7:54 The glass breaking into bigger pieces is due to it not being tempered, which makes sense for the panes shown here. In an office, you want tempered glass that "explodes" into tiny pieces for safety or they'd be death traps if you tripped into them. Working with glass safety testing for a couple of years, I'm impressed by how they paid attention to this as so many games gets it wrong. The door should be tempered glass, though, but I'm willing to excuse that with a head canon that they're old panes that were installed decades ago.
I had the exact same thought! The other glass is safety glass, w a pane of plastic in the middle so it isn't too dangerous when it breaks. The glass on Anubis is just regular glass and it would break in larger pieces like it does in CS2.
@@itdobelikedattho8112 He Is into that shit man 🤣 He’s got a second channel on here where he does fart fetish shit 🤣🤣 Philip is on some degenerate shit
My gf does this too - no idea why they have this compulsion. I lived in the same room for 10 years with no major changes to it. It’s been redone 3 times now in the span of 2 years.
But its take away the Atmosphere and Realism a lot. Clean surfaces and bright sunny lighting aren't always a great thing. The old ancient were overcast and Moist. The walls were unclean mossy darkish green and it looked it was build Hundreds of years ago, The new ancient looks like its made few years ago cause its too clean. Doesn't fit well with the name " Ancient" Same goes to Anubis. The surface are way too clean and it looks like its waiting for opening inauguration not something which was made thousands of years ago
The importance of good lighting, good shadows and good and new graphic textures. They help a lot to help the game to be better without losing its essence.
The weird pixelated fadeout, though hard to tell through compression, looks like dithered transparency. This is actually a great way to avoid alpha sorting issues, but works best with TAA to smooth it.
@@CasepbX I know what you mean, I don't like TAA at all, but if it's already being used it's a no brainer. Alpha sorting is still a massive problem with transparencies in videogames. This is basically the perfect way to handle transparencies... If you can hide the dithering.
It's really good in combination with increasing pixel densities/resolutions. Tho I guess in case of CS some players use a potato as screen so it might be more noticaeble for them.
@@dykam hey, I'll take no hate for 1080p screens around here. They're more than dense enough for decent quality photographs, so if videogame visuals don't look right on 'em, that's on them. (I'm a hypocrite with a 1440p monitor)
I've seen third-person games that use this type of fading (except with a more uniform pattern) for making objects gradually fade out when they approach the camera and until just now, I'd assumed it was a stylistic choice.
HOLY SHIT, I just realized how GOOD lookin community maps will be, I remember when they added Season to CSGO and I thought it was the best cs could look (mind you this was before the remakes like dust, nuke, train cache)
One of the main things I'm looking forward to from community maps is seeing what CS2 (and thus Source 2) can look like without having the brightness and saturation turned to the max. The official maps all seem like they've been run through an old Instagram filter.
Hey Philip! Don’t know if you remember me, but I’m Chrome from Counter-Strike: Source Academy. Years ago we were friends on Steam and I showed you the group and website and you congratulated me on everything I’d put together. You have helped me so much over the years in learning Hammer Editor and aesthetic scene theory. Some day I simply must buy you a cookie.
The "water disintegrating into pixels" thing is called dithering, and it's farrrr cheaper for your GPU to draw than real shading, which is actually hella expensive. Now think about this: for a very distant and not easily noticed problem like the transition between two water surfaces, would you rather use the super cheap and flexible option to smooth it out, or would you rather make that batch of distant water pixels slower to draw than everything else in view?
It also sidesteps all the depth fuckery that comes with using actual transparency. Although that's probably not a big issue anymore, because they aren't using transparent particles for the smoke grenades anymore.
The stray pixels that extend in the skybox in the distance are likely caused by a lack of cutoff for the dithering. To prevent this, dithering shouldn't be used if alpha is below a very low value (such as 0.001). It's an issue I noticed when implementing interleaved gradient noise in Godot for 3D materials :)
@@Calinou That 3D material noise sounds interesting, care to share some more info on that? I'm developing a renderer in Vulkan, always looking for new techniques to integrate.
