Inferno and Port Added to CS:S

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  • Syx

    #16
    nerf inferno? it looks a million times better than it ever has.

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    • m4elite

      #17
      Who gives a rats ass how it looks..



      almost all boosts are GONE..



      And it doesnt even feal like inferno at All..

      Comment

      • Foo2rama

        #18
        inferno does feel wierd... it is like the same map but not... That and the whole geometry is different, banana is tight, the apt rush for t's is way different...

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        • -:Nighthawk:-

          #19
          tibi wrote..

          I like:

          # Players must now target another player for at least a half second before the player ID text hint shows up

          # Grates/chain link fences no longer affect bullets
          Agreed. I felt almost dirty picking people off in cs_compound just because their names were popping up despite them hiding in shadows.
          .syL wrote..

          "# Fixed lag compensation invalidating bone cache for players moved back in time.

          # Fixed lag compensation interpolation error between 2 ticks"
          We'll see if that helps out with some of the complaints... would be good if it does.
          m4elite wrote..

          Who gives a rats ass how it looks..



          almost all boosts are GONE..



          And it doesnt even feal like inferno at All..
          Last time I checked, essentially the whole point of CS:S is how good it looks. The gameplay is more or less the same basics as CS is, so I'd guess nearly everyone who plays it cares about how it looks.



          That said, I'd also guess that boosting is not something that the guys at VALVe are very concerned about. I mean, if you look at the past few years of changes to CS, most of it has been stuff aimed at removing goofy elements from the game (bunnyhopping comes to mind) and trying to bring it into a more tactical realm. From that perspective, getting rid of opportunities for players to hop on others' heads wouldn't seem very out of character.



          Anyway, glad to see the update is out tonight (midnight my time PST--even if it's not the same date it's the same night) and I'll have to give it a try.

          Comment

          • MURcarnage

            #20
            frucking de_port is such a...JGEUGUEG!!!!!



            it basically turns in to awport...or de_awport. crap. i don't care what you call it..but that's what it is. it pisses me off so much. way to make another awp map valve. gj.

            Comment

            • Raistlin-Elijah

              #21
              MURcarnage wrote..

              way to make another awp map valve. gj.
              LOL my guess is you like maps like de_avalley.

              Comment

              • DaRk-AnGeL

                #22
                Inferno is pretty sweet.

                Comment

                • .syL

                  #23
                  -:Nighthawk:- wrote..

                  We'll see if that helps out with some of the complaints... would be good if it does.
                  It should take care of some of the complaints. Especially incorrect model positions were annoying, although it was more apparent in hl2dm (hit someone with a magnum in a limb, see blood, but no damage taken)

                  Most of the sluggish feeling however is related to the slow default tickrate of csc. Playing 1.6 with cmdrate and updaterate set to 30 feels horrible as well. I don't see why valve doesn't change the default values to at least 66. hl2dm doesn't have a problem with it, even though the real physics in it are much more demanding on the cpu.
                  -:Nighthawk:- wrote..

                  Last time I checked, essentially the whole point of CS:S is how good it looks. The gameplay is more or less the same basics as CS is, so I'd guess nearly everyone who plays it cares about how it looks.
                  Well, no :). In the end, gameplay matters, otherwise people wouldn't still be playing dust1. Point it that gameplay isn't the same as 1.6 (which isn't necessarily a bad thing) and focusing on looks won't get the game anywhere.
                  -:Nighthawk:- wrote..

                  That said, I'd also guess that boosting is not something that the guys at VALVe are very concerned about. I mean, if you look at the past few years of changes to CS, most of it has been stuff aimed at removing goofy elements from the game (bunnyhopping comes to mind) and trying to bring it into a more tactical realm. From that perspective, getting rid of opportunities for players to hop on others' heads wouldn't seem very out of character.
                  If anything, boosting adds more tactics to the game. You rarely see boosting in public servers anyway, but it plays a hugh part in competitive gameplay and is a way to make strats really unique. Besides, boosting isn't something that is goofy but can be reproduced in real life (although you wouldn't use someones head but their hands or shoulders). I don't think it falls into the same category as bunnyjumping, which i agree has no place in cs.

                  Comment

                  • Sasseli_

                    #24
                    And guess, my friends, are the old demos working? No way! One would think that Valve would have learned from the last model update...

                    There´s no way to view old demo material and that´s just suck!

                    Comment

                    • astaroth

                      #25
                      I think this is not a good idea:



                      # Players must now target another player for at least a half second before the player ID text hint shows up



                      If friendly fire is on, I foresee lots of "shoot first, see if it's a friend after". I hope I'm wrong.

                      Comment

                      • defuser

                        #26
                        Zips wrote..

                        Wow... I can't wait to see the new maps.



                        Any idea wht that ragdoll magnet thing is?
                        Its for mapper who decide to add to a point on where to make the death more dramatic for the player died on the spot where the ragdoll magnet is.

                        Comment

                        • tspoon1066

                          #27
                          .syL wrote..

                          boosting isn't something that is goofy but can be reproduced in real life (although you wouldn't use someones head but their hands or shoulders). I don't think it falls into the same category as bunnyjumping, which i agree has no place in cs.
                          The only example of boosting I've ever seen (in picture form) was to allow people to get through a window. Not to stand on top of one of x amount of crates strategically placed throughout the map. That isn't realism.
                          Forklift Guy: "Where should I put these crates?"

                          Foreman: "Put them there, so if someone stands on top of them he gets mean sniping coverage of that corridor"

                          Comment

                          • Spliffmonkey

                            #28
                            m4elite wrote..

                            Who gives a rats ass how it looks..



                            almost all boosts are GONE..



                            And it doesnt even feal like inferno at All..
                            Some saddos are never happy, away with you beggar!

                            Comment

                            • .syL

                              #29
                              tspoon1066 wrote..

                              The only example of boosting I've ever seen (in picture form) was to allow people to get through a window. Not to stand on top of one of x amount of crates strategically placed throughout the map. That isn't realism.
                              Sure, but cs isn't about realism, it's about a semi-realistic environment. The only time the realism argument is valid is if something is blatantly unrealistic, such as rocket jumps, bunnyjuming etc. As long as something is within that semi-realistic realm, the question whether it should be included relies soley on its benefit to gameplay. Boosting certainly is within that realm, and gameplay benefits from it, especially since it has been a part of cs since the very beginning.

                              Comment

                              • Sm[o][o]th

                                #30
                                Last time I checked, essentially the whole point of CS:S is how good it looks. The gameplay is more or less the same basics as CS is
                                LOL

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