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CS2 vs CSGO Map Comparison
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- Опубліковано 26 вер 2023
- There are pictures of unreleased Counter Strike 2 maps here - developer.valvesoftware.com/w...
In this video, I line them up against CS:GO versions of those same maps and see what's changed. And what hasn't
0:00 - Intro
0:16 - Shoots
1:31 - Office
3:57 - Lake
5:01 - Canals
6:45 - Short Dust
7:29 - Baggage Ігри
Can't help but agree about the all maps being sunny part. The different weather in some of the maps is a huge factor for atmosphere.
l put my hamster in a sock and sIammed it against the furniture
@TippyHippy does this hurt the hamster????
CS2 shattered my hopes and dreams of playing on a rainy cs map.
@THRAXX It could still happen, it would just be sunny as well
Is it just me, or does Office looks better in CSGO? The gloomy overcast really was a defining feature of it
Canals as well, better in csgo lol
yeah i agree
yeah people keep saying the lighting is “better” but it almost looks like no shading at all
All CSGO maps look better.
Sad they are making Office worse
- A guy who only queues Office in MM.
The fact you went frame by frame for the office comparison to ensure the flag was in the same animation frame is just a testament to your dedication to detail. thanks
Fun fact: In the CS2 version of Baggage, the labels for the conveyor belts now correctly read "FLIEẞBAND", where in CS:GO it is "FLIESSBAND". The German-language ligature ß, the so-called "sharp s", has not had an uppercase variant until 2008 and wasn't officially adopted until 2017. In all-caps writing, as is the case in this map, you had to use "SS" instead.
You can write ß as ss, that's not incorrect. It's more of a stylistic choice, both versions are correct spellings. But you are correct on the missing uppercase ß. It's so new that holding shift and pressing the ß key on German keyboards does not get you an uppercase ẞ.
Now this is interesting
New German update dropped
@laka Yes, in situations where the type face or the styling of the text is important (like when it's written in all-caps) or when your keyboard doesn't have the letter (applies to umlauts as well, e.g. ä becomes ae), you can write ss in place of ß and everybody knows what is meant. But as far as I'm aware, strictly adhering to orthography rules, there are no two ways to correctly spell any given word. In a letter, writing Strasse instead of Straße would not be correct, for example.
g-german SS?
Looking at the old 2012 maps (Shoots and Lake and Bank) gives me a warm feeling. The maps made back then have a Left 4 Dead 2 vibe to them where even the sunny maps have this energy vibrating from them which I always liked, coupled with the photorealistic textures of the player models I find it unique, I'll miss it.
I'm still mad that Assault and Dust were removed. Assault was so fun when you wanted a casual experience on competitive matchmaking such a fun map.
People treat assault as the worst HR map, but Agency is more t sided than assault is..
64 players on the server on cs source was fun
@Sunnysoft99 no
Window camping ftw
Assault was never removed, its still in there. Which you would know if you actually ever wanted to play assault.
As someone who likes overcast weather, I can't help but feel the atmosphere and uniqueness of some maps such as cs_office is lost. Every map has it's vibe so to say. My favorite map from cs.1.6 was de_survivor, really cool map.
New office is still overcast just… not as much… Also I hate that they removed the snow particle effect. I know they did it for the sake of “gameplay” but I mean who tf has problems playing on that map because of minor snow flake particles outside like seriously.
Office lost its charm and it’s not because of nostalgia. The gist of every cs2 map is - make it brighter, and make it less detailed.
The new maps look less artistic somehow. Even though it will be better for gameplay it feels like the maps lost most of their charm. Or rather it's just nostalgia for the older ones.
Yeah basically, the old office looks like an indie movie with it's intense contrast, blue filter, and low saturation. New office is more realistic AND more visible, so understandable why they changed it. But it invokes less emotion too.
@Iminumst Ye, it went from a stylized doomsday "Us, or them" to a realistic but badly styled CG render.
Expected when you hire a VALORANT mapper.
