What would also be great, is maps (or a game?) that utilize sound & room geometry to a greater capacity. "Church effect": room geometries where noises are echoing so badly that you can't locate the source. "Amphitheater effect": room geometries with sound-sensitive spots where you can hear what's happening on the other side of the room .. or .. ventilation shafts that carry sound and let you hear what's happening on the other end. Or rooms, in which gunfire / explosions become so boomingly loud that you can't hear anything else (instead of making these gun sounds actually deafeningly loud, your incoming voicechat is lowered in volume). Rooms with lots of metal could shield communication partially or fully, and while you're inside you cannot communicate with your teammates properly. I think it'd also be interesting, if players would go "deaf" or get tinnitus for a brief period after being too close to an explosion. Sprinting with a knife could be followed by a few seconds of audible heavy breathing. And what I'd also love to try, but that's probably pushing it too far, is: if you're close enough to an enemy player, you can hear what they're saying over com to their teammates, or at least, you can hear that they are talking, which would give a player's position away, even if they're perfectly still otherwise. If anyone reading this already knows a cs-esque competitive game with such effects, please, let me know! :)
Fun Fact: R6S originally had destructible floors in early development but since it made gameplay too chaotic the devs added metal beams to the floors and put hatches in certain parts instead
i liked the Little Big Planet music at 6:34 :) LBP was a big part of my childhood growing up (one of the main reasons I got into game development) and that gave me pleasant flashbacks filled to the brim with nostalgia
A lot of pro teams run setups on mirage that involve not breaking that vent and as someone that watches lots of pro cs, it does actually screw over flanking Ts that get behind enemy lines sometimes to the point where i think it should almost be broken less often
Someone even Anti-stratted that at one point. He found a decoy lineup that, thrown from t spawn, would land in ct spawn and bounce through the vent, breaking it.
"A box. If the map is better with the box, then the box should be there. If the map is better if the box is not there, then the box, should be removed. But can you design a box that makes the map better if the box is there AND not there, instead of there OR not there. BOOOOOXXXXXX" - TheWarOwl 2021
I think it could be implemented in a way that you can buy the sticky explosive for a specific cost and it takes up one (or more if it's too good) nade spot and it can destroy/remove very specific things on maps if you throw and explode it on them. The banana wall was a good example, it'd be very good to have very small but impactful dynamic changes on CSGO maps, it'd add an interesting mechanic for sure.
@@TheWarOwl I'd imagine you could tweak that before release, it'd not be a good idea to implement them as is, frags are just hard to land since bouncy. Could cut their damage etc. to not make it a kill item. But using frags are also good for simplicity probably.
You know that would make a great map? Having preset elements that you can break and have some already randomly broken in the beginning of the round. Another neat idea would be to have the elements that you destroyed last round broken and all the broken stuff from the round before that reset. That would actually add quite a tactical element to it, since youll have to decide in an eco e.g. if you wanna make a risky push somewhere to gain an advantage in the next regular round.
My opinion on things: 1. Cosmetic DE: Fine. Say, the top of the wall of Banana can be chipped off partially, but keeps MOSTLY the same visual outline (and 100% the same hitbox). Or just out-of-map stuff that can be wrecked without any drawbacks. 2. Bomb-Only destructive envoirement. Would be similar to point 1, but *in theory* affect gameplay (in praxis, nobody would survive the bomb anyway and if you do, it'll reset in a few seconds again). It would also give the bomb a bit more of a feeling of actually doing something instead of... being an oversized firecracker. 3. A *NEW* map with highly specifically chosen objects that can affect gameplay when they are broken down. As stated in the video, it is already a thing in a map or two with select props. Could be expanded upon for a new map. Depending how it is added, possibly even quite far, as a map-specific feature.
Idk exactly, but there is official LittleBigPlanet's (PSP edition) music website, where I believe you can find it littlebigplanet.fandom.com/wiki/LittleBigPlanet_PSP_Music
1.6 had a game mode called "breakout" where a solid wall separated teams on a small square map, the floor was made up of destructible blocks about 10 deep. It made for really interesting gameplay. Every match you would see different strategies, pathways, or sometimes we would just try to shoot out each other's floors. 1.6 is the best CS experience. It's so unique and diverse.. There's even a full port of the whole map of Mario 64... The whole game full with the enemies, obstacles and secrets. There's one called "func_vehicles" where everyone drives around running people over and shooting from moving vehicles. Even the normal scrim 5v5 matches feel simple but pure.
