Counter-Strike: Global Offensive Message Board older than one year ago

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Posted by Valve Dec 04 2012 00:37 GMT
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Release Notes for 12/3/2012

[ MISC ]

-&nbspIn addition to TKing, you can now be kicked/banned in two different ways for team hurting:
 &nbsp-&nbspFor doing an unusual amount of damage in a short amount of time.
 &nbsp-&nbspFor doing an excessive amount of team damage over the course of the match.
-&nbspPartial inferno extinguishing now properly puts out flamelets.
-&nbspMolly/Inc Grenade fire now goes out slightly faster when extinguished and updated the overall effects a bit.
-&nbspFixed an edge case where the alerts panel would show on round start for a frame.
-&nbspChanged default tv_delay to 10s.
-&nbspChanged default tv_delaymapchange to 1. This postpones the post-match level change by the tv_delay amount to ensure that the broadcast to GOTV clients is complete. NOTE: Manually quitting the server or changing the level while the broadcast is still ongoing will kill the feed to all GOTV relays and GOTV clients and your spectators will miss the end of the match. It's best to let the system's timer run out on its own or wait for as many seconds as you have tv_delay set for.
-&nbspReplaced hard-coded 'E' observer use command with '+use'
-&nbspTweaked autodirector based on feedback.
-&nbspAdded item purchases to server log.
-&nbspDecoy grenade changes
 &nbsp-&nbspReduced price to $50.
 &nbsp-&nbspReduced fire rate and extended life span to make it less identifiable as a decoy.
 &nbsp-&nbspPhysically looks more like a flashbang to allow fakes.
-&nbspFixed assists displaying the assister's name twice in the server log.
-&nbspReduced default value of sv_clockcorrection_msecs to 30 and whitelisted the convar (thanks J3di)
-&nbspReorganized net_graph options:
 &nbsp-&nbsp0: off
 &nbsp-&nbsp1: Competitively allowable data.
 &nbsp-&nbsp2: Additional In/Out data.
 &nbsp-&nbsp3: Additional real-time graphing.
-&nbspAdded net_graph to convars restricted by sv_competitive_minspec ( allowable values are 0 and 1 )
-&nbspValve can now assign official violations cooldown to accounts
-&nbspAdded a game server convar sv_kick_players_with_cooldown (default=1)
 &nbsp-&nbsp0: allow all players to play on game server
 &nbsp-&nbsp1: kick players with official assigned violation
 &nbsp-&nbsp2: kick players with any competitive cooldown

Posted by Valve Nov 17 2012 01:48 GMT
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Release Notes for 11/16/2012

[ MISC ]

-&nbspEliminated the vignette effect from the scoreboard.
-&nbspScoreboard has been narrowed.
-&nbspSmoke grenade visibility on the edges of smokes has been adjusted to obscure vision less.
-&nbspImproved some cases of particle sorting between smoke and molotovs and other particle systems.
-&nbspAdjusted the loser bonus for Terrorists when time has run out. Surviving Terrorists get no income, but dead teammates receive a normal payout.
-&nbspRemoved match start and round end info panel animation sfx.

Posted by Valve Nov 16 2012 00:21 GMT
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Release Notes for 11/15/2012

[ GOTV ]
-&nbspAs a GOTV client spectator, the flangbang effect from first person is now reduced a bit and there is now text that says "(BLINDED)"
-&nbspFixed overhead targetIDs not showing sometimes when spectating with XRay mode on.
-&nbspAdded a convar "cl_teamid_overhead_maxdist_spec" that can set the max distance overhead TargetIDs will show up when spectating
-&nbspChanged player target selection input from hardcoded number keys to keys bound to "slotN" commands.
-&nbspChanged X-Ray toggle key from hardcoded 'X' to whatever is bound for "radio2", which defaults to 'X'.
-&nbspFixed health/armor/ammo of the spectated target not being displayed as a GOTV client.
-&nbspMade bomb visible in GOTV clients' map overview at all times.
-&nbspFixed money not showing up in GOTV scoreboard for either teams.
-&nbspFixed flashbang effect flash retriggering when changing spectator target.
-&nbspFixed missing winpanel when GOTV spectating.
-&nbspRevised GOTV autodirector behavior.

