we can use instead of props like the ones in ancient
This same trend seems to have consumed the entire games industry. I genuinely can't think of a single AAA release in the last four-or-so years that's less than 50gb in size, meanwhile CS:S and Day of Defeat Source are both right around the 4gb mark. If you want a game nowadays that doesn't devour your entire storage drive, you pretty much have to go indie or bust.
@@Derpy-qg9hn Ye old bsp method has unfortunately fallen out of favor with the modern gaming industry.
Now bsp blocks are used for blocking a level (as in determining what a general level will look like, as in the whole level is made of devblocks) then it undergoes an artpass in which the whole level gets detailed with a tonne of high quality meshes and props, which is possible with the amount of people necessary to work in AAA industries.
Bsp type games can be made with smaller teams by comparison, which is why Doom, Source and Goldsource are still favored by smaller or individual devs
Hi Philip, I'm a 3D modeller. If you ever need any models let me know. I've always wanted to work on a csgo map
congrats on 1 mil subs 3kliks! we all appreciate you.
As a mapper myself, I also find it difficult now with how model orientated it has become. Perhaps it is my fault that i haven’t got myself into modelling but I also found it fun to use the brush tools and spend hours making what I can with them
I get the change in priorities when it comes to working towards better performance, and the push for higher visual fidelity, but I'm constantly let down by how many engines no longer have good brush tools as a result of the shift (and subsequently, fewer manual optimization tools).
Hammer has me spoiled, and even if I got into modelling at this point I feel like I'd be in an uphill battle if I tried to start working in any engine but source.
Aztec was my map of choice back in source. I used to load the enemy team with elite bots with knives and set there speed to 1.5x that of mine and try and survive them on my own with only a deagle. Good times. Miss that little guy.
6:09 This is so true! I hate that you absolutely have to be good at modelling in order to make a "good" map or ever have the chance of being noticed by valve. And the weird way to make models work in source doesn't make things easier. Not to mention playermodels and rigging animations...
Video idea: a showcase of all the maps that at some point were playable in any of the Counter-Strike games (including CS:GO) but aren't playable in the current version of CS:GO. Examples: Tides, Tundra, Prodigy, Compound, Port, Havana, Piranesi, etc.
Yup! I as a CSCZ speedrunner, aggree wholeheartedly
havana
Backing a video on tides, compound, piranesi, port; full rotation source staples.
Havana sucks at css
Seconded, I'd love this. I never really liked Counter-Strike until CS:GO came out, but I'm a mapper now and I love the history of this stuff.
Hey Philip, I just wanted to say that I'm always very amazed by the amount of work that you put into making your videos very enjoyable to watch, there's a lot of preparation that goes into making a script great, and the footage that you capture to use in conjunction with the script is always on point. I'm into Motion Design & VFX and also a big fan of CS for a long time so seeing videos like this is a huge joy and very informative. Much respect for the work that you put in, I hope you maintain the love towards creating great content!
i dont even play this game, i just like the videos
well... start playing it
@@lennrd5912 why would you say that to a perfectly normal human being?
Wise Choice
@@zgaminggallery9910 well yes, as a csgo player, I can't really argue with that
Same
Aztec is an iconic map for me and I've only been playing for a few months...
remaking Aztec with new assets? my computer would be burning even more in CS
Two videos in one day my treat... Also I am glad you are taking more sponsors.
CS1.3 aztec was just a great time for me. I can't imagine CS without it
6:50 absolutely agree. Mapping used to be such an independent project. But now it's a team endeavor that could take years even. If you don't know how to model, texture, and do concept art, you're pretty much out of luck. Maps are now disneyland quality, but if we even go back to a map like Assault, it's clear where the difference lies. Everything is models now.
damn, what a transition at 5:30. Philip really deserves more recognition for his editing skills and style
I agree his editing is great but that was just a default fade transition between two videos
Fun maps for mindless matches:
aztec
militia
office
vertigo.
One is gone, one reworked and gone, one reworked beyond recognition and love.
and one so full of spinbotters as to be pointless
what about Dust?
@@Decrozen Hm. I don't know how much I liked the map before, but I never queued for it in CSGO. Honestly, can't remember. Maybe my hate towards dust2 spread to dust.
never cared for vertigo. spot on with the others though,and your dislike of dust2 :)
i love your videos philip. They have always been my favorite. Been watching these videos since css hammer editor map guides. I really appreciate you and praise you as a human being.
The 4 circles on the walls in ancient look like the co op logo
It sort of reminds me of a game Aztecs used to play. The goal was to kick a ball through such "hoops" that were sticking out of the walls.
where?