I'm not 100% sure what you mean with "artistic", but I personally prefer the higher saturation of CS2. Takes me back to CSS. Gone are the days of the maps looking gray/dull. I certainly won't miss them.
Office is a toss-up, though. The less saturated look does match winter better, but the sharp shadows of the buildings indicate that the sun isn't actually behind the clouds (despite the weather being snowy), so the map looks gray not because it was intentional but rather because CS;GO in general has less saturation.
@Iminumst New office is not anymore realistic than the old one. They just totally changed the time of day, weather and atmosphere for some reason
What an amazing video man. You truly are a vital pilar to the cs community. I would be happy if you made a part 2.
100%
99%
97%
96%
i love cs2 for the most part but im really, really hoping that lake and office wont look like this in the full release. the brighter lighting just looks kind of ugly to me, and kind of ruins the original vibe of the map. office definitely needs a remake, but the weather shouldnt change. lake is just not great looking but, judging by the water, most likely is just unfinished. most of the remakes are great, but there are definitely a lot of things that look different for the sake of being different.
im hoping that brightening everything for the sake of visibility wont be a theme here
good think I don't like playing lake, this is just one more reason not to do so. Shoots is much more fun and I can't wait to be able to play in this overhauled version
feedback is a large part of cs2 right now and many maps will have some changes to detail and texturing. when valve releases more beta and features… such as more maps more players can respond to the feel and look. right now new dust 2 is great so there isn’t a need to fix or complain.
There is absolutely no way that lighting is how office is supposed to look like, they must have just ported over the map with close to no changes and called it a day
Philip, you’re such a lifesaver for me, I hardly see any news about cs2, and all your hard work recently is very appreciated.
Am I the only one who feels like the "better lit" versions in cs2 just make it so much more bland removing almost all contrast and richness of color? 1:36 as an example
Yeah kinda washed out and bland. I look forward to seeing completely new maps being made by the community though.
i agree
As someone partially colorblind, for my eyes, the visibility has somewhat improved. I don't know how annoying/bland it is for people with better color vision, but I appreciate the change.
Agree, it looks all washed out and more like a cartoon, not really like CS game
Because there's very little ambient occlusion in cs2
I kinda liked how shortdust kept the old style of dust, even though it is objectively worse I liked how it differentiated the 2 maps
i love office, im so thankful they barely touched it. but i really hope they bring back the overcast and snow, thats part of what made it so special to me
Most of the maps have completely lost their charm, and I while I understand improving lighting for gameplay, it's gone too far in some cases (Lake, Office, Shoots). I'm hoping this is a result of the game still being in a beta phase, with general art and atmosphere improvements coming later. Some CS:GO maps look considerably better than their Source 2 counterpart, which absolutely shouldn't be happening imho. Awesome map overview, Phillip.
congrats on 1mil, much deserved after years of being the goat of CS:GO patch notes
he was at 1 mil like 2 years ago
@21 N00BS quite concerning
@dudis but his views are pretty consistent
Oh i haven't liked the sun change on Office, it had kinda of a gritty urban feel, now its just yet another Dust2 sunny day
totally agree. Some maps should stay more gritty and dark - i dont like that every CS2 map seems exactly the same: blue sky, sunny day. Looking forward to Map Making Tools
They should make it green so you can pretend to be Neo escaping his office
@Justin Fr. I once made a map in CSGO and added a green hue to the sunlight. Me and my friends would pick deagles or duals and fought like we were in the Matrix.
3:35 that Tetris line just made me realize how young games as we know it really are and how far theve came in a short amount of time
Can’t wait to see how they remaster 2fort for new CSGO, it was my favourite map back in the day, even if never made it into comp rotation, and I’d love to see it with source 2 lighting
@turms source 2 roblox*
@Snrub Eh, it's way more advanced than roblox, it's more of a mashup of Unity and Gmod, especially gmod now that it has addons
@Tariq Rahim its a matchup of source 2 and Gmod*
I'm really interested how the achievements transfer to cs2. Will they be revamped? Or will they be just even more unachievable without some serious file switching?