[ MISC ]
-&nbspRepacked content to reduce CS:GO disk usage from 6GB to 4.8GB.
-&nbspImplemented separate sound for distant grenade explosions to make the distance easier to gauge. Sound crossfades near and distance sound between 800 and 2800 units.
-&nbspReduced audible distance of scope zoom.
-&nbspFire devices have been modified ( Molotovs and incendiary grenades ):
 &nbsp-&nbspFire can now be extinguished by smoke grenades and deployed smokes now deny fire device detonation and spreading.
 &nbsp-&nbspFire now spreads a bit faster and not quite as far.
 &nbsp-&nbspFire "tagging" slowdown has been removed.
 &nbsp-&nbspAdjusted fire armor penetration value.
-&nbspFixed Terrorists getting loser bonus payout for running down the clock. Now Terrorists get no income if the round timer runs out.
-&nbspArmor Penetration is now shown for weapons in the buy menu.
-&nbsp3rd person and first person default duck speed has been slightly increased.
-&nbspTapping the duck key frequently in short intervals will cause your duck to slow, but cools down very fast.
-&nbspSmoke grenade visibility inside a smoke has been reduced to give less advantage to players inside and more to players outside.
-&nbspDesign changes for Scoreboard
 &nbsp-&nbspAdded team names to scoreboard.
 &nbsp-&nbspMade score more prominent.
 &nbsp-&nbspWin banner states are now team specific.
-&nbspDesign change for win panel and alert messages.
-&nbspServer log changes:
 &nbsp-&nbspAdded xyz coordinates to messages.
 &nbsp-&nbspAdded nade messages.
 &nbsp-&nbspAdded team change messages.
 &nbsp-&nbspAdded 'assist' messages.
-&nbspFixed a case of loss of mouse and keyboard input.
-&nbspServer browser filter settings are now saved.
-&nbspBig Picture Support
 &nbsp-&nbspFixed not being able to dismiss server browser dialog with controller.
 &nbsp-&nbspAdded ability to disable all controllers.

Thanks to the following for input on the balance changes:
NiP, Ubinited, Team ALTERNATE, Area51, Mousesports, Anexis, FM.TOXiC, VeryGames, regnaM.

Posted by Rock, Paper, Shotgun Nov 02 2012 09:00 GMT
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Given that you’ve paddled your browser over to this isle of the vast Internet ocean, I feel fairly safe in assuming that you’re a PC gamer. Therefore, you have – presumably, in some form or another – played Counter-Strike at some point in your life. But maybe that was back in ye olde futureyear of 2000, or perhaps you gave Source a go around the time Half-Life 2 came out. So along comes this newfangled “Global Offensive” thingamawhatsit, and naturally, you’re suspicious. I mean, what if they replaced all the guns with bottles of Mountain Dew? Or maybe Valve turned the series into a piece of postmodernist art, with us taking the role of a deeply contemplative bomb forced to witness the futile conflicts of man. These are very legitimate concerns, but this weekend, you can find out whether or not they hold any water. For free!

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Posted by Valve Oct 30 2012 21:01 GMT
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Release Notes for 10/30/2012

[ MINOR FIXES ]

- GOTV relays now support up to 255 spectators per relay.
- Fixed a crash when connecting to a GOTV relay.
- Fixed tv_relaypassword.
- Added GOTV viewer count to the scoreboard.
- Improved highlighting of selected player for spectator.
- Fixed call vote panel showing an uninitialized button in some cases.

Posted by Valve Oct 06 2012 00:58 GMT
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[ Minor Fixes ]

* All information required to reconnect to a competitive match is now also saved to a file on disk so that disconnected players could reconnect sooner to their ongoing game on the official dedicated game server even before connectivity with matchmaking servers is established.
* Increased grace period for disconnected players to 3 minutes.
* Message that refers to disconnected player now uses player's name rather than the generic term 'player.'
* Fixed the alerts panel not showing alerts consistently
* Made vote panel display whether you voted yes or no as well as flash each choice as people vote
* If a vote is team only (like a 'kick') then the other team will now see that a vote is in progress.