Dear god, it looks so sunny and bright. It takes me back to how maps looked in CS:S and that makes me very happy. I understand now why I dropped CS:GO so early.
@@jorge69696 CS:GO used to look even more gritty and closer to military shooters on launch. I actually prefer that look but I don't play CS so my opinion doesn't really matter.
Man, your videos are always so fun to watch, from editing and delivery to sense of humor. Thank you for making me appreciate something as small as an even less playable area that I'd never even see in all likelihood.
While I’ve seen pretty graphics before, these new levels are some of the first rendered images to illicit the same sort of emotional response I have seeing these places in real life. Seeing the wall paintings and such just makes me imagine standing there in real life taking in the atmosphere and the whole breadth of sensory inputs. If we were to create a second Earth in VR we’re rapidly approaching the point where graphics aren’t a factor holding us back anymore. Living in the borderline arctic I wonder how long until we’re capable of convincingly simulating summertime beaches in the midst of winter lol
Philip taking a trip and making comparisons of actual irl places to the game's one still amaze me. That's what I call dedication and appreciation of details.
So, just a random thing that I want to point out: 2:30 - That AWP model is gorgeous. I don't know what it is, but there's something about it. I especially love the little details of paint on the black parts. Oh and also, that "scoping" sound is great.
The lighting on those plants near the start of the video are of particular note: they're translucent, ie. you can see the light pass through the thin leaves, giving the lower side a warm, yellow glow. It's rather nice. That fixed pixel transparency thing is called "hashed transparency", at least in Blender. It's a type of transparency that bypasses the issues with proper alpha blended materials, specifically problems it has with depth sorting (rendering in front of things, or with a weird fringing around it when you see another alpha material through it). For the more technically minded, alpha transparency normally has to be done in a separate pass, whereas hashed transparency can be done in the main one, so it integrates with lighting and depth more cleanly. It's just, y'know, a bit grainy looking. TAA and / or supersampling tends to smooth it out a bit, though.
The "annoying" pixel water is a sort of dithering. Its way more performant than using actual transparancy, which can be suprisingly heavy to render correctly. It might also be that it just didn't render properly as transparancy can have some funky render issues due to the depth, color mixing and all that jazz. I am no expert however, I aknowledge the holes in my explanation looking at other water and windows in the game. So feel free to correct me but this is what I've experienced in my little VR development experience.
I love that the trims and bricks are no longer disgustingly different color from the walls. They actually blend into the walls now and it feels like they're actually a part of them.
these videos are consistantly wonderful. i love the passion for detailed graphics and the weird humour and how thorough they are. i will drop everything to watch these videos when they come out. i've never played cs and probably never will
Hi 3kliks, this is one of your best videos in my opinion! It has a perfect mix of counter-strike news, game mechanics, other games and real life traveling.
i don't know what i like more in these update videos - seeing the big graphics improvements and wonderful lighting or philip's pure awe, wonder and excitment when describing it (it's the latter)
9:34 @3kliksphilip I've noticed this "bug" in almost every game, no matter the engine. I wonder why this software issue has not been resolved across all these years. (in any engine for that matter) Particles close the camera cause incredible lag for some reason. It's a very noticable lag issue in some games
I wonder if it’s because the transparent particle texture is making the entire scene be shaded by it (like glass) behind it, AND is changing every frame
Isn't it because there is suddenly a lot of objects that cover a big part of the screen each? If they would appear further it wouldn't be that much of a problem because they would be smaller which means, there would be less to calculate.
In this case, I wonder if it's due to the water maybe using some sort of parallax occlusion effect for the 3D looking ripples, which is slowing things down when it's happening with most of the pixels of the entire screen
Fantastic video, love the topics you chose to focus on, the visuals were very satisfying and your delivery of the lines is just perfect. Keep it up 3klik!
I love all the new lighting and materials in cs2. You scrubs just aren't used to looking at true pbr things in the context of cs. It's amazing. I can't get enough
Man, the phrase "what a time to be alive!" encapsulates so perfectly the gratitude and joy I feel for having the opportunity to witness such amazing things. Hold on to your papers, indeed.