CS:S office brings back so many fun memories, it wasn't even remotely balanced but I loved the tension of that map, checking every corner for lurking threats as you crept closer and closer to that hostage room.
Could it be possible that some of these maps, like Office for example, might still be getting further changes? Cause in the reveal video they showed what looked like a completely remade inferno, but then the image of inferno going around along with these other ones just looks like a direct port, implying that maybe it's still subject to change. Of course it could alternatively just be that different parts of Inferno will get more changes than others, so we'll see, but it's exciting to think maybe some of the ones that just look like they're directly ported could maybe change more in the future.
yeah I was thinking that
What's most likely is the Inferno overhaul is still in the works, and will not be available with the launch of the game. Expect it to drop near the end of this year. Valve only showed a single shot of the overhaul of Inferno in their preview videos. Back when the overhauls of Nuke and Train were in the works, they were given sneak previews of just one section of the maps on update pages in a similar manner.
I might have a guess as to what's going on with the aerial at 2:50
Source 1 does not apply Anti Aliasing to $alphatest cutout materials. Maybe they fixed this in source 2? So what you are seeing in the screenshot it just $alphatest cutout material but with AA applied to it. (4k with 8xAA means the AA buffer is 17280x30720. Pretty huge.)
Ben Golus has a fantastic article on the topic called "Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"
What I'm really disappointed about is that in the name of multiplayer competitiveness/visibility, Valve totally butchered map's baked indirect shadows(AO), making everything feels like floating in the air. Half-life Alyx showed us that Source 2's GI solution is perfectly fine dealing with these large scale indirect shadows, it's a shame of seeing it got tuned way down to barely existing in CS2.
Please do more of this I really wanna see your thoughts on Nuke and Inferno, they seemed to have changed a lot! Or at least Inferno has
Keep in mind we mind still see a lot of optimizations in CS2 and that the detail level can still be reduced by a lot over distances and in non-visible parts of the map. Currently it doesnt seem really optimized for performance at all.
me and my brothers used to watch you a lot together, i wasn't old enough to have a PC back then but i liked watching them play and watch you, i'm 20 this year and your voice still hasn't changed, your one of the csgo channels i actually enjoy watching
5:11 have to say i really like this bit of music, it always fits so well with your videos and it's beautiful little details going on behind the melody.
I miss snowy maps like Subzero and Austria, even Royal, I hope we can get one of these back. From the maps we've seen so far, I'm very curious about Overpass, Inferno and Italy, these appear to be looking great. Italy, not that most people would care about it, seems to have a change in layout. In the video, there seems to be a passageway from the tunnel to the middle area. Some layout changes in other maps could be refreshing as well (like changing Cobblestone BACK to when it was nice? Valve pls fix).
I’d love to hear more!!! What are your thoughts on the less gritty and more vibrant art style for cs2, especially on maps like overpass?
this is definitely a map comparison
And it also one of the ones of all time
Source?
My source is that it's a map comparison
@Squirrel productions 2
@Squirrel productions no, source 2.
I think the biggest reason they've kept Office pretty much unchanged is because they know most people playing it aren't doing it competitively, they play it for nostalgia.
At 6:10 this is the new vis3(if I remember correctly) they were adding to s2, this was mentioned in the game s&box's development blog using s2 (in case anyone was curious as to how it's working)
It would be great to see more map screenshot comparisons, but I think it's more important for you to release the quality comparison one first
In the CS2 trailers (iirc the one about porting the maps) there is a shot of ancient t-spawn if anyone is desperate to know if the water in motion looks like.
cs_office is gonna be interesting with the new smokes. Since the current meta is to smoke off entrances and wait until the last minute of the match for the cts to push.
😂
Office is gonna be a bit more fun I think. It's always been fun but now it's less of a waiting game
Office is going to be madness. I can't wait. Being able to clear smokes is going to buff CT side pretty heavily. Pushing against full util will actually be possible without having to wait for 5 smokes to clear.