I like the idea of getting into cover and suddenly it’s just *gone*, because the R6S way feels like it’s not enough for me, you’d need a shotgun to do significant damage to a wall if you don’t have breach charges, I think Teardown did it better tbh since it’s voxel and all of the parts are bigger
I just had a comp match which was going to be a win from 15-7 to a draw15-15 and got I RANKED UP. AND war owl uploaded a video. My day couldn't get better.
It's the year 2055 : We have flying cars, Apple released their iPhone 39 X Pro, Rockstar finally released GTA VII, people don't need to wear masks anymore, things are going good . . But Warowl still has no closer 😔
I'm certain it could work if the maps were made to accommodate it. Stuff that forces one side to take control of a defendable area, but once they do they can gain a huge advantage with a new sight line. It'd basically be adding secondary objectives to the game. It'd be cool to see how it'd end up.
Probably the best BF4 map for destructive environments and my personal favourite is Locker, because of its generally more tight, close quarters gameplay. It means that when walls start getting blown up, you start opening the map up more, allowing for more chaos and changing the way the way the map is played. Works really well and is still one of my favourite Battlefield maps.
note re bf4 shanghai map- when that tower comes down it does change the dynamics of the map considerably: helis become FAR more dangerous & gunboats become more useful, too... also when the tower's up, it overlooks every other rooftop on the map, making roofcamping (other building's rooves) far more difficult.
Build N Shoot (previously Ace of Spades Vanilla ( not the Steam adaptation)). Was a Voxel-game where map is changed by players over 6+hours battles (you don't have to attend full match). They were building towers, tunnels, walls, trenches. Still favourite memories about game-design, although game is almost gone to the void
Asking "Should Counter-Strike Have Destructible Environments?" is to me the same as asking "Does TheWarOwl need to upload SoloQ?" The answer is a definitive Yes!
if the "destruction" would only be minor, that could work. for example, imagine not destroying a wall but you could make a small dent into the edge of the wall with melee so you could peak corner through it while having more cover (not a hole like in R6, that would be too op, but a dent)
Imo this wouldn't bring anything that interesting to the game. You'd just have awpers abusing it by scoping through dents and killing while you can't even see them yet.
this is what makes the game good. we all know the same corners and spots since the map does not change and we know how to work with them but only good player can make good use of them
The current maps obviously shouldnt get more destructible enviroment, but we could experiment with NEW maps DESIGNED with destruction in mind. tho Valve probably wouldn't add them to the officil game, but they can be hosted on community servers
Bro, breaking that window in mid Mirage at the start of the round is a team building exercise. You ask your mate to break the window for you, and how he responds gives you idea about the team dynamic for the whole game.
I do like CS as is, but I think it would be more fun if there were some more dynamic aspects to the map, e.g. some very specific destructible aspects to walls and cover. So long as only grenades could break very specific walls and cover (but not gunshots or mollies), I don't think the skill ceiling would be lowered at all. CT's could pre-emptively nade some cover to get a stronger angle or ruin post-plant positions - BUT, they sacrifice counter-utility. T's could use nades to create 'checkmate' positions that block or counter new angles made by CT destruction of cover, and also create alternative routes to shorten rotates or site execute times (not open up new routes to bombsites, that would be OP), e.g. on dust2 they could nade short to open up a route from short directly to long doors. T's being forced to buy nades to change up their strats reduces the amount of flashes they can carry, or mollies, or smoke grenades.
The purpose of the door isn't necessarily to stop people from storming in on Ascent. it's to see where the defenders are when they're retaking. if I'm tryna clutch and see the door closed and have to destroy it, that already gives away my position. so it's definitely gameplay changing.
You guys should've made it so that when the bomb explodes, it actually destroys the bombsite. One of the reasons I dont play Terrorist side so often is because my OCD starts acting up when the bomb I planted doesnt even make a dent to the map.
My last working braincell: 4kliksphilip isn't real, it can't hurt us.
4kliksphilip:
I did the laugh.
4kliksphilip is real. all his videos are unlisted
@@astral_ghxst Yeah
Just to be clear, Phillip does have a 4th channel:
th-cam.com/channels/OYBuFGi8T3NM5fNAptCLCw.html
@@jaylenarrogancia79 I got a bit worried there. I thought you revealed the secret 4th channel.