I love 3kliksphilips videos. Not to be parasocial but he seems like a great guy, from all of which I've gathered from over the years. And the music, the editing, all of the effort put into things most would never notice, I appreciate all of it a lot
For some reason that thing at 4:05 really annoys me lol. Also the water doesnt have any waves hitting the shore which makes it look little odd to me. I really hope valve devs watch your videos and see how we appreciate all these nice little details. Great video!
on that first cs-cs2 comparison wipe i out loud said "gawd dayum" i havent even played cs in a few years and im genuinely excited to play cs2 once its fully ready, i already have access to the beta but im holding off until they say its done
Hoe many times a year do you vacation Phil? always seems like ur somewhere. Valve is going to publicly drop CS2 and Phil will be in Vietnam, Mexico or something
"Almost" indeed, since we're well into the era where in order to make something that looks as nice as the stock maps, you need an army of texture and model artists at your disposal as well. And unlike TF2, there is no repository of ready-made custom assets to pull from. Or like, any mapping community of any sort. Just insanely talented people who conveniently already know each other from somewhere else.
@@stevethepocketI'm not gonna claim I am an expert, but out of curiosity I watched a few Source 2 Hammer tutorials, and the mapping process is completely different from Source 1 Hammer. Someone even showed that you can make a "good looking map" using dev textures (they made a like a sci-fi arena with them). I assume that with it's more "modelling" like approach you'd need less unique models. At least I would hope.
I like how these videos are perfect for people only interested in CS2 Graphics because they want to play it, and those interested in Source 2 and what Valve does with it
As great as this video is, I struggled for a minute or two, deciding whether or not I should like it. You did a fantastic job with the comparison, with your usual nonchalant British humor. But. You also blasted that chicken to oblivion. You heartless monster.
crazy that it's been almost 7 years since the first Inferno remake tbh. The new one looks immaculate compared to the "old" one and even the first inferno remake looked mindblowing compared to other non-remade maps.
ปีที่แล้ว +9
Nah, it will be community maps for sure. Valve maps still priority optimization, they are downgraded many aspects in term of graphics to make it runs better on low-end PCs.
I wonder if we can find more correlations with 3kliksphilip going on vacation and Valve releasing more updates. Such as: -distance traveled -time spent on vacation -time spent traveled -money spent And if all of those variables are, more = bigger update, we could in theory force 3kliksphilip to go on a long expensive vacation on the other side of the globe, and in theory Valve would release cs2 on the same day
I always look forward to your videos they're so good but they can be better I'm a little biased towards your brother kliksphilip lol... Thanks for making a video on my birthday:D
I see you have finally dared to change it. Maybe you've been using it for a while and I've never noticed, but I love the new rendition. I look forward to a full upload.
Imagine if you could destroy those glass and glass bits remained on the floor giving people information whenever someone walks through them, I wish map makers would add interactive stuff like that to change how you play the map, however it's probably not gonna be liked by the general playerbase for it to be added to competitive.
I've played almost exclusively office, dust and workshop maps for years, so i tried Anubis on CS2 and was blown away by the graphics. Felt like a tech demo map.
3kliksphilip - the myth, the man, the cs legend. you sir, are epic. Unashamedly I state for all to hear, 3kliklsphilip is the best cs commentator we have in this world.
That glass breaking is really good looking, and I'm talking from experience. (all legal dw^^) Would be really cool if they made it settle below and make cracking noises as you walk over it, making it a mechanic to prevent being snuck up on. Kinda like the water on cobble used to do, but something players could control the state of... They could even make it disappear if a grenade went off near it, since that pulverizes glass quite a bit. (trust me)
3kliksphilip sacrificing himself on a vacation so that we can get a bigger CS update. Thank you again.
