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The CSPromod team have figured out a way to enable GoldSrc spatialisation in CSPromod, revealing it will be available in the upcoming 1.09 release.
GoldSrc, or Goldsource, is a heavily modified version of the Quake engine that Counter-Strike 1.6 runs on and is the predecessor of the Source engine, which games like CS: Source operate on.
CSPromod runs on the Source engine, but the sound spatialisation has been based on how the GoldScr engine calculates sound volumes instead of it works in the Counter-Strike: Source game.
This does, however, not mean the sound spatialisation has been exactly like that of Counter-Strike 1.6 and the GoldSrc engine. The CSPromod development team have now caught a break, though.
The developers have found a way to replicate the sound spatialisation used in the GoldSrc engine. Put simply, this means
the sounds in CSPromod will behave just like in Counter-Strike 1.6.
And that is basically what sound spatialisation is. Essentially, it is the way that a player perceives a sound depending on where the sound had to travel from.
For example, if a player fires a gun, but the sound generated by the shot has to travel through two walls, it will sound different than if you have a clear sight of the gunshot.
In the Source engine, the sound volume is modified based on a complex curve. This curve is generated from what objects are between your ear and the sound source and many factors.
This weekend has also played host for the planned Deathmatch mode feature and the public has been able to get a preview of what changes are to come in the upcoming 1.09 release.
Contacted by HLTV.org, CSPromod programmer Saul "Saul" Rennison revealed that the new sound spatialisation will be available in the 1.09 release, whenever that may be.
Questioned about how the weekend has been in terms of the testing of the Deathmatch mode, Rennison said the following:
"It's been a good chance to gather feedback on the community as we've been working. Considering CSDM was never an official gamemode, it was helpful to see how players felt about the deathmatch gamemode, and our implementation of it as a whole.
The team would love to hear from anybody with feedback (especially the pros) about what they think too. Unlike Valve, we're driven by community feedback."
As Rennison noted, players who took part in the weekend testing are encouraged to give their feedback about both the Deathmatch mode and the game itself.
This can be done by heading over to the CSPromod forums or through the feedback post we did on HLTV.org, which can be found by clicking here.
Post edited 2012-03-25 23:05:04
Haha I love them already!
By the way, on the last patch the feeling I got when shooting someone was like in CSS, like, you don't know where the bullets are hitting (?), it's weird its the same feeling as CSS, in 1.6 I know exactly where the bullets are going but in CSP I don't, like in CSS, is that because of the models or something? Will it be fixed?
The feeling I got when shooting someone was like in CSS, like, you don't know where the bullets are hitting (?), it's weird its the same feeling as CSS, in 1.6 I know exactly where the bullets are going but in CSP I don't, like in CSS, is that because of the models or something? Will it be fixed?
For example when giving a headshot, I didn't felt I was giving a headshot, it didn't have any "impact" on the enemy.
Post edited 2012-03-25 23:16:23
Post edited 2012-03-25 23:12:45
NICE & CLEAR
Post edited 2012-03-25 23:07:18
valve spend alot of money getting flying pros to their offices so they could play the game
HAHAH oh snap.
OT: this game is just getting better and better :)
Post edited 2012-03-26 00:06:05
But now we have a chance to make some updates on some of the maps, some changes here and there wouldnt hurt at all :)
I like the concept with the maps on CS:GO, some new things here and there. The thing is that they added to much, some changes is fine but not if they overdo it. If you get my point :)
Yes, maps should get a better look and unbalanced maps like aztec should be balanced, BUT:
Well balanced maps (and therefor good for competitive gaming) are very rare (we only saw 6 or 7 in 12 years) and sometimes little changes can already destroy the balance. IMO it's an unnecessary risk to change the layout of good working maps everyone loves. They should give those maps an interesting modern look but keep the layout. Maybe some of the them need some minor tweaks, but nothing game-breaking.
Instead of wasting time by changing good working maps it would be better to think about new map-concepts. A total new balanced map with a new interesting look would bring much more freshness than a dust2 with some unnecessary changes.
btw: Valve didn't made a single balanced 5on5 map in the whole history of Counter-Strike. Dust2, inferno, train, nuke, tuscan/mill, mirage/strike, ccble/forge and season were all made by people outside of the valve-company and I'm quite sure: If valve would change the layout of those maps in 1.6, they would destroy their balance. They never understood Counter-Strike and they never will.
And changing maps is not a bad thing. Not that it really mathers, the maps only need to be "somewhat" balanced for it to work out, becouse topteams will figure out strats that works with the maps anyway.