YouTube
Posted by Kotaku Oct 05 2012 17:30 GMT
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#watchthis I guess it's what all the cool bots are doing these days. That, or they're reenacting Lemmings, as the video's music will imply. More »

Posted by Valve Oct 04 2012 01:15 GMT
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Release Notes for 10/3/2012


[ Minor Fixes ]

Matchmaking
-Added a vote to continue playing competitive match with bots after a human player abandons the match, unanimous agreement of remaining human players is required to continue playing with bots.
-Reduced time required for confirming match when searching for competitive players and servers.
-Improved overall search times in competitive queue mode.
-Added a client message when the wamup period ends.
-Extended competitive match warmup period to 90 seconds.
-Message of the day will automatically dismiss itself when competitive match starts.
-Added an explanation to competitive cooldown timer for clients.
-Added a condition to apply competitive cooldown to players who have disconnected from the match.
-Implemented scaling cooldown periods for repeat incidences.

Vertigo
-Rearranged props below the boost-up ladder to prevent players jumping onto the ladder without boosting
-Clipped off various tiny ledges
-Made small props protruding from walls non-solid
-Fixed visible nodraw in ceiling hole

Misc
-Fixed a long standing bug where you could lose mouse input when you got to the team select screen.
-Fixed a bug where the color correction during freeze time did not account for the players also being invulnerable during the new warmup - this fixed the CC gap at the start.
-Fixed some bugs relating to the warmup notification not reliably showing for late joiners.
-The chat now displays when the warmup has ended, just like when it is in progress.

Posted by Rock, Paper, Shotgun Oct 02 2012 10:00 GMT
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Did you think you’d login to Counter-Strike: Global Offensive today and find everything safe and sound – just where you left it? Well think again. And now you’re thinking things will be only slightly off – maybe a weapon stat turned on its side and a terrorist’s vest left slightly ajar? Well, think a second time. The latest update adds two new maps, makes “a wide range of fixes,” and completely overhauls Classic Competitive mode’s matchmaking.

(more…)


Posted by Valve Oct 01 2012 19:48 GMT
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[ NEW FEATURES AND CONTENT ]
-Replaced Competitive mode "Join in Progress" matchmaking system with "Queued" matchmaking.
  &nbsp-Searching for a Competitive game, either from "Find a Game" or "Play with Friends," will enter the player/s ( between 1 and 5 ) into a waiting queue. Once 10 compatible players are found then the game will begin.
  &nbsp-Players that disconnect from a match can reconnect to it from the main menu or abandon it. Abandoning a game will result in a cooldown period during which no new competitive match can be joined.
  &nbsp-Note: Elo will be recalibrated for the new matchmaking system over the coming weeks.
-New maps:
  &nbsp-de_vertigo is now available for Classic Casual and Classic Competitive.
  &nbsp-ar_monastery is now available for Arms Race.

[ MINOR FIXES ]