@@syv6173 on the walls
@@wheelchair1410 which ones
@@wheelchair1410 man i think that is quidditch
As a hobby mapper, you've been able to articulate what I've been feeling regarding new mapping verses old and all the props used today. Nothing is more satisfying than making some func_detail completely out of brushes and feeling so prideful of it. I wish mapping was as simple as it's always been. I will mourn the days old mapping but I look forward to the beauty of what is to come.
*Somewhere in the distance - "I am, the only and only!"*
I've legit heard it in my head
I thought it was "you are the one and only"?
@@shitboxoffroad Nope. Watch the Heaton 1v5 highlight.
It is so satisfying to see that clean "1M subscribers" under Philip's name.
Thank you for you calling out the mapping process change. I never knew that the reason you build maps were the same as mine. It's deeply saddening to me that our craft has changed so much.
Keep on keeping on brother!
I'm always impressed how many effort and work you put in your videos. Honor to you.
I agree with all the positive comments about you doing sponsorships now. Good on you!
Congrats on your sponsorship Phil!
5:00 when he said "let's go all the way back..." I half expected his usual contemplative music to fade in slowly....
6:11 I can’t help but agree. Making models is exhausting and I just don’t want to do it. At this point I just make levels for Half Life since people will still enjoy it without custom props.
notice how the sing at 6:47 says "its time for change" when he talks about how times have changed
The roots of the new trees are amazing. Also the bricks and broken brick walls.
I completely agree on your gripes about how maps these days are all about being the highest visual quality there is. With how things are in the source engine community and life itself, it’s hard to just be a independent mapper trying to make something fun or silly. It all has to be potentially profitable and competitive. It really feels like the days of fun, silly, joke, maps are long gone and the barrier for entry which was already high for the source engine due to its tools has only gotten higher and higher.
I still have a small spot in my heart for "displacement block"/BSP Brush as a mapping style. My only map ("Pub Of The Dead" for Pavlov) harkens back to that sort of thing, actually.
Wow! Nice one Phillip!
Congratulations on 1 million subs!
I don't know why but for the past month I can't stop thinking of Aztec.
i have huge respect for this map. it's not only nostalgia that is hitting. this map was pure joy, pure fun, really casual and really nice to play on. it wasn't about playing perfectly competitive but rather casual
i really like this types of videos from u....... its so satisfying and educational
Throwback to when I would use the helicopter lifting off from Aztecs map assets in literally every map I made in Hammer
Interesting you didn't even mention the recently remade Aztec by Henge. It was on the front of the workshop and I really thought that's what this video was going to be about. I think he did a swell job.
Probably becuase he pre recorded this
But well
8:44 Imagine the total vertex count.
Nice content
Why it's raining, am I crying
No, it's Aztec.
Make more videos about mapping and the process! They are some of your most interesting videos.
0:50 Free sponsor skip if you don't want to watch
5:16 When the model is sus 😳
ඞmogus
😳😳😳😳😳😳😳😳😳😳😳
CSGO Aztec still looks good it doesnt need a remake. Ancient is too dark in comparison to directly be used for it.
I've only done a bit of mapping but I think I already know what you mean.
With just a few rooms and lights, a space quickly develops a personality - It's spontaneous, exciting, and creatively satisfying. With these modern mapping techniques, a "finished" map isn't nearly as realistic a goal for an average individual to pursue.
Why are good content creators not getting subs quickly you've been uploading for 12 years and you just got a million subscribers
I suggest you watch the showmatch between Big and Nip from january on Aztec. Both teams took it pretty seriously and tried strats on it, so casters could talk about both fun and balance about it, it was pretty cool ! (Nip coach Thread casting was an ineteresting pov aswell, since he was casting his own team without knowing what they had prepared)
You finally achieved 1M subs. I am feeling glad knowing that I am an old subscriber :)
Your description of mapping completely describes how I feel about the hobby nowadays. I remember my excitement toying around in Counter-Strike: Source after watching yours and TopHATTwaffle's tutorials and working on my own creations in the Hammer editor. But now I feel as though the bar has been raised so far that if you don't have experience with modeling, you're not going to make something as interesting or attractive as something on the workshop that has been worked on for months, full of custom content.
LoL I'm just here to like all top comments. Thanks, Phillip for awesome content as always. Also how can there be 125 people who disliked this? I could never understand.
I like seeing you remake maps it’s a interesting new thing for you
Thanks for the video, made my week.
Really would love a few map makers to accept the challenge. On my bucket list to see Aztec in a competitive series in 2022 - nice vid as usual :>)yo
I didnt play much GO but that map always gave me good Aztek nostalgia while still feeling new!
One of the main reasons contemporary maps in the game can afford to build most of the level out of meshes like in modern game engines is that per-vertex lighting has been upgraded and supports static props when using bumpmapping, which wasn't possible in older branches before. The inclusion of baked in ambient occlusion and cascading shadow maps in CSGO's VRAD are also two examples of significant upgrades to the engine that make these levels possible to build in this fashion without problems.
