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CS:GO - Reintroducing Train

This meant making more intuitive layout changes, then re-interpreting large and small-scale environment elements to improve judgement of space and distance. Check out the video to see a montage of iterative changes made during development. We've also outlined some in-depth explanations of these changes in more detail below. Train is available now in Competitive Matchmaking and other game modes as a part of the Operation Vanguard map group.

Help us improve the map by playing it and giving us your feedback! The layout of the site has been adjusted to improve the strategic experience of taking or retaking control of the bomb target.

Just how much do you know about CS:GO's Nuke map?

Checking Site A for hidden enemies was especially difficult in the previous version of Train. In the upgraded version, it's possible for a confident team to check common hiding spots in a more deliberate and methodical fashion, instead of needing to rush out into dangerous overlapping lines of fire. The bomb sites are the primary visual and gameplay elements of the map.

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We wanted to ensure the sites stood out both physically and aesthetically. To accomplish this, we increased the saturation of the nuclear engines and containers relative to the surrounding environment. The subdued tones of the surrounding walls and train cars allow the bright bomb targets to catch and hold visual attention.


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In order to help spot enemy players, we carefully arranged large, solid areas of environmental color without sacrificing up-close attention to detail. Since this is a main gameplay area of the map, we strived to ensure the increased graphical fidelity did not interfere with gameplay. For example, the fallen train car containing the bomb target has caused damage to the environment, but the damage is contained to the ground where readability is not an issue. The same consideration was made to the texturing of the surrounding space. The walls are simple and bare towards the player area, but graphical fidelity increases towards the top of the space.

To make it easier to judge distances, we added human scale references such as handles, utility props and more. We removed the middle tunnel at the CT side of the yard. This makes pushing through "Ivy" safer, since if you manage to push through the first tunnel you have a safe area where you can regroup before making your next move.


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We widened, brightened up and improved visibility in the two remaining tunnels. The tunnels are now clearly marked, making callouts easier. To open this space, the train car closest to ladder room, often called "Popdog", was removed. The main T entrance to the site has been reworked completely. Ts now enter from the opposite side from the CTs, making it easier to check the top of the closest train car while systematically working through the site.

This also serves as a safe area where you can gather before pushing onto the site.

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Smokes and flashes can be thrown from T spawn, or just before you enter the site. To both shift attention toward the CT sniper position - and focus gameplay on the ground level, the T sniper position has been removed. Then when Inferno returned to the competitive pool and Dust 2 was removed fans got very excited about what might be coming.

Visually everything has been given a paint job — even the T side models are not exempt, with every one of them getting a nice new look, not to mention some impressive facial hair. Elsewhere the B tunnels area has been made a little taller and a lot lighter, meaning you probably won't accidentally walk past a crouched player in the shadows anymore. The angles on mid doors have been changed completely, and the corners straightened off considerably.

There are also the customary box changes you expect with every new map, the car on Long A now provides decent cover from all angles and the B site feels a little less cluttered than before. All in all, these changes to Dust 2 are pretty great. What they have done is made things a lot nicer to look at, and changed a few areas that will impact the gameplay. For casual players things really couldn't have gone better with this rework.

But for those of us who what the pro matches week in week out, these changes may be a little underwhelming.

Dust 2 has changed but it still needs these fixes

Initial impressions suggest that a lot of these strategies will continue to work on this new version, which could mean it remains one of the least exciting maps in the pool. Fortunately Valve have also asked for feedback from players and suggestions of what they should change, meaning this probably won't be the final version of Dust 2 that makes it back into the competitive pool, presumably after the next Major. Open up the B Tunnels roof, just a little. Ever since the Dust 2 rework was confirmed people have been calling for this change, but we think a lot of the suggestions for completely open-roofed B Tunnels is a little over the top.

Just imagine the number of grenades that could be thrown onto the site if the whole thing was open; it would be impossible to predict where the grenades would come from and therefore almost impossible to defend against a full five-man team with full utility. Some people have said the roof should be breakable, which is a good start providing it gives a clear sound cue to those CTs on the site, but again, having the whole roof breakable would be a little OP.