No way😱😱 office got buffed!! It might actually be fun to play now
That extra 3 seconds will stack pretty nastily. Blowing smoke with a he will probably not help as negev spam will keep you from pushing during that small window. Getting 3-4 rounds ct side could be considered a “won” half
I admire the time u spend making these videos with all these details
This was loads of fun, didn't release they were going to be changing so many maps. Keep it up!
Congrats on a mill! I genuinely would not gib two craps if you just talked about differences between the old and c2 maps. Thanks you king.
cs_office has a VERY different game flow due to geometry changes in the various versions. you can feel a huge difference in gameplay because of the minimal amount of powerful positions. this is in each version. css had the best powerful positions.
Very interesting analysis, definitely interested in another one of these !
Please keep campaigning for an Office remake. I love Office so much!
I like the idea of keeping Office like a CS map time capsule
The shiny floors really give away the lack of ssr or RT. Ssr might look messy without TAA (which would be a bad fit for cs anyway) and RT would allow players with good pc's to see round corners which can't happen.
It would be nice if valve used planar reflections more freely for areas with large flat floors though
"would allow players with good pc's to see round corners"
Well, the solution to that would be to only calculate reflections for static props and level geometry. In fact Source /ONE/ already does this *for it's lighting, not reflections. It just does all the ray tracing at the time of level generation instead of in real time. It allows the lighting to look way better than a 20 year old game engine has any right to, but it also makes it take like 4 hours to properly compile a single map. Real time ray tracing would make map generation way faster and make the game look a lot better, but of course it would tank performance, so I doubt many people would prefer it to the pre-generated ray tracing from the original Source.
@RSFArocks VRAD is radiosity only. You won't get proper reflections from it.
Also: I don't see a problem with shiny floors as of now. For most areas where there would be shiny floors(indoors), you can use parallax corrected cubemaps perfectly fine.
@RSFArocks Source 1 does not ray trace reflections, only lighting, which is what source 2 does as well. You can not pre-bake a reflection in any way other than cubemaps. Source 1 used planar reflections, with different graphic settings reflecting more or less of the world. I see no reason Source 2 can't do planar reflections like Source 1, its still a forward renderer, and its not relying on any screen space effects.
@RSFArocks many games use pre rendered raytracing for global illumination, it's why so many games moved away from dynamic environments and towards static worlds. The less that moves, the more you can rely on pre baked RT.
There are a few limitations of pre baked RT besides being static:
- It has to be saved in textures which can't be tiled and are low resolution
- long build times for maps as you mentioned
- it doesn't work for reflections AT ALL. Reflections change based on camera position so have to be calculated on the fly. Hence the existence of cubemaps.
You do make a good point though. Players, smokes, any dynamic elements could be removed from the bvh structure and not be rendered in an RT reflection
I can fit lots of to letter words in my comebt to ab be rt po an qu ti no
Please cover more of the images we've been given. I can't get enough of these analysis.
I would definitely like to see more of this
5:48 i dont think that it was a mistake, in Mirage during the trailer it's noticeable too that the crates now have a smooth low resolution texture... maybe they forgot to add the Detail Textures
Could be because Source 2 has this thing with textures where they load at lower resolutions for better performance
it's very evident if you first boot up HLA's S2FM
Valorant influence maybe?
You can get away with a lot by simply improving a lower resolution texture instead of simply increase the resolution hoping it to make it stand out better
Hopefully that's their kind of approach
Ancient bein the last map added is crazy to me bc it feels like it’s been there for forever
I couldn't believe that picture of the Shoots rework when I first saw it, didn't even recognise it. Can't wait to see more maps added to the beta
I think it's interesting that Shoots took the Aztec/Jungle look, because the old "Pirate" T faction present on the map as the default Ts was consolidated into Guerilla Warfare during Riptide.
If you ever want to continue your series on "updated player models" you should know that most if not all factions were actually updated, but instead of changing the default skins they got slight unique variations and sold as agents.