I have to agree with your views on the old way vs the new way of mapping. When I tried to make a map, models made it far more intimidating. It was nice to sprinkle them around the map, but they often felt out of place. And since I didn't make them myself, they always didn't fit precisely. Certianly a map out of brushes doesn't look as good, and even the couple of models I added made it look far better, it changes the way you make a map. You need to be more careful with brushes, and it makes it feel like you can't make a good map unless you have your own custom models.
I was very, very anxious when philip started talking about the trees.. *shudders*
holy crap, a 3kliksphilips video with an ad spot. Get that $$$ my dude!
I remember my last Aztec match, so sad :(
happy for you to go with ads in videos finaly, must have been difficult choice knowing you but none of us minds and its great that you get the monitary gain you deserve for your great content
9:42 - probably why player models merge in with maps more often now. Mapping has drifted away from bright colours, towards more muted "realistic" colours, which results in everything being shades of beige and grey. When you limit your colour pallet in this way you also limit the contrast and in turn the ability for players to see other players. This is also why some of the more recent updates have tried to introduce brighter colours again - I expect Ancient will get this kind of treatment eventually.
What you said about maps I feel also applies to game making. In the era of flash games, you could make a 2d game with simple graphics and people would enjoy it if the gameplay was good. But now, even indie games are 3d and really good looking.
Aztec will be in my memory as it is. I doesn't matter about graphics, it matters about the feelings I had playing it 15+ years ago..
I didn’t play a lot of aztec even though I have been playing for 6 years but to this day I had one of the most fun matches I have ever played on aztec with 5 of my friends who don’t play cs anymore…… good times :^)
I agree that the newer way of creating maps with models raises the barrier of entry significantly compared to the “classic” method.
I can’t think of any easy solution, but a potential could be a Source 2 kitbashing tool. If designers had the ability to rip out parts of existing models, change their material, and combine them all in a new way users could relatively easily create decent (though unoptimized) models. My go-to modeling program for static objects in game dev is now Kenney’s Asset Forge, it’s fantastic
6:40 Just to reassure you, I know exactly what you mean. There's a certain independence and malleability that comes with block-for-block Hammer editing that also comes with its own charm and nostalgia. :)
It's great you're putting ads in, get that dough my boi, you deserve it,
I’m lucky enough to have started CSGO just before that update that deleted Aztec and Dust and so many other old maps. So I know a few of them at least.
i am a simple man. i see aztec, i click
Giant new glitch in Aztec!!!! ruclips.net/video/dQw4w9WgXcQ/видео.html
@@duck2875 i dont care man
:)
Solid video as always, but did you forget the background audio or are those chirping birds the background audio?
oh yes, I've playing CS:GO since late 2019. I've never played Aztec on real CS:GO but watching this video triggered something in me. I remember when i was about 9 or 10, i was playing "cops & crims" on Hypixel (a Minecraft server) and "cop & crimes was the CS:GO equivalent, and this montage of Aztec is ever so similar to the Minecraft version, and then i realized I've played Aztec, thanks for giving me a nostalgic moment.
2:00 I never thought about the bridge in T-spawn in Ancient being the same bridge from Aztec
It's really interesting to see the reasoning of why maps look more detailed now.
There is no replacement for displacement.
True, a prop is over the top
congrats on 1 mil!
I started playing CS:GO in 2019 but recently I played 100 rounds on de_aztec against bots to get the achievement. It was quite an enjoyable experience as I got to know one of the classic maps of counterstrike :)
Presumably a large portion of the new players are from the Chinese market. CS1.6 was way more popular than you 'd think, so I bet most new players still know the map despite it has been removed for 3 years now.
inspirational, can't wait for next week when the workshop will be full of aztec remakes lol
I miss the old maps. Assault, Italy, Militia, Dust, Aztec, all forgotten. Used to be so fun queueing Assault and Militia with the boys, simpler times.
cs_assault cs 1.5 days... Loved it.
Finnaly someone did this! Thank you
Happy 1 million btw
2 philip videos in a day the blackout just got mich better
A lot of maps I still remember ever since I played CSCZ. Not just Aztec, there's Piranesi, Prodigy & Chateau, I miss those maps (Only can play them via Workshop)
I feel like all of your maps would fit amazingly into killing floor for some reason
very good idea!
I wasn't even
laying back then but i still feel nostalgia for it
GGWP for 1ml subscribers! :D
Aztec in CS:S was my first ever game of counter strike. Got bored of HL2DM quickly and decided to give this CS:S thing a try that was included with HL2. Joined a server that was on Aztec and I remember asking people how to get the bomb not realizing it rotated each round.
So Aztec will always have a special place in my heart. Haha