If you look at the history of cs, nuke / train & dust2 has gotten more even the later years of cs becouse everyone knew that nuke was a CT map, so teams worked really hard to make new good T taccs to counter the CT team.
And i never said that i wanted valve to change the maps for us, i want CS:GO to take it into consideration that changing a map here and there doesnt really mathers. It wouldnt hurt if maps like train, dust2 & nuke became a little bit more balanced by a few changes.
I don't say any kind of change is bad, I just say it's not easy to change such great maps without destroying the balance or by making them even more balanced. Yes, teams can learn new ways to play the maps, but if this "thing" a map needs to be good enough for competition would be such a small part of the whole story, we would have seen much more competitive maps during the past 12 years.
But yes, changes can be good too. The best example is mill->tuscan. A lot of people still say mill is the better one, but nowadays we know that tuscan is way more balanced as a 5on5 map.
I know you didn't say valve should change maps for us, I was just pointing out that you can't know at this early stage if the changes valve made are good or not. Yes, it would be awesome if those maps you named would get more balanced, but I would get mad if they would get more unbalanced by changes that make absolutely no sense (e.g on nuke: deleting the stairs down to the lower lever so the CTs can give a fuck on the outside and the map gets even more CT favored). And to be honest: I just don't believe valve understands the essence of CS and therefor they will never be able to create balanced maps or changing a map into a more balanced version (this idea on dust is stolen and the reason why they deleted the stairs on nuke is: "uhm, our statistic-software told us, that the second hall on the lower lever doesn't get used often").
btw: maps like dust2 and nuke may be not the most balanced map in top-team-tournaments, but these two maps are actually very balanced in matches between random semi-skilled gather-teams. train is unfortunately even more unbalanced on lower skill-levels.
Post edited 2012-03-26 05:15:00
I'm too tired. Good night :D
Before it was 4 maps in cs1.6 that was played regullary in tournaments (dust2, train, nuke, infero) these are the most common maps, and even when it was only 4 maps it takes ALOT of work and time to be well prepared on all 4 maps. A topteam that goes to alot of events need to spend SHIT tons of time making new tactics before every event and to be as prepared as they can on every map.
Then they added tuscan, forge & mirage to the pool aswell (tuscan have been there for a while, and before it was cpl_mill and some other maps aswell but teams NEVER pracced them becouse they just didnt have time to prepare on as many maps as there was in the pool (most teams anyway)
And if you add even more maps then there is already you would either have to remove some old maps or just have less quality counter-strike, becouse ppl wouldnt focus 100% on the maps that where, some teams would be much better on some maps then others (wich already is the case ofcourse) but the difference would be even bigger.
And personally i like to see quality cs when you can clearly see that both teams knows exactly what they are doing on the maps etc. I think you get my point so i wont try to explain it further.
But that's no reason for beeing negative towards new good maps. It's just a questions of the size of the tournament-pool. I'm playing CS for 12 years, I don't attend at tournaments but I love to play gathers and night-cups. I'm really bored by playing the same maps over an over again. People like me would be very happy if there are more maps balanced enough for being played competitively. The tournament-pool of the big tournaments could still include only 4-5 maps. They could change the pool every second or third season by taking 2 maps out and bringing two "new" maps in.
Post edited 2012-03-26 05:28:35
And i am like you, i hate playing the same maps over and over again in gathers. But when it come to tournaments etc it could be really intressting to see a map like inferno just get a really small change, becouse every pro player knows those map in the back of thier heads, but if you just change something small on a map like that, then it could be really intressting to see how players adept to that specefic change.
But thats something you cant see on a whole new map, becouse then people would need to learn the whole map again and you cant compare it to something that was before.
What im talking about is really small changes to a map like moving one box to another place or just simply adding something or removing.
I think it could be very intressting to see how differnet players would come up with new ideas to exploit that change on specifics maps :D But i do get your point aswell and agree with some of it.
Making changes to all the maps will be very hard. Even though we already have very few balanced maps, it will require a lot of thought to make changes that will make them "better."
I also like the concept with the maps in CS:GO, and, like you said, they have overdone it. Then again, you can argument against with those _se versions of the maps.
Also, focusing on CS:GO will just give be a downer as the final product approaches. It is not catered for the competitive community or the already existing CS community, and unless Valve/Hidden Path change their agenda drastically, it's not worth our time. (I don't mind them having their own agenda, though. They are a game development company, anyway.)
Apologies if I'm any hard to understand, I just woke up and I'm writing this on my phone!