-Weapon changes:
  &nbsp-Reduced p90 kill award from 300% of default to 200%.
  &nbsp-Reduced other SMG kill awards from 300% of default to 200%.
  &nbsp-Increased Bizon kill award from default to 200%.
  &nbsp-Reduced all shotguns' price by 300.
-Guns are now considered "reloaded" at the point during the reload animation in which they visually appear to be reloaded - this allows you to switch away from a gun after the new magazine has been entered without having to wait until the whole reload animation has finished * the weapon refire delay after starting a reload is not affected.
-Fixed HUD not showing during demo playback.
-Changes to Matchmaking Lobby
  &nbsp-Removed global Join Button and added Join Buttons for individual friends in the Invite Friends section.
  &nbsp-Join state is now visible when you browse the friends list.
  &nbsp-Removed global Steam Profile button and added ability to click on any avatar image to see Steam Profile.
  &nbsp-Removed global Invite Button and added Invite Buttons for individual friends in the Invite Friends section.
-Added new feature section to the main menu
-Fixed issue that caused doors and other "pusher" entities to move at the wrong speed when the tick rate was > 64 Hz.
-Fixed post-process blur effect getting enabled (and left on) during demo playback if the player invoked the buy menu.
-Fixed MOTD on OSX.
-Fixed scoreboard getting stuck in toggle mode after halftime sometimes.
-Fixed ability to connect to community servers using server browser from in*game pause menu.
-Fixed exploit where models could be subsituted via a hardware performance setting.
-Fixed memory corruption related to bots cleaning up their occupied nav areas.
-Fixed spectator glow materials not being precached.
-Resolved several minor bugs to clean up console spew on launch and map load.
-Fixed a crash associated with targetIDs and the sv_competitive_official_5v5 convar.
-Votes that match or exceed the number needed to succeed now end the vote early instead of waiting for the timer to expire.
-The radar now displays when a player or bomb is above and below you.
-Reduced the aim punch that happens when shot in arms and legs as well as in the chest/stomach when wearing chest armor.
-Slightly increased the velocity boost grenades get when thrown by moving players.
-Fixed in-game voice chat not working with some microphones on OSX.
-Added convars mp_teamname_t and mp_teamname_ct that allow overriding team names on the scoreboard.
-Fixed grenade bounce being significantly reduced when tossed at the ground at most angles.
-Fixed not being able to vote when spectating/observing or when the scoreboard was up.
-Changes to warmup period:
  &nbsp-Players now respawn in the warmup period.
  &nbsp-Warmup periods now only end when the warmup time expires.
  &nbsp-Warmup period no longer allows friendly fire.
-The community server browser warning pop*up can now be dismissed and told to never show again.
-There is now a visual and audible change in place of the silence on planted c4 when its about to explode.
-Fixed the medals on the main menu showing the wrong categories.
-The Buy Previous hotkey in the buy menu now only buys things that you purchased in the previous round.
-Fixed an exploit that let players infinitely spawn golden knives.
-Fixed a case where if all players on both teams had the same clan team name the were considered on the same team.
-Fixed a crash on startup when launching a game by joining a game server from Steam.

Posted by Valve Sep 14 2012 21:53 GMT
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Release Notes for 9/14/2012

[ GAME ]
- Added third-person gunshot flinch reaction animations for all players
- Molotovs and incendiary grenades now explode in mid air if they haven't touched the ground after a small amount of time has passed
- Molotovs and incendiary grenades now no longer throw shorter than the other grenade types
- Fixed grenades bouncing really high if you threw them straight at the ground
- Fixed grenades that don't have a timer (like the smoke) not detonating if they found a spot to continually bounce and not touch what was considered "the ground"
- Fixed a bug in bullet penetration where a bullet would penetrate walls much thicker than intended when the first brush the bullet hit was a detail brush.
- Fixed a rare case when server reservation would not load correct map on official servers
- Flipped MP7 viewmodel fire selector from safety to full-auto

[ UI ]
- Fixed spectator glows not updating state often enough which could allow glows to show at the wrong time
- Fixed player target ID names not showing properly in some cases when observing/spectating
- Fixed the spectator UI showing in Arms Race
- Fixed player not auto observing their killer after the death camera if no bot was available to take over
- Fixed round in spectator screen not updating if you connected mid round
- If all players on a team share the same team tag, the scoreboard and spectator team names will display the players' team name (steam group name)
- Improved rendering performance of text UI elements

[ COMMUNITY ]
- Added default loading screen for direct connects and custom maps that shows loading progress
- Fixed server console say command to deliver text to all connected clients
- sv_password can now be set on community dedicated servers when they have no players connected and will be enforced.
- Matchmaking: blocking relationships do not prevent direct server joins, they only filter during matchmaking
- sv_pure: VPK files contain the necessary hashes so the dedicated servers do not need to compute them at startup but can be checked with the command sv_pure_checkvpk

Posted by Joystiq Aug 28 2012 22:00 GMT
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At a certain point, developer Valve became the new Capcom and Counter-Strike became its Street Fighter 2. Rather than take the series in a completely new direction, Valve has decided instead to make adjustments to the series over time and release it in various versions across multiple platforms throughout the years.

What has worked in the past - and works again here - is that these adjustments never bump up against the franchise's key element: the simple culture of good versus evil. It's terrorists versus counter-terrorists, and that's it. There's a simplicity to the formula that modern multiplayer shooters have recoiled from. Today, it's all about progression of the individual player, which often pushes them away from what should be a team-oriented experience. Counter-Strike has always nailed the team dynamic, because going it alone is a much riskier proposition when a single spawn is in the balance.