2 years later and I'm still eagerly awaiting "Competitive Counter Strike but the walls go boom boom."
Sounds like sth EA could try to sell us
Schrödingers Box: It is both there and not there, until you go there and check
Boxception
Quantum physics with boxes.
Check with a grenade
Beat me to it
Quantum theory ptsd
The OGs know there was a hammer on the thumbnail instead of diamond pickaxe.
I wanted to say that. U rite.
No, it would be a spade from AceOfSpades
You my friend, YOU,. have a big future
A hammer AND a sickle.
@@aninditapaul9291 ok commie
Every other game: PURE D E S T R U C T I O N
CS:GO: smol explode
Haha nade go ᴮᵒᵒᵐ
Valorant flash 90%
smool bum
Battlefield was the most destructive game
@@sebru Yeah, because it destroyed it's own series
The end is a little big planet reference that made my day man, thanks
I'm really excited for "Competitive Counter-Strike but the walls go boom-boom"
It's called Rainbow Six Siege
If that’s not the title I’m unsubbing
Funny place called siege buy thermite or Ace or sledge my bro
@@CiastoToKlamstwo siege is a class based shooter
@@Super_Radiant yup there's this thing called Pro League
What would also be great, is maps (or a game?) that utilize sound & room geometry to a greater capacity. "Church effect": room geometries where noises are echoing so badly that you can't locate the source. "Amphitheater effect": room geometries with sound-sensitive spots where you can hear what's happening on the other side of the room .. or .. ventilation shafts that carry sound and let you hear what's happening on the other end. Or rooms, in which gunfire / explosions become so boomingly loud that you can't hear anything else (instead of making these gun sounds actually deafeningly loud, your incoming voicechat is lowered in volume). Rooms with lots of metal could shield communication partially or fully, and while you're inside you cannot communicate with your teammates properly.
I think it'd also be interesting, if players would go "deaf" or get tinnitus for a brief period after being too close to an explosion. Sprinting with a knife could be followed by a few seconds of audible heavy breathing.
And what I'd also love to try, but that's probably pushing it too far, is: if you're close enough to an enemy player, you can hear what they're saying over com to their teammates, or at least, you can hear that they are talking, which would give a player's position away, even if they're perfectly still otherwise.
If anyone reading this already knows a cs-esque competitive game with such effects, please, let me know! :)
Fun Fact: R6S originally had destructible floors in early development but since it made gameplay too chaotic the devs added metal beams to the floors and put hatches in certain parts instead
they added that in an event few months back, it was fun but chaotic
@@vaclavtomasec256 I really didn't like Golden Gun
@@dustojnikhummer it wasnt in golden gun, it was in the western one with shotguns
@@vaclavtomasec256 the one hit deagle steal the safe game mode also had it
That was on the old Hertford IRRC
@@dustojnikhummer that wasn’t one hit deag though, one hit deag was on Oregon and the destructible floors one was a Mafia themed on Hereford
i liked the Little Big Planet music at 6:34 :) LBP was a big part of my childhood growing up (one of the main reasons I got into game development) and that gave me pleasant flashbacks filled to the brim with nostalgia
No ones talking about how WarOwl's first strat was to go suicide bombing lol
Well...he was on terrorist side so it comes with the territory.
@@Luke_4044 hahaha
He's being trained by the marine what did you expect lmaooo
WarOwl converted Islam masallah
It's his pocket Danger Zone strat. Forget Bumpmine strats, this is the ultra Chad strat.
The window on Mirage market “am I a joke to you:(“
A lot of pro teams run setups on mirage that involve not breaking that vent and as someone that watches lots of pro cs, it does actually screw over flanking Ts that get behind enemy lines sometimes to the point where i think it should almost be broken less often
that's a very smart strat
Someone even Anti-stratted that at one point.
He found a decoy lineup that, thrown from t spawn, would land in ct spawn and bounce through the vent, breaking it.
In VALORANT, the equivalent to that vent on Mirage would be to have a Cypher tripwire on it, which is one of the best abilities for catching flanks.