Philip on a cross
He really did sacrifice himself the moment he booked a Ryanair ticket
Maybe Philip should try pretending he's going on vacation in the future so that Valve releases another update. lol
At this point it must be intentional from Valve 😂
he's gonna get himself stranded on a remote island in the middle of the pacific just to guarantee the release of cs2
Philip goes on vacation, CS updates
Warowl makes a video on a specific map, CS removes the map from competitive
many such cases
lmao ikr!!
at this rate Half-life 3 will be announced on the day he quits youtube
the prophecy will always be true.
maybe we should pay philip to go on vacation more
okay but did they fix the skybox being viewable thru the sand as a polygon when you jump over the fence by the east side (ct spawn)
7:54 The glass breaking into bigger pieces is due to it not being tempered, which makes sense for the panes shown here. In an office, you want tempered glass that "explodes" into tiny pieces for safety or they'd be death traps if you tripped into them. Working with glass safety testing for a couple of years, I'm impressed by how they paid attention to this as so many games gets it wrong.
The door should be tempered glass, though, but I'm willing to excuse that with a head canon that they're old panes that were installed decades ago.
Valve has actual architects working on maps.
Bro is head canoning cs maps, respect
this is so cool
@@readmore8974nah its just real
I had the exact same thought! The other glass is safety glass, w a pane of plastic in the middle so it isn't too dangerous when it breaks. The glass on Anubis is just regular glass and it would break in larger pieces like it does in CS2.
Thank you for allowing this new update philip
XD
I can imagine philip entering an *ancient* ceremonial room on his holiday and saying "How many cubemaps could this area have?"
And also “There’s enough room here to fart on women”
@@RedlineA2Y145 nah you crazy
@@itdobelikedattho8112 He Is into that shit man 🤣
He’s got a second channel on here where he does fart fetish shit 🤣🤣
Philip is on some degenerate shit
Philip subtly outing his wife made me laugh so hard
My gf does this too - no idea why they have this compulsion. I lived in the same room for 10 years with no major changes to it. It’s been redone 3 times now in the span of 2 years.
@@BobtheEvilWizzard Just say no
Cancelled
tbf his living room looks like shit
wtf he has a wife?
It's amazing just how much lighting alone will have such a drastic impact on the overall perceived quality of the image.
Not only lighting, also textures are new too.
Lighting is the most important attribute of any image. It's how we perceive things
Even in real life, lighting is also the most important part of photography.
But its take away the Atmosphere and Realism a lot. Clean surfaces and bright sunny lighting aren't always a great thing. The old ancient were overcast and Moist. The walls were unclean mossy darkish green and it looked it was build Hundreds of years ago, The new ancient looks like its made few years ago cause its too clean. Doesn't fit well with the name " Ancient"
Same goes to Anubis. The surface are way too clean and it looks like its waiting for opening inauguration not something which was made thousands of years ago
The importance of good lighting, good shadows and good and new graphic textures. They help a lot to help the game to be better without losing its essence.
The weird pixelated fadeout, though hard to tell through compression, looks like dithered transparency. This is actually a great way to avoid alpha sorting issues, but works best with TAA to smooth it.
UE4 games have this dithering and I've always hated it so much.
@@CasepbX I know what you mean, I don't like TAA at all, but if it's already being used it's a no brainer. Alpha sorting is still a massive problem with transparencies in videogames. This is basically the perfect way to handle transparencies... If you can hide the dithering.
It's really good in combination with increasing pixel densities/resolutions. Tho I guess in case of CS some players use a potato as screen so it might be more noticaeble for them.
@@dykam hey, I'll take no hate for 1080p screens around here. They're more than dense enough for decent quality photographs, so if videogame visuals don't look right on 'em, that's on them.
(I'm a hypocrite with a 1440p monitor)
I've seen third-person games that use this type of fading (except with a more uniform pattern) for making objects gradually fade out when they approach the camera and until just now, I'd assumed it was a stylistic choice.
HOLY SHIT, I just realized how GOOD lookin community maps will be, I remember when they added Season to CSGO and I thought it was the best cs could look (mind you this was before the remakes like dust, nuke, train cache)
insertion 3 would be incredible
One of the main things I'm looking forward to from community maps is seeing what CS2 (and thus Source 2) can look like without having the brightness and saturation turned to the max. The official maps all seem like they've been run through an old Instagram filter.