There are certainly some new elements in Counter-Strike: Global Offensive, but they are based on classic components found in Counter-Strike's culture.

Posted by IGN Aug 28 2012 00:30 GMT
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We dig deep into Valve's latest multiplayer release. Is it a modern classic?

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Posted by Joystiq Aug 25 2012 23:00 GMT
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The new Counter-Strike: Global Offensive has a few old Counter-Strike maps included, and that's just fine, given that it's all in the same franchise. But Webzen's free-to-play shooter Arctic Combat has apparently taken some inspiration from Valve's classic as well. PC Gamer notes in the video above that the "Sand Storm" map, included with the game, bears a striking similarity to de_dust2, a map that any CS player will immediately recognize.

As PC Gamer says, a few of the dimensions are off and a few crates have been moved, but from that opening spawn ramp down to the middle chokepoint and the side hallway, there's no question this is a very familiar map. Arctic Combat is currently in closed beta, though once Valve catches word of this, you might not see "Sand Storm" playable any longer.

Posted by PlayStation Blog Aug 24 2012 19:01 GMT
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The clock is ticking — our summer PSN PLAY promotion is coming to a close very soon, but there’s still time to take advantage of it. Purchase titles from our PLAY lineup through August 27th and you’ll be eligible for PSN vouchers of varying amounts, depending on how many you get. Buying two games nets you $3, three games, $6 and if you grab all four titles you get $10 back in your PSN wallet.

7544036290_d2ab5f4d41_z.jpg

The game offerings are quite enticing – there’s our new No. 1 selling PSN game for PS Vita, Sound Shapes (which comes with its PS3 version at no additional charge), indie darling Papo & Yo, fan-favorite Counter-Strike: Global Offensive and the action-packed Expendables 2 Videogame.

As an added bonus, PlayStation Plus members can still nab Counter Strike: Global Offensive for 20% off the retail price. To learn more about PSN PLAY and the rest of the games available on PlayStation Network, click here.

If you want more information on the games included in the promotion, look no further:

Counter-Strike: Global Offensive (PS3)

CounterStrikeGO_Title_thumb_EN.jpeg One of the gaming world’s most celebrated first-person shooter series makes its way to PSN with Counter-Strike: Global Offensive, offering an updated take on the tried-and-true objective-based gameplay. Pitting teams of counter-terrorists against terrorists, Global Offensive features a number of classic game types like Bomb Diffusal and Hostage Rescue, and introduces two new modes: Arms Race and Demolition. Up to 10 players can engage in online matches, and the game also supports PlayStation Move, giving players a brand new way to experience the classic Counter-Strike gameplay.

Sound Shapes (PS3/PS Vita)

SoundShapes_title_thumb_ALL.jpeg Play, Compose and Share in a unique take on the classic sidescrolling platformer where your actions make the music. Play through a unique campaign that fuses music and artwork into a classic 2D platformer featuring artwork by Pixeljam, Capy, Superbrothers and more, with music by Beck, Jim Guthrie and Deadmau5. Additionally, Sound Shapes is a Cross-Buy title, so you only need to purchase it once in order to get the game for both PSN and PS Vita. Create and upload your levels on either platform for others to download and remix on their own.

Papo & Yo (PS3)

papoandyo_UPDATED_title_thumb_ALL.jpeg PSN exclusive indie game Papo & Yo tells the story of a young boy, Quico, and his best friend, Monster. Taking place in a dreamlike world inspired by South American favelas, Papo & Yo entices players to explore and solve puzzles as Quico, while simultaneously preventing Monster from eating poisonous frogs, which throws him into an uncontrollable rage.

The Expendables 2 Videogame (PS3)

Expendables2_Title_thumb_ALL.jpeg The latest and most explosive co-op action shoot’em up title coming to PSN, based on the popular movie franchise this game leads players right into the upcoming The Expendables 2 movie. The story begins when four Expendables (Barney, Gunner, Caesar and Yin Yang) are hired to rescue an extremely valuable, kidnapped Chinese billionaire. Featuring vehicular combat, four-player co-op story and challenge modes, and a wealth of exotic locales, The Expendables 2 Videogame offers everything an action-game fan could want.