@@melothemarten1 ye but no one cares about that game
@@gerhardjanssen6822 true
the little big planet music at 6:34 fit so well
thank you for the mini nostalgia trip
First of all that i tought that was a minecraft disc song
2:03 this segment is golden
Yeah
It would have been platinum if it cut off at 2:22
@@FlashheadX yes
Schrödinger's BOX 6:53
POV: You’re happy cause Warowl finally uploaded.
yes
Yes
sorry, I've been stressed out preparing for the Marine thing, I'm leaving for a week
@@TheWarOwl Frick
@@TheWarOwl no need to stress yourself out! We are happy whenever you upload
That breakable apartment wall in inferno would actually be a good way to balance the map. If they made a window there to reward Ts for apps control
*I hope no chickens was hurt during this vi-*
F
F
F
F
F
"A box. If the map is better with the box, then the box should be there. If the map is better if the box is not there, then the box, should be removed. But can you design a box that makes the map better if the box is there AND not there, instead of there OR not there. BOOOOOXXXXXX" - TheWarOwl 2021
I think it could be implemented in a way that you can buy the sticky explosive for a specific cost and it takes up one (or more if it's too good) nade spot and it can destroy/remove very specific things on maps if you throw and explode it on them.
The banana wall was a good example, it'd be very good to have very small but impactful dynamic changes on CSGO maps, it'd add an interesting mechanic for sure.
problem with explosives is they do a lot of damage to players, so it'd need to be with frags.
@@TheWarOwl I'd imagine you could tweak that before release, it'd not be a good idea to implement them as is, frags are just hard to land since bouncy.
Could cut their damage etc. to not make it a kill item.
But using frags are also good for simplicity probably.
really cool video warowl the writing on this video and the delivery were top notch. ur effort and time into the video is well appreciated
"No!
I'm the WarOwl and I still have no closer"
Done xD
The thumbnails have gotten so much better. And the videos have been as entertaining as ever.
Love you Brent. Amazing work.
Damn my boi lost weight good work with the training.
I actually gained 5 pounds!
@@TheWarOwl 5 pounds of pure muscles
@@TheWarOwl looking mighty fine tho
@@jaspoor1029 i think He lost 10 pounds and gained 15 pounds of muscles
@@TheWarOwl hey muscles weigh more than fat so it's still a win lol
6:33
Man, that LittleBigPlanet music hit me hard. WarOwl always has the best BGM for his videos
I knew it sounded familiar.
I'll have to use it sometime. Thanks Warren Fowler!
I still cant believe my ps3 was able to process BF4 Levolutions. The skyscraper going down still looks pretty damn cool.
Still waiting for "Competitive Counter-Strike but the walls go boom-boom"
You know that would make a great map? Having preset elements that you can break and have some already randomly broken in the beginning of the round. Another neat idea would be to have the elements that you destroyed last round broken and all the broken stuff from the round before that reset. That would actually add quite a tactical element to it, since youll have to decide in an eco e.g. if you wanna make a risky push somewhere to gain an advantage in the next regular round.
"If the map ain't made for it, noooo."
-Brent Newell
Can we just appreciate the fact that warowls closer is that he has no closer
My opinion on things:
1. Cosmetic DE: Fine. Say, the top of the wall of Banana can be chipped off partially, but keeps MOSTLY the same visual outline (and 100% the same hitbox). Or just out-of-map stuff that can be wrecked without any drawbacks.
2. Bomb-Only destructive envoirement. Would be similar to point 1, but *in theory* affect gameplay (in praxis, nobody would survive the bomb anyway and if you do, it'll reset in a few seconds again). It would also give the bomb a bit more of a feeling of actually doing something instead of... being an oversized firecracker.
3. A *NEW* map with highly specifically chosen objects that can affect gameplay when they are broken down. As stated in the video, it is already a thing in a map or two with select props. Could be expanded upon for a new map. Depending how it is added, possibly even quite far, as a map-specific feature.
still waiting for the next episode of road to global, and I think i speak for all of us when I say that
That's really not relevant to the video.
It's been 6 months , where competitive counter strike where the walls go boom boom boom
0:26 i think everyone who has been watching warowl for a while has predicted that nooo
A year in and still waiting for Counter Stike But The Walls Go Boom Boom video
0:25 i said that “noOo” perfectly in unison with him and that makes me happy
lol same
Same :/
The game has it already. There are so many players who trashed their monitors, keyboards, mice due to loses
6:40 - is it music from LittleBigPlanet?
Oooooh man i remember those times when I was a little kiddo playing on PlayStationPortable 💜
Yess! What's the exact song called do you know?