Man I miss Season, I hope Valve start regularly featuring community maps again, new maps are always my favourite part of playing CS
Me2
Hey Philip! Don’t know if you remember me, but I’m Chrome from Counter-Strike: Source Academy. Years ago we were friends on Steam and I showed you the group and website and you congratulated me on everything I’d put together. You have helped me so much over the years in learning Hammer Editor and aesthetic scene theory. Some day I simply must buy you a cookie.
The "water disintegrating into pixels" thing is called dithering, and it's farrrr cheaper for your GPU to draw than real shading, which is actually hella expensive. Now think about this: for a very distant and not easily noticed problem like the transition between two water surfaces, would you rather use the super cheap and flexible option to smooth it out, or would you rather make that batch of distant water pixels slower to draw than everything else in view?
It also sidesteps all the depth fuckery that comes with using actual transparency. Although that's probably not a big issue anymore, because they aren't using transparent particles for the smoke grenades anymore.
The stray pixels that extend in the skybox in the distance are likely caused by a lack of cutoff for the dithering. To prevent this, dithering shouldn't be used if alpha is below a very low value (such as 0.001). It's an issue I noticed when implementing interleaved gradient noise in Godot for 3D materials :)
@@Calinou That 3D material noise sounds interesting, care to share some more info on that? I'm developing a renderer in Vulkan, always looking for new techniques to integrate.
@@Calinoujme souviens de ton pseudo punaise
@@CanularRadio :)
11:29 love how much cleaner the new version looks , compared to the old one its so dead and dirty looking
One small detail in the water I do still miss in CS2 is how it doesn't have the rushing effect against the shore line as seen on 11:21
Dear god, it looks so sunny and bright. It takes me back to how maps looked in CS:S and that makes me very happy. I understand now why I dropped CS:GO so early.
CSGO looks depressing compared to CS:S
indeed it does@@sebastiangonzales46
CS:GO does look drab as hell and it's weird how Valve never really fixed it. Half Life 2 has better art direction despite the more outdated engine.
@@jorge69696 CS:GO used to look even more gritty and closer to military shooters on launch. I actually prefer that look but I don't play CS so my opinion doesn't really matter.
they should've called it Counter Strike: Source 2 heh
Man, your videos are always so fun to watch, from editing and delivery to sense of humor. Thank you for making me appreciate something as small as an even less playable area that I'd never even see in all likelihood.
Unsure if Philip missing the "C" in "Canal water" in the description timestamps is intentional or not XD
Definitely not intentional! Great mistake tho
i reckon it is lmfao
Thought i was the only one who realized that
Who doesnt like some anal water 😊
I always find myself rewinding sections of your videos because they're so fun, like 10:39 . Thank you for the hard work!
Thanks Phillip for giving us this new update via your vacation schedule. Please keep us posted on your next holiday.
4:04 i like how philip just inserts a link into the subtitles lol
While I’ve seen pretty graphics before, these new levels are some of the first rendered images to illicit the same sort of emotional response I have seeing these places in real life. Seeing the wall paintings and such just makes me imagine standing there in real life taking in the atmosphere and the whole breadth of sensory inputs. If we were to create a second Earth in VR we’re rapidly approaching the point where graphics aren’t a factor holding us back anymore. Living in the borderline arctic I wonder how long until we’re capable of convincingly simulating summertime beaches in the midst of winter lol
It's the baked ray traced lighting bouncing off the walls and surfaces. It's so pretty.
I think this kinda explains it for me, why Source 2 looks so natural compared to UE. Even though UE is technically a more advanced engine.
11:19 Wow. This scene in particular sticks out to me instantly as being photorealistic.
Ooh the Scirocco jokes are getting very subtle! Glad I didn't miss that one, love it! 2:52
Philip taking a trip and making comparisons of actual irl places to the game's one still amaze me. That's what I call dedication and appreciation of details.
switch between game and then your real life vacation videos is always refreshing and always look good
I would love to see you remake that Island Domination map in CS2. And wow Jordan looks beautiful.