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Posted by Giant Bomb Aug 24 2012 13:00 GMT
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Brad and his elite squad of... well, Jeff and Drew, embark on a daring mission to shoot butts.

Posted by Valve Aug 23 2012 22:24 GMT
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Release notes for 8/23 Update

[ Gameplay ]
- Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately.
- Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage.
- Increased amount of tagging that results from hits.

[ Bugs ]
- Fixed the scoreboard turning toggleable in the end match state.
- fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state.
- Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking.
- Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.

[ Community ]
- Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0.
- Exposed mp_forcecamera convar.
- Exposed set of server hibernate convars.
- Fixed code that was preventing mapper-placed weapons.

YouTube
Posted by Kotaku Aug 22 2012 21:00 GMT
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#counterstrike I promised you a video of the new Arms Race mode in Counter-Strike: Global Offensive, so here it is. More »

Posted by Valve Aug 22 2012 19:13 GMT
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Release notes for 8/22 Update

- Addressed some stability issues.
- Fixed perf issues when logging is enabled.

- Added a convar (cl_crosshairgap) to control the gap of the classic crosshair.
- The smoke grenade smoke is now taller so it's now more useful to use it to block places like double-doors in dust2.
- Players can no longer interrupt another player defusing the bomb by standing in between them and the bomb.
- Disabled sv_pure on listen servers.
- Fixed an sv_pure bug that resulted in false inconsistent MD5s
- Increased search iterations and time delay for keeping sessions in the ignored pool. mm_ignored_sessions_reset can now reset the ignored pool.
- Fixed a case where MOTD prevents input to the team select screen.
- Fixed occasional "server is full" error when matchmaking into classic casual games.
- Fixed an exploit where a vote could be called for an invalid map.

- added some sound mix settings suggested by pros
- increased the volume of bullet impacts and ricochets
- increased the volume of 3rd person footsteps
- increased the volume of weapon foley sounds (reloads, etc.)
-decreased the volume of ambient sounds


linux
- Added steamcmd support to srcds_run. In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT
where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ )
where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt )

For information on how to create a script for steamcmd, see https://developer.valvesoftware.com/wiki/Counter- Strike:_Global_Offensive_Dedicated_Servers#Automating_SteamCmd

Posted by IGN Aug 22 2012 00:47 GMT
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Counter-Strike is out now and weve been playing it for a while. So where's the IGN verdict?

Posted by Valve Aug 21 2012 17:10 GMT
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Counter-Strike: Global Offensive is now available on Steam!

CS:GO expands on the classic team-based action gameplay that Counter-Strike pioneered. Featuring an arsenal of over 45 weapons, loads of maps, new game modes, new visuals, leaderboards, and over 165 Steam Achievements.

capsule_467x181.jpg

Posted by Rock, Paper, Shotgun Aug 21 2012 12:00 GMT
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Lamentation at the ongoing lack of a new Half-Life there might well be, but Valve sure are launching a lot of games round about now. Dota 2 is quietly infecting the brains of a small army of people with a new type of language, Team Fortress 2 has just turned into a strange, voucher-based co-op game, and Fart Cops of course continues its unassailable dominance of the game charts in China. Then there’s Counter-Strike: Global Offensive, which moves from long-running beta to A Thing That You Can Pay For And Play today. It’s pretty cheap, too – £10.79/$13.50 at the moment. Who’s playing/will be playing? I admit, I’m tempted. It’s been long years since I used to ineptly stagger around CS 1.6′s Dust in the PC Format office, but I have a certain affection for the game’s quiet viciousness. The time very much seems right for its latest rebirth.(more…)


Posted by IGN Aug 20 2012 18:00 GMT
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CS: GO releases 8/21, and to commemorate the launch Valve's released a new trailer made in its very own Source Filmmaker.

Posted by Joystiq Aug 20 2012 02:00 GMT
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In case you missed the Source Filmmaker-based teaser trailer for Counter-Strike: Global Offensive, we have the extended version right here. The game is heading to PC, Xbox 360, and PS3 this coming Tuesday, August 21.

