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[Official] Counter Strike Global Offensive Thread - Page 28

post #271 of 22618
Quote:
Originally Posted by Riou View Post

Arsenal Arms Race: It is basically Gun Game team deathmatch (like on CS:S server mods) where you immediately advance to different weapons with each frag. Golden knife is the last weapon. First player to get frag with golden knife wins. No buying.
Arsenal Demolition: It is basically just a team defusal/bomb map with Gun Game except your weapons only advance each round. Team switch sides after 10 rounds. Game ends when one side clinches enough wins. No buying.
Classic Casual and Competitive are the same CS people are used to playing. It is 5 vs. 5. Teams switch sides after 15 rounds. You use money to buy equipment and weapons at the start of each round. You are awarded money for frags, team objectives, and team wins. You lose money by hurting hostages.
The difference however is that the casual mode tries to make the game easier for newer players with more money for frags, team wins, etc. Also equipment like kevlar/helmet and defusal kit are automatically given. Competitive has more restrictions like spectating only your own team and harder money economy. Buy times and round time limits are less in competitive.
There are defusal maps (i.e. de_dust) where one team plants the bomb and the other team defuses the bomb to win. Eliminating the other team also gets you a win. The hostage rescue maps (i.e. cs_italy) are one side needs to rescue hostages and take them back to a hostage rescue point on a map. The other side tries to prevent that by eliminating the opposing side.
Quote:
Originally Posted by dmasteR View Post

http://store.steampowered.com/news/?appids=730
Release Notes ^
Arms Race is just GunGame. - GunGame - Get a kill get a new weapon until you're on the last "level" and you get a knife to end the game
Demolition - A lot like Arms Race GunGame except only 10 levels, but in this game type its team round based. Win by either killing everyone that round or by the bomb blowing up/defused.
Competitive - The standard CS gametype that's played 5vs5. de_ maps you will need to kill everyone or blow the bomb up/defuse it. cs_ maps you need to either kill everyone, or rescue/defend the hosties.

Awesome, that's just what I wanted to know. Many thanks guys. smile.gif
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post #272 of 22618
Thread Starter 
For those that enjoy surfing in CS. Well watch this wink.gif

http://www.youtube.com/watch?feature=player_embedded&v=HT4fs7w5n9o#
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post #273 of 22618

Edited by Riou - 4/26/12 at 2:36pm
post #274 of 22618
Thread Starter 
Riou, lol. Oh sheesh. I cannot believe I watched that whole video last week. >.>
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post #275 of 22618
Quote:
Originally Posted by dmasteR View Post

Riou, lol. Oh sheesh. I cannot believe I watched that whole video last week. >.>

Lol. tongue.gif
post #276 of 22618
Is there a way to make a server without bots? I want to start a game with just my friend and I so we can fly around and figure out various spots you can wall and timings on things.

Nevermind, got it.
Edited by waylo88 - 4/26/12 at 3:17pm
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post #277 of 22618
Thread Starter 
Quote:
Release notes for 4/27 Beta 12

Gameplay:
• Fixed an issue in the weapon recoil system which caused tighter shot grouping than intended.
• Dead players no longer can see bomb or defuse icons on scoreboard for opposing team members.
• Recoil impulses are now more consistent for automatic weapons.
• The Movement acceleration and stopspeed values have been lowered per pro feedback.
• Slightly increased the variance of the recoil patterns.
– Updated the recoil pattern for the ak47.
• Adjusted the recoil suppression parameters to help tune burst fire.
• Fixed an issue which was causing thrown weapons to emit from the base of players, rather than their hands. Gifted weapons will now correctly throw the proper distance.

UI:
• Hooked up the win panel for arsenal mode to put emphasis on the winner and runners up.
• The next weapon text in AR now displays appropriate text for the mode and state.
• Fixed the alert for when you reach gold knife level showing up when anyone reached it.
• When you get a point for an assist, it shows in the death message.

Maps:
• New SE version of Aztec with no fog/particles/debris/ropes (except the bridge)

• Dust_SE
– Added correct skybox to the map properties.

• Shoots
– Turned down local-contrast settings.
– Fixed a strange clip on stairway.
– Fixed lighting on the dark hut in the Middle area.
– Fixed a few visual issues with the huts, and thinned out some of the thatch roof.

• Dust
– Adjusted size of buy zones for both CT and T’s.

• Shorttrain
– Adjusted local contrast settings on post process controller.
– Adjusted tonemap settings.

• Inferno
– Added smoothing normals to prop bombtanks used in Inferno level.
– Fix for incorrect bombsite designation text when standing on the blue truck.

• St Marc
– Turned down local-contrast settings.
– Adjusted bloomscale
– Fixed signage typo – changed from “route barée” to “route barrée”

• Safehouse
– Turned down local-contrast settings.
– Adjusted bloomscale
– Upped resolution on a prop, removed label that looks blurry.

• Italy
– Updated some very shiny planters.

• Aztec
– Fixed floating leaf in tree alpha texture.
– Reduced specular on tarp roof.
– Fix for objects disappearing from skyline based on camera position near double doors.
– Fix for the collision of the crates near bombsite B.
– Fixed the collision of the scaffolding at Water below bombsite B.
– Improved the texture on the metal bars at Water below T Ramp.
– Can no longer climb the scaffolding at bombsite B.
– Can no longer walk to the far side of T Ramp.
– Can no longer access platform next to Bridge.

• Dust 2
– Expanded and moved both the CT a T buy and spawn zones in radar image.

• Bank
– Turned down local-contrast settings.

• Baggage
– Turned down local-contrast settings.
– Adjusted bloomscale

• Lake
– Turned down local-contrast settings.
– Adjusted bloomscale

• Sugarcane
– Reduced local-contrast settings.
– Reduced bloom amount.
– Adjusted some tonemap settings.

Models:
• Fixed clipping issue on Terrorist skin with head wrap.
• Fix for Sawed-off where bolt was sticking through the back of the housing during fire and reload animations.

Audio:
• Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane.
• Dust ambient optimization.
• Shoots ambient optimizations
• Lake and Safehouse ambient optimizations.
• Italy ambient optimizations. Fixed a doorway where a player could move outdoors and still have the indoors ambience.
• Baggage ambient revision and optimization.

Effects:
• Snow effects have been greatly optimized. Snow in Office runs 7x faster than before.

Bug Fixes:
• Fixed crash when in the Buy menu, then voted yes to change maps.
• Fixed noticeable double round start in Arms Race when the first player entered the server/game.
• Fixed shadows being cast by vgui screens ( mainly the bomb plant numbers in game ).
• Fix for a bug where dropping the Famas in certain points in de_dust would cause the weapon to sink into the ground.

Miscellaneous:
• Relaxing the supported video card checks:
– Display an error and exit if the card doesn’t support shader model 3, bilinear PCF sampling, or cascaded shadow mapping. (No cards are actually marked as not supporting CSM in CS:GO.) So our minimal GPU is now the NVidia 6xxx series (2005), or ATI HD 2xxx (2006) or better.)

Update released two minutes ago. :]
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post #278 of 22618
Got IN!!! FINALLY
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post #279 of 22618
all i know is that i played an hour and got disconnected for no reason like 4 times. Also, it seems alot like left for dead rather than cs:s or 1.6
Edited by exzacklyright - 4/27/12 at 4:01pm
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post #280 of 22618
Yeah, this entire week there has been some issues. My friend and I got a bunch of disconnections the other night. We played for quite awhile yesterday with no issues though.
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