So, just a random thing that I want to point out: 2:30 - That AWP model is gorgeous. I don't know what it is, but there's something about it. I especially love the little details of paint on the black parts. Oh and also, that "scoping" sound is great.
The lighting on those plants near the start of the video are of particular note: they're translucent, ie. you can see the light pass through the thin leaves, giving the lower side a warm, yellow glow. It's rather nice.
That fixed pixel transparency thing is called "hashed transparency", at least in Blender. It's a type of transparency that bypasses the issues with proper alpha blended materials, specifically problems it has with depth sorting (rendering in front of things, or with a weird fringing around it when you see another alpha material through it). For the more technically minded, alpha transparency normally has to be done in a separate pass, whereas hashed transparency can be done in the main one, so it integrates with lighting and depth more cleanly. It's just, y'know, a bit grainy looking. TAA and / or supersampling tends to smooth it out a bit, though.
Reading this made me feel smart and stupid at the same time. Would read more.
@@epoch151 Yes, but multiple renderpasses and some depth sorting is still necessary in forward renderers.
The "annoying" pixel water is a sort of dithering. Its way more performant than using actual transparancy, which can be suprisingly heavy to render correctly. It might also be that it just didn't render properly as transparancy can have some funky render issues due to the depth, color mixing and all that jazz. I am no expert however, I aknowledge the holes in my explanation looking at other water and windows in the game. So feel free to correct me but this is what I've experienced in my little VR development experience.
8:18 my first thought is that valve should make the puddles slowly evaporate and fade away throughout the match but im dreaming
I love that the trims and bricks are no longer disgustingly different color from the walls. They actually blend into the walls now and it feels like they're actually a part of them.
these videos are consistantly wonderful. i love the passion for detailed graphics and the weird humour and how thorough they are. i will drop everything to watch these videos when they come out. i've never played cs and probably never will
I don't know why it's so nice to watch these videos. There's something almost soothing about them.
Cant wait to see your thoughts on italy!
6:47 :O
6:57 "Here bullet decal fade-out length is measured in centuries" Banger line
7:41 Genius transition
9:27 Love it
Only you Phillip could compare the mountains of Petra to the jagged source 1 engine, I love how you exist for this purpose
phillip's videos are just so entertaining for some reason
I'm utterly impressed how valve can make this much from so little. The art direction is absolutely genius.
I listened to this episode on my home theater and maxed out the subwoofer level, your voice is so bassy that my bed is vibrating, love u Phillip
7:32 most 3kliksphillip dialogue ever
I like the skybox on the new Anubis. Nice video 3kliksphilip :D
Hi 3kliks, this is one of your best videos in my opinion! It has a perfect mix of counter-strike news, game mechanics, other games and real life traveling.
i don't know what i like more in these update videos - seeing the big graphics improvements and wonderful lighting or philip's pure awe, wonder and excitment when describing it (it's the latter)
Valve please give me that tasty inferno
tasty inferno 💀
You will get it in November
My guy
Your uploads make me excited
Your videos make me laugh
The nostalgia is basically forced in every video
I love it
Thank you
9:34 @3kliksphilip I've noticed this "bug" in almost every game, no matter the engine.
I wonder why this software issue has not been resolved across all these years. (in any engine for that matter)
Particles close the camera cause incredible lag for some reason. It's a very noticable lag issue in some games
I wonder if it’s because the transparent particle texture is making the entire scene be shaded by it (like glass) behind it, AND is changing every frame
Isn't it because there is suddenly a lot of objects that cover a big part of the screen each? If they would appear further it wouldn't be that much of a problem because they would be smaller which means, there would be less to calculate.
In this case, I wonder if it's due to the water maybe using some sort of parallax occlusion effect for the 3D looking ripples, which is slowing things down when it's happening with most of the pixels of the entire screen
it's not a bug
Fantastic video, love the topics you chose to focus on, the visuals were very satisfying and your delivery of the lines is just perfect. Keep it up 3klik!