If we are lucky you will see the sound system into full release of 1.09 :)
Post edited 2012-03-26 02:06:25
-_-
Post edited 2012-03-26 03:01:27
However, there were sometimes when i had already killed a player and it was like they were alive (model animation). A side from that I have nothing to point out.
Great job overall CSP developpers!
Btw, the awp in CSP is really great, enjoyed it quite a bit!
cl_death_predict 0 (I think it was called that)
CSP needs support! You there, download it and PLAY! :D
Or do you all just play source.
CSP is comical. Always was and always will be. Give it up Garfield. Its source.
Kinda douchy statement. Tried the game after the last update and the feel was just right even back then. Pity there weren't any decent populated servers at all...
btw. great job about it.
Post edited 2012-03-26 12:31:30
You just turn this game, for fun, and you cant stop playing, even after 10 years.
I'm not active now for few months and a friend came to check my Zowie EC1 with Steelseries Grips and he tried CSDM, after a while I wanted to play it a little too and took him some time before he could make himself stop playing. Then I've started with AK, switched to AWP... we've spend few hours just DMing and loling on how we still pwn even without training.
If CSP can every be as great as CS 1.6, then it might be in year 2090 or something imo...
Keep it up HLTV and CSPROMOD!
What makes you believe that the recoil and movement will be fixed? 6 month of feedback and it's still bullshit. I'm sorry but I don't believe Valve will turn this game from shit into a good competitive shooter. They started their development by modding CSS. Originally CS:GO should be an XBOX-version of CSS. All those things that mad CSS a inferior game were already included from the beginning. The aren't stupid and they know exactly why we prefer 1.6 over CSS, but they don't give a shit. So fuck them.
The only thing I agree with you is the annoying and ignorant behavior of our pro-gamers.
edit: some CSGO-maps a nearly identical with the CSS-maps:
http://forums.steampowered.com/forums/showthread.p..
Post edited 2012-03-26 14:40:44
U wanna anther 1.6 in better graphics ? Or do u wanna and CS FPS title which can compete with sc lol and nowadays esports titles ?
If u wanna first thing ok i understand that this can promod provide. If u wanna a game which can stay next to sc or lol (everybody knows that it wont happen cos for exapmle sc has more competitive aspects than cs) in esports. Then its fail cos theres no way u can bring so many new people cos of promod. Its basicly like bringing new people to 1.6. In this CSGO has much better chance than promod.
Post edited 2012-03-26 14:37:50
Better I mean about:
- movement,
- recoil,
- sound spatialization,
- graphic,
- player and weapon models,
- new needed features like csptv etc.
- ...
CS:GO has worse/better:
- worse movement,
- worse recoil,
- worse sound spatialization,
- worse player ans weapon models,
- worse money system,
- better graphic (obvious),
- better HUD,
- some nice features,
- ...
Post edited 2012-03-26 15:00:43
Combine all that and you might be able to market some sales and the game is free right now which instantly will attract more people to it. Why you might ask? Because why not. "oh it's free it must mean it's shitty, I'll just try it out cuz' I'm bored." then while they're playing we the joined community try to give new players help and show them a great pleasure in playing. Which all of us decent human being aren't capable of doing.
Games are about the competetive spirit and good fun, so the real question is, does this game offer these two things? Yes? Then it will grow. No? Then it will not.
Edit: advertising is probably promise biggest problem.Thankfully hltv.org is helping out with that. But we're going to have to advertise to people we know to once we feel the game is enjoyable and worthwhile. Hopefully the fine people behind promod will make a great game and have it ready to be released with all the problems not only addressed but fixed. Hopefully.
Rant over. Lol. I just really want promod to take off :p
Post edited 2012-03-26 16:47:41
Post edited 2012-03-26 15:51:38
Cant really agree with this statement, however CSP looks to be shaping up nicely would be nice to see it released before 2013 though.
This is the outcome -: http://img339.imageshack.us/img339/5287/cspaimawp0..
Imo, the game is better than CS:S but nowhere close to 1.6 -.-
Post edited 2012-03-26 16:09:31
Post edited 2012-03-26 16:21:19
Post edited 2012-03-27 00:01:42
There is no doubt promod is the better of the two, and waiting has been worth it to a certain extent. Let's just hope it is released before CS:GO so it can unite the css and 1.6 scenes to have a really active game rather than 4 relatively inactive games. There is no doubt 1.6 is fading quicker than ever, so this could be what essentially keeps the game alive.
GJ promod team.
Edit: I'm just basically throwing the idea around that every little bug need not be fixed but rather... Explored.
Post edited 2012-03-27 16:32:36

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