By looking at the ragdolls you spawned I can infer that old 2012 player models are not present in CS2, so they might all finally get their proper update this summer!
Hope this comment finds its way through this sea.
I kinda love that one of the first maps I was playing in CS:S back in 2004 as a 13 year old is basically the same in CS2 now in my 30s haha.
I’m sure they’ll redo it at some point. And i hope that they just do whatever people who play office these days would prefer. But for now, even though I don’t play it, it’s nice having a portal to the past.
i will really miss the gritty feeling the og csgo map versions gave off. the new ones all look so tidied up and colorful.
3:30 Facepunch made their own Office remake in S&box and it looks amazing
I recently had a job interview and I was very nervous, even after the interview. Man, your videos totally bright my day haha, can't wait to see what Valve's gonna do next! Hope you can do a full map comparison when CS2 gets officially released!
Here's hoping you get the job bud
cannot give phil enough
In CS:GO (and other Source 1 games) all maps HAD to be enclosed for visibility calculations, which also led to invisible walls above maps where smokes can't be thrown. It appears Source 2 works differently.
I hope they figure out a way to keep the original color theme of the map while improving the visibility. So far every map feels like the same just with different assets.
I hope Valve watches this because you had some very very good points about the lighting being all the same etc
idk why but i love old short dust and the blue dust 1 and 2. they just hit different
As a Lake main I can tell you that the new lake lukes beuatiful. The dark corners in basement are brightened up and you can see through the windows much easier from the outside.
As someone who's 300 hours of playtime in this game is only arms race, I'm excited for all the arms race maps. HOPEFULLY there is still a playerbase on those maps this time.
Would be amazing if they added weather effects like rain, lightning, fog etc
sad about Office losing it's gloom but besides Lake's water I like the new beachier feel with the nice blue skies. The evening/dusk setting was great for a lot of these maps like Baggage but it felt like an excuse to make things unreasonably dark. Office's weather gives it meaning whereas Baggage is dark because industrial, which shouldn't be inherently true.
Most of the maps would look better with a straight port of the new lighting systems but they need to figure out how to align this with the mood of a given map more specifically
I love juicy and nitpicky comparisons. Can’t wait for your future CS2 vids.
Philip changes our life, our perspective, the way we feel about Counter Stirik. His knowledge only empowers us to keep playing and pushing, even if its B. Thank you God
Yes, I also love to play this Counter Stirik game
Gotta agree with your take on lake, I want the light to be more orange-y/yelllowish like the old one, kinda like dusk or dawn sunlight
i liked it
The lighting techniques seem miles better, especially with less overly harsh lighting, but some of the maps have taken a hit to the atmosphere and moodiness of their lighting. I do believe, however, that that could be corrected while still preserving readability and the technical level of the lighting.
Great comparison! I really like the new look but i still feel like it way too cartoony. I understand its for visibility but still
The wood downgrade at 5:48 is a little worrying. It does seem like they are making the game look less photorealistic and more cartoony.
Baggage was done right for sure. Redesigned for visibility, but also made more visually appealing in my mind
Hope that we get to play and explore the reworked overpass soon.
Are we sure every screenshot is really showing the version of the map we will be getting at the release of CS2? There are also screenshots of the current Inferno ported to CS2 and it looks the same as in CSGO, but a new and reworked version was hinted at in the CS2 trailers (hidden in the Italy footage). So maybe they have been working on reworks of older maps like Office as well and the screenshots are just left overs in the gamefiles from older CS2 versions?
Honestly, a lot of the CS:GO shots look a lot better IMO than the CS2 shots. Like a lot of modern games Valve is going for flatter textures than realistic, messy ones with CS2, and so even with the great lighting improvements it has a more "gamey" look to it. Also doesn't help that they seem to be strategically removing any moodiness from the maps, like Office to me looks far cooler to me with the overcast and falling snow.
Fun Fact: The Lake map is actually a flip on Left 4 Dead's Death Toll Map 5 (The Boathouse). Plenty of maps in CSGO are flips on L4D1/2 maps!