Idk exactly, but there is official LittleBigPlanet's (PSP edition) music website, where I believe you can find it
littlebigplanet.fandom.com/wiki/LittleBigPlanet_PSP_Music
@@Andro_cs here you are
The orb of dreamers
Exactly!
Oooooh man, I love it 🥰
1.6 had a game mode called "breakout" where a solid wall separated teams on a small square map, the floor was made up of destructible blocks about 10 deep. It made for really interesting gameplay. Every match you would see different strategies, pathways, or sometimes we would just try to shoot out each other's floors. 1.6 is the best CS experience. It's so unique and diverse.. There's even a full port of the whole map of Mario 64... The whole game full with the enemies, obstacles and secrets. There's one called "func_vehicles" where everyone drives around running people over and shooting from moving vehicles. Even the normal scrim 5v5 matches feel simple but pure.
that little big planet music at the end hit different
Warowl's fourth law of Counter-Strike: A knife is worthless without a pair of gloves to wield it. Trust me.
I've missed your more "writing" focused videos!
1:10 wow thats actually so realistic, imagine battling on top of that skyscraper while its falling down, awesome gameplay 10/10
There was shrondinger's cat
Now there is warowl's box
I like the idea of getting into cover and suddenly it’s just *gone*, because the R6S way feels like it’s not enough for me, you’d need a shotgun to do significant damage to a wall if you don’t have breach charges, I think Teardown did it better tbh since it’s voxel and all of the parts are bigger
Mr. Warowl finally remembered his password.
My man it’s been 2 weeks
I just had a comp match which was going to be a win from 15-7 to a draw15-15 and got I RANKED UP. AND war owl uploaded a video. My day couldn't get better.
Life's biggest question:
"Why is the plank there?!"
Less than 2 months left of the marine grind! Keep it up man!
No Dust 2s were hurt in the making of this video. You’ve been fooled. This is Dust 3.
You're content has been incredible lately Mr Warowl,
Really excited for walls go boom boom in competitive counterstrike
It's the year 2055 :
We have flying cars, Apple released their iPhone 39 X Pro, Rockstar finally released GTA VII, people don't need to wear masks anymore, things are going good
.
.
But Warowl still has no closer 😔
*closure* ...
Closer is what you end a video with.
@@manthanbahal7192 it’s a closure
I can't really explain to you better, but it's a closer :)
@@manthanbahal7192 Getting *close* to something is not a *closure*... if anything is a beginning of a new adventure :) :D
I'm certain it could work if the maps were made to accommodate it. Stuff that forces one side to take control of a defendable area, but once they do they can gain a huge advantage with a new sight line. It'd basically be adding secondary objectives to the game. It'd be cool to see how it'd end up.
2:07 Peak Game Play
I enjoy your out of the Box thinking WarOwl keep it up buddy!
My name is in a warowl video. My life is finally complete. I can die happy now.
Where
@@faizy6037 3:44 killfeed
@@Zacolian damn you're really Lucky, how did you get in a game with him
good one bro
Played with him in his SoloQ video once, good times. It was named "Friday was 4 Years ago" or so, it's been much longer now tho damn.
Probably the best BF4 map for destructive environments and my personal favourite is Locker, because of its generally more tight, close quarters gameplay. It means that when walls start getting blown up, you start opening the map up more, allowing for more chaos and changing the way the way the map is played. Works really well and is still one of my favourite Battlefield maps.
0:10 is that reference to dota 2
No, it is a reference to the original Juggernaut from X-men, the one who fucking slams through 4 brick walls while chasing someone.
Yes
note re bf4 shanghai map- when that tower comes down it does change the dynamics of the map considerably: helis become FAR more dangerous & gunboats become more useful, too...
also when the tower's up, it overlooks every other rooftop on the map, making roofcamping (other building's rooves) far more difficult.
Warowl: Makes csgo destructable
Me in the bois rushing be: 'Welcome to hell my friends"
Very cool! Great video, just started watching your videos and have now been binge watching them!
*Can we do that thing tonight*
GF: 0:27
I'm the juggernaut bit- * intro starts *
...that got me good :)
WTF WAROWL UPLOADED ITS THE BEST DAY OF MY LIFE also in a war games gamemode yes
6:35 that sounded like "The missile knows where it is at all times. It knows this because it know where it isn't"
I thought we were supposed to be COUNTERING the terrorists.
Soo if they broke wall we build wall?? Tf
@@adnashi5259 No its just with the CTs destroying everything you'd think the Ts would just have to sit back and watch.
