CS 1.6: Various other improvements

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  • T|2i|34L

    #166
    cliffe,



    is it using the same sprite for the radar with adjusting the transparency, or a different .spr file?

    thanks

    Comment

    • David Johnston

      #167
      F13ND wrote..

      And what bug were you talking about? And what does the usual spawn have to do with it?
      The bug I was referring to was pretty stupid on my part - since I'd already fallen foul of it with Dust 2. On the larger bomb site (can't remember the letter), it was possible to plant the bomb between crates such that it was impossible to defuse.



      The T spawns were moved back in order to give CTs more time to set up defence in that same bomb area, while also needing to concentrate more on the other route around the map. Generally, to give the CTs more opportunities to win and spread the action out a little.
      btw valve obviously doesnt know whats best... I think mappers would know more as most of the time they are actually part of the cs community
      Valve have loads of designers with experience across a vast number of games and companies. I'm just one designer with obviously much much less experience. Remember, Valve employees play CS too... they're as much part of the community as we are.



      Regarding the new CS update, I think the demand is for a client-side option to set the crosshair size. I'm certain the majority of players will find the larger cross hair more useful in determining the ability of their weapon (after all, that's the true reason for the crosshair sizing, but was broken across screen resolutions). As for the AWP, I don't know. I think the delay should be there, maybe it should be reduced a little, but personally I don't see the real problem. Fun is the aim, and it's no fun being beaten by an AWP/DEagle over and over again.

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      • diggydoolans

        #168
        what have they done 2 the crosshair?



        i have backed valve on every update!



        but 4 this one they should never be forgiven!



        bring back the old crosshair now!

        Comment

        • Smurfzilla

          #169
          i agree david johnston :o <3 except the part where u have much much less experience

          Comment

          • biff

            #170
            change the god damn awp back kthxbai cliffe sux

            Comment

            • uhaulball

              #171
              biff wrote..

              change the god damn awp back kthxbai cliffe sux

              Comment

              • WiLD^CarD

                #172
                As usual... I dont see anything in this update that I cant adapt to. Altho the headshot icon is pretty fugly.



                I love the improvements to the AWP. The anger of those who can no longer exploit it makes me laugh. :)



                *points* HA HA

                Comment

                • Drognan

                  #173
                  I must say, I like most of the update, the AWP, which really was a gun held in high distaste with me and most of my friends who play on the local server (www.trickery.net) I have a good graphics card, so generally I've always loved playing CS in 1600 x 1200. So these new cross-hairs are just stupid, I'd have better chance running and hitting them with a knife.

                  I don't mind the graphical changes apart from that, I like the radar, it's just the crosshairs. People say it makes things more fair, but I beleive it doesn't. I might be wrong with this, so bare with me, but if you run in 640 x 480, surely the head of an opponent will be bigger then one in 1600 x 1200 thus making it easier for them to Headshot?

                  Thanks.. Bye.



                  Alpha/Omega

                  Comment

                  • Thortok2000

                    #174
                    Actually, 640x480, the head is still the same size as it would be in the higher resolution.



                    Regardless of your monitor's physical size, if you take out a ruler and measure something on-screen in one resolution, it'll be exactly the same length in a higher resolution.



                    The only reason to play in a higher resolution was for smaller crosshairs and, of course, better graphics. Most (if not all) graphics cards also lose a little FPS when playing at higher resolutions, so it was a kinda trade-off.



                    Now, it's basically stupid to play at higher resolutions for any reason except prettier graphics. Set the resolution as low as you can graphically stand, so you get better FPS.

                    Comment

                    • .b0w. Bushwacker

                      #175
                      wanna bet the next csn poll will be about this update?

                      Comment

                      • peril

                        #176
                        sup in hear?
                        biff 'wr0t3'..

                        change the god damn awp back kthxbai cliffe sux
                        CS players, you gotta love 'em.



                        The updates sound fine to me TBH, bit disappointed they've changed the secksy Scout, but if it only stops people fastswitching to avoid the boltpull then it's a good thing (although the server I play on people are generally decent enough not to bother with that sort of exploit). The crosshair sizes sound a bit daft too, I'm used to the size of it on 1024x768 now, but if they more effectively represent the accuracy of the weapon it's a good thing. I do think if dynamic xhairs are turned off, it should shrink back to normal pre-update size tho. Headshot sprite is a bit ugly, I'm going to extract the old one from my .gcf before I update tho. Also pondering whether the new sprite is a single one showing both hs icon and gun (effectively screwing over spriters, just like the infamous lefthanded default switch and new p models screwed us compilers... /resentful ) or not.

                        Comment

                        • SuCh ThE fOoL

                          #177
                          yeah.. valve have masterd the mspaint... gr8 job on the radar..lol

                          Comment

                          • F13ND

                            #178
                            David Johnston wrote...

                            "The T spawns were moved back in order to give CTs more time to set up defence in that same bomb area, while also needing to concentrate more on the other route around the map. Generally, to give the CTs more opportunities to win and spread the action out a little"



                            umm actually spawning on the bridge up there makes it easier to rush bombsite b... I can tell you tried to make it more of a ct map by adding that box towards b site too. But those spawns dont really make sense... That high spawn makes it easier to rush the site you said you were trying to give cts more time to set up in...



                            Peril wrote...

                            "(although the server I play on people are generally decent enough not to bother with that sort of exploit)"



                            lol... LOL... that shows the pub servers you enjoy playing on. they dont do it because they dont like it... they do it because they cant... it is a "skill" if it were just a "mere exploit," it would have been fixed long ago in the 4-5 year span of cs. And to me it seems like most of the people who whine about the awp being too good are pub players anyway... just have your cool pub admins disable the awp or find a server that does and not ruin the game for the rest of us kthx.

                            Comment

                            • David Johnston

                              #179
                              F13ND wrote..

                              umm actually spawning on the bridge up there makes it easier to rush bombsite b... I can tell you tried to make it more of a ct map by adding that box towards b site too. But those spawns dont really make sense... That high spawn makes it easier to rush the site you said you were trying to give cts more time to set up in...
                              So, by moving the Terrorists further away from the bomb-site, I make it easier for them to rush? I don't get it. What the bomb-site does is encourage them to take the hallway (or drop down and take the other route), but also delays them by 2-5 seconds compared to the previous version of the map, which gives the CT's just enough more time to set up defences.



                              Of course I understand it isn't as clear-cut as that, but it's the general idea. CTs get a head-start, one that was desperately needed in all the games I observed before making the changes. It's a gamble, and as Dust in BETA 6.1 (?) proved doesn't always work if the timing's messed up...

                              Comment

                              • F13ND

                                #180
                                NO dave... what im saying is by letting them spawn up on the bridge you save them the time of running all the way up ramp and into tunnels when they can just get to tunnels now. So, basically they are getting there either at the same time or a bit faster

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