Just released a new map! this was really difficult to make due to the current state of the decompilation tools, but I got there eventually, I'm quite happy with the looks I think
We found a way to look back into how maps used to look around when CS2 was first announced, one year ago, here's some comparison pics for Inferno!
@CounterStrike
@CS2
It was really fun to work on this map with
@ggpredictio
Really tough figuring out how to have live leaderboards and live personal stats in the map! but we got it in the end.
#CS2
#counterstrike
@aquaismissing
@CounterStrike
@CS2
definitely just visual detailing, 99% sure it would have been blocked off, but ive been working on Source2 Viewers map decompiler and I could make a version of inferno with these changed, might be fun
Inferno @ night on cs2 is just insane. Found this beauty in the workshop and now i NEEEEEED this to be in the actual game.
Imagine sometimes your matches are just at night o:
These old particles I found make a lot of sense now that they added the new MVP animations, the ACE on is basically the same as this with very little changes
It looks like at some point during development the devs were experimenting with an end of match ace animation, interestingly it's all done using a particle system!
@CS2
@CounterStrike
@yesbercs
I wouldn't call it "half the precision we had in csgo", most csgo vscripts never ran on 128 tick, and if they did the maker rarely took that into account, which would make most break on 128 tick, but it would be cool to be able to access subtick info with vscript i guess
It looks like at some point during development the devs were experimenting with an end of match ace animation, interestingly it's all done using a particle system!
@CS2
@CounterStrike
Actually, Source2 particle systems are quite OP, this test one does a whole runtime physics simulation, this isn't baked-in animation!
@CounterStrike
@CS2
It looks like at some point during development the devs were experimenting with an end of match ace animation, interestingly it's all done using a particle system!
@CS2
@CounterStrike
A gamemode idea that was scrapped because CS2 got released around the same time I was working on it, maps were extremely dark but players had a flashlight helmet that other players could shoot off of their heads
@CounterStrike
@CS2
It was really fun to work on this map with
@ggpredictio
Really tough figuring out how to have live leaderboards and live personal stats in the map! but we got it in the end.
#CS2
#counterstrike
@merman000062707
@CounterStrike
@CS2
I agree that it looks better, but as a mapper I also understand having to make these sacrifices for gameplay, I think the version we got in CS2 right now is the best compromise of gameplay and looks
Decluttering and simplifying areas on CS2 Inferno.
Currently there's a lot of 'unnecessary' clutter and map designs affecting player visibility.
Here are example edits removing objects, simplifying walls and flattening floor elevations to make competitive gameplay 'cleaner'.👍
@aquaismissing
@smesharik134hmj
@CounterStrike
gonna make S2V decompile these properly, but sadly that can't fix the FGD issues, hammer has no idea what these entities are, so sadly i doubt many mappers will use this system, unless valve adds the entities properly
@fREQUENCYCS
Thank you very much, you've also been great to work with!
And yeah, this project took forever because we initially got it working like one month after CS2 got released, then Valve broke it by killing lua vscript.
🗣️OUT NOW🗣️
Sorry for the delay, I’m stoked to bring
@Angel_foxxo
to the table today - the mastermind behind the recent success he created: Inferno Night
@yesbercs
I don't understand what your point is, you word this like it's an inherently negative thing, but the only issue I see here is that all the code people are writing right now will be made obsolete when valve finishes pulse
I first noticed this when working on source2 viewer and decompiling inferno, inferno already uses these custom entities and I couldn't get them to work, that's when
@smesharik134hmj
figured out how to actually use them, you need to do some FGD trickery
@Tyler_McV
The game isn't getting a new engine, it's just a move to 64 bit, not much will change limits wise, they have already increased most of the engine limits they could.
@ZooL_Smith
@celeryslice
@CSGO
Yeah its weird, they already tried to fix smokes several times but never thought to do it like this, even tho i think it would be trivial to implement a fix like this in engine
@jd_40
@PHRISK3D
I also love the way you can use lights with direct light disabled and bounce light boost, it gives a really good fill light effect and so much opportunity for art directing lighting, new inferno uses this trick everywhere
@speedlapse
@Jackyesports
@CounterStrike
I tried to light the map carefully to mentain visibility, but that's actually a smart idea, I'm going to look into if I can make players wear high-vis jackets
@aquaismissing
@poggu__
There are no "builds" in source2, afaik they have one single unified codebase and they just toggle features per game, so it means this exploit existed in all source2 games