@@mailbox3982 theyre terrorists not Counter-Counter Terrorist
Did you even read my fucking reply
Build N Shoot (previously Ace of Spades Vanilla ( not the Steam adaptation)). Was a Voxel-game where map is changed by players over 6+hours battles (you don't have to attend full match). They were building towers, tunnels, walls, trenches. Still favourite memories about game-design, although game is almost gone to the void
Asking "Should Counter-Strike Have Destructible Environments?" is to me the same as asking "Does TheWarOwl need to upload SoloQ?"
The answer is a definitive Yes!
Man dude I really wanted to hear you talk about how cool of an idea this could
7:10 OMG! Sooo...TRUEEE!
Bro made Schrödinger's box at the end
if the "destruction" would only be minor, that could work. for example, imagine not destroying a wall but you could make a small dent into the edge of the wall with melee so you could peak corner through it while having more cover (not a hole like in R6, that would be too op, but a dent)
Imo this wouldn't bring anything that interesting to the game. You'd just have awpers abusing it by scoping through dents and killing while you can't even see them yet.
ahhh it's good to have you back :)
Yes it should. It would add more opportunities for esports players to show their skills.
i agree
I know I'm late but I just realized you were playing Tribes 2 music in the background. I see you are a man of culture.
The destructible environments in cs are like suggesting randomized chess board patterns before each game....
This is a really good video Warowl
Yes
Yes
Ur first lmao
Yes.
this is what makes the game good. we all know the same corners and spots since the map does not change and we know how to work with them but only good player can make good use of them
The current maps obviously shouldnt get more destructible enviroment, but we could experiment with NEW maps DESIGNED with destruction in mind.
tho Valve probably wouldn't add them to the officil game, but they can be hosted on community servers
This is the exact type of thing I'm working on in my games development course, thanks for talking about it :)
Where’s the “greetings, I the WarOwl greets you?” :’( he doesn’t have an opener, either lol
6:50 Schrödinger's owl's box, I'm gonna coin that term
"Every pixel in CS:GO is perfectly crafted." "CS:GO was sloppily made using L4D assets."
Omg BomberMan. You took me back to the good old days. Thank You.
Damn I love that video! It's such as simple concept to alter it but it's always executed to perfection!
Bro, breaking that window in mid Mirage at the start of the round is a team building exercise. You ask your mate to break the window for you, and how he responds gives you idea about the team dynamic for the whole game.
6:49
Schrodinger's destructible plywood box lmao
I love the new video style Mr. Warowl.
Warowls new rule of counter strike "the box"
chickennugget & warowl appreciating each other using each other's opening statement
so cool
I do like CS as is, but I think it would be more fun if there were some more dynamic aspects to the map, e.g. some very specific destructible aspects to walls and cover. So long as only grenades could break very specific walls and cover (but not gunshots or mollies), I don't think the skill ceiling would be lowered at all. CT's could pre-emptively nade some cover to get a stronger angle or ruin post-plant positions - BUT, they sacrifice counter-utility.
T's could use nades to create 'checkmate' positions that block or counter new angles made by CT destruction of cover, and also create alternative routes to shorten rotates or site execute times (not open up new routes to bombsites, that would be OP), e.g. on dust2 they could nade short to open up a route from short directly to long doors. T's being forced to buy nades to change up their strats reduces the amount of flashes they can carry, or mollies, or smoke grenades.
2:06 that was legendary
The purpose of the door isn't necessarily to stop people from storming in on Ascent. it's to see where the defenders are when they're retaking. if I'm tryna clutch and see the door closed and have to destroy it, that already gives away my position. so it's definitely gameplay changing.
I honestly expected him to read the title and say: Nooo
Just like in the other videos like “should Bump Mines be added in Competitive CS:GO”
Lmao he did it exactly how I expected him to after the into😂
What a legend
Me watching this for the CS video
Warowl about R6 but monotone: And they have an exciting new replay system.
Me: well, it's something
You guys should've made it so that when the bomb explodes, it actually destroys the bombsite. One of the reasons I dont play Terrorist side so often is because my OCD starts acting up when the bomb I planted doesnt even make a dent to the map.
I love your new thumbnails! It makes me wanna double click
The mirage plank is great to not break if you're not playing someone in snipers. Stops Ts from rapping through there to b, with no one hearing them