Posted by Rock, Paper, Shotgun Aug 18 2012 12:00 GMT
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If it wasn’t already amazingly apparent, Valve is quite well-versed in the ways of moviefilm-fu. And while it may have recently offered its tools of the trade to all who would dare know their secrets, the Newellian empire is still very much the master. Case in point: a new short film promoting Counter-Strike: Global Offensive. While other games that do the whole good-guys-vs-terrorists shtick have entered into an arms race over biggest ‘splosions and who can make their flying drone swarms look like something out of a Hitchcock movie, this brief CSGO tale aims to be intimate, intense, and true to the spirit of the series. It won’t blow your mind or anything, but it’s still certainly a cut above.

(more…)


Video
Posted by Joystiq Aug 17 2012 07:26 GMT
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If this cinematic teaser for Counter-Strike: Global Offensive is any indication, both sides will shed a lot of blood when Valve's game launches on August 21.

Posted by PlayStation Blog Aug 13 2012 23:35 GMT
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Since 1999, Counter-Strike has been the standard-bearer for first-person shooters. The driving force behind competitive e-sports, Counter-Strike has showcased the talents of the most skilled FPS players around the world. Beginning August 21st, the classic action is available on PSN.

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Counter-Strike: Global Offensive brings the industry’s leading team-based action gameplay and adds new weapons, dramatically improved visual effects, and a skill-based matchmaking system to provide all players with a competitive and engaging experience.

Developing for PlayStation 3 gave us a great opportunity to take advantage of the unique qualities of the platform. For example, we’re supporting a wide range of input devices including the PlayStation Move, PlayStation Move sharp shooter, and even keyboard and mouse.

Naturally, support for these devices means that different players in the same match might be using different controllers. Players using mouse and keyboard might end up playing against players using a joystick or motion controls. Our matchmaking system allows us to support all of these input devices without disrupting the balance of the game – you’ll be matched against players who perform at your skill level, regardless of what controller you (or they) choose to use. The system maintains a separate ranking for each input device, so players should feel free to experiment with each one.

In addition to the standard classic gameplay, Counter-Strike: Global Offensive has two extra game types – Arms Race, and Demolition mode. These are fast-paced “gun progression” modes where a player begins with a certain weapon and advances through a sequence of weapons whenever they score a kill. In the Arms Race, players take part in a massive deathmatch with instant respawns, where new weapons are awarded immediately after a kill. Backstab an opponent to take them down a level, and rack up kills as you work toward the final weapon: a golden knife.

Demolition mode provides a twist on the classic bomb-planting formula. Players attack (and defend) a single bombsite armed with similar starting weapons. Get one kill and you’ll receive a new weapon in the next round. Get two or more kills in a round and you’ll be rewarded with bonus grenades. Dominate the match and get a kill in every round to reach the ultimate weapons, powerful sniper rifles!

Arms Race and Demolition mode both come with new maps designed for fast-paced gameplay. These modes provide new players with an opportunity to try out the core shooting mechanics of Counter-Strike in a fun and competitive environment, and provide veteran players with more ways to show off their skills.

As part of the PSN PLAY 2012 line-up, players will have a chance to pre-order and receive a bonus XMB theme during the week prior to launch. Counter-Strike: Global Offensive will be released on August 21st for $14.99 (PS Plus members pay $11.99).

Grab your friends, and join the action.


Posted by Rock, Paper, Shotgun Aug 08 2012 11:00 GMT
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Here are some things you could do today: You could finally read that article you’ve left in your tabs for over a week now. You could give your mum a call – just to say hi. You could pre-order Counter-Strike: Global Offensive. You could high five a stranger and tell them they look amazing. Oh, and if you do that third one, you can get the game for 10% off, and get into the beta a week before it launches.

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Posted by Kotaku Jul 10 2012 16:18 GMT
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#psn From July 24- August 27 Sony will showcase four new downloadable games for PlayStation 3 or Vita. They're not exactly exclusive, but at least three of them will probably be good (Sorry, multiplatform Expendables 2, we can't judge you yet, one way or the other. The trailer breaks it down. Buy a bunch of these games, and you'll get a discount. Papa & Yo and Sound Shapes are PlayStation exclusives; CS: Go will also be available on PC and Xbox 360. More »