What do you use to compare both images? And is there a way (on said program) to compare video?
I cant wait for them to release more maps so I can watch 3kliks finding new cool things on them
Please do the other maps if you can, thank you!
Real question is, do we still have the anarchists in CS2 as they have basically ONLY ever been used for Office in terms of official maps for CS:GO
I'd love to see a female anarchist skin
@Aidar O' Sullivan why? What do you expect from it?
@Wildfire悪魔 Visual pleasure
@Aidar O' Sullivan xD
Because it's better than having Phoenix Connexion or L33t crew in every single map.
I love office so much, I really want to see an overhaul of it
I love office too
@ububububu bubububub nice same
I don't play CS:GO at all, and honestly most likely won't play CS2 ever (I usually get demolished playing even in casual, so it makes it hard to wanna get better) but I really enjoy these videos, because I can barely know anything about CS:GO/CS:S etc. and still come out feeling entertained, and like I learned something awesome. Honestly, this is the only CS channel I watch for that reason.
How’d you get the flags to line up so perfectly on the office comparison shots?
From the trailers it looked like they updated CS Italy map with new route from long halls to middle.
Office is untouched but they needed to make some changes in textures and remove some hiding spots
its amazing how you matched the map screenshot at a pixel level
They done ruined Shoots, Lake and Office bro aint no way
The one thing I'm curious about in CS2 is what sort of new anti-cheat solutions will Valve bring ? I totally understand they don't want to be too open about it but I'll remain skeptical until CS2 is actually out and we get some feedback.
The issue that I have with CS2 is that most of the maps will have the same color grading and brightness. I don't know man but CSGO maps have like their own lighting, color grading, etc.
In CS2 every map is too bright for my liking and the overuse of the blueish theme is overkill. Valve wants to improve visibility but there could be another way.
I am surprised you didn't cover the spawn area from baggage. It looked super real to me and i had to pause the video during my reaction just to take it all in.
Philip when you said 'if you are interested in this kind of content' I wanted to reach through the screen and grab you by your collar! 😂 this is exactly the content I love you to do and it seems like you like it too so - yes - please more of this! 💪🏼
this is what I’m excited for phillip to discuss when CS2 came out coz when I saw overpass on the trailer, I thought nothing has changed but when I compared it when I was playing, a lot has been different.
@7:45 That's not blue and orange! It's blue and yellow! Simple test: does it look more like the color of a banana, or an orange? Granted, there's a little rust on there that adds a little reddish/brown but it's definitely lellow, as the small children say. I can't imagine what *yellow* must look like to you!
thought i was going crazy when he said that was orange. Or maybe.. we are crazy??
I am really looking forward to the Community maps thought, it is really exciting for me
Imagine maps with multiple weather conditions instead of a bland blue sky. Now that would be something.
I think with everything being sunny they're focusing way more on the visibility aspect than aestethics.
I appreciate these kind of videos, thank you!!
Ok this is insane. As a casual (1000 hours cs:go) I went on the website and checked out all the new infos we got and instantly thought as well that it feels like stuff just was made brighter but sometimes also has less textures. Getting confirmed by someone who knows nearly everything in and about cs makes me wonder how good the update really will be and how much work valve really put into cs2.
Source 1: everything is blue-greyish
Source 2: everything is bright
completely unrealted to the comparison but these map before and after always give me a sense of nostalgia for spot the difference puzzle i used to do as a kid
Huh...I think I like a lot of the GSGO maps more, visually. I like the grittier look, the more contrast-y lighting. It's more moody and has more atmosphere. And the architecture in the old Short Dust, with the domed rooves and more elaborate decorations looks better imo, new dust looks more generic and bland. But they ARE all more readable...
I want to see valve turn mirage into the first night time map in competitive play. They could use flashlights and super dark areas to show off source 2 lighting in a different way than these hyper bright maps do.
that'd be fun, it'd probably have to be casual though because a lot of competitive players don't like things like that