I don't think you should worry about getting sidetracked, It's why I watch you and what makes your content interesting. (=
It was fun seeing you in Cologne. I was looking forward to this video
I love all the new lighting and materials in cs2. You scrubs just aren't used to looking at true pbr things in the context of cs. It's amazing. I can't get enough
Absolutely gorgeous. Getting so hyped to try mapping for CS again :O
Man, the phrase "what a time to be alive!" encapsulates so perfectly the gratitude and joy I feel for having the opportunity to witness such amazing things. Hold on to your papers, indeed.
I love 3kliksphilips videos. Not to be parasocial but he seems like a great guy, from all of which I've gathered from over the years. And the music, the editing, all of the effort put into things most would never notice, I appreciate all of it a lot
11:19 Wow that CS2 water, just mind blown.
Great Video!
Loved the Sirocco easter egg, almost missed it
For some reason that thing at 4:05 really annoys me lol. Also the water doesnt have any waves hitting the shore which makes it look little odd to me. I really hope valve devs watch your videos and see how we appreciate all these nice little details. Great video!
on that first cs-cs2 comparison wipe i out loud said "gawd dayum"
i havent even played cs in a few years and im genuinely excited to play cs2 once its fully ready, i already have access to the beta but im holding off until they say its done
Hoe many times a year do you vacation Phil? always seems like ur somewhere. Valve is going to publicly drop CS2 and Phil will be in Vietnam, Mexico or something
idk what it is with this video but it feels a little better than the other ones.
man that is a seriously pretty map
honestly might make wallpapers from screenshots when CS2 comes out publicly
"Hey boss, the CS2 update is ready!"
"When is 3kliksphilip next going on a trip?"
2:53 the sirocco vs scirocco joke always gets me to laugh irl, this time around moreso just because of how quiet his frustration was lmfao
I love these videos, thank you mr phillip!
Lol, 15 minutes after your tweet CS drops an update! The timing is fucking impeccable
0:59 LMAO i didn't know this was a universally experienced frustration
This lighting is so beautiful, i almost want to go back to mapping.
"Almost" indeed, since we're well into the era where in order to make something that looks as nice as the stock maps, you need an army of texture and model artists at your disposal as well. And unlike TF2, there is no repository of ready-made custom assets to pull from. Or like, any mapping community of any sort. Just insanely talented people who conveniently already know each other from somewhere else.
@@stevethepocketI'm not gonna claim I am an expert, but out of curiosity I watched a few Source 2 Hammer tutorials, and the mapping process is completely different from Source 1 Hammer. Someone even showed that you can make a "good looking map" using dev textures (they made a like a sci-fi arena with them). I assume that with it's more "modelling" like approach you'd need less unique models. At least I would hope.
I like how these videos are perfect for people only interested in CS2 Graphics because they want to play it, and those interested in Source 2 and what Valve does with it
As great as this video is, I struggled for a minute or two, deciding whether or not I should like it. You did a fantastic job with the comparison, with your usual nonchalant British humor. But.
You also blasted that chicken to oblivion. You heartless monster.
The painted on sun in an otherwise fairly photorealistic game is hilarious! 4:14
It will be inferno for sure.
"Yet." You blind and illiterate fuck
Oh, the irony.@@Spookoffi
crazy that it's been almost 7 years since the first Inferno remake tbh. The new one looks immaculate compared to the "old" one and even the first inferno remake looked mindblowing compared to other non-remade maps.
Nah, it will be community maps for sure. Valve maps still priority optimization, they are downgraded many aspects in term of graphics to make it runs better on low-end PCs.
I am not sure. The new inferno doesn’t look like an actual real place unlike the CSGO version
blue noise dithering was used for the fade out effect, extremely common technique used for 30+ years because it's fairly cheap for GPUs to do.
I have never played a single game of Counter Strike, and yet I can't stop watching these videos.
Anubis is actually gorgeous in Source 2. Especially the water effects
6:56 "here, bullet decal fade-out length is measured in centuries"
I love the Two Minute Papers reference :D
what a time to be alive!
We're forever grateful for your vacation services!
I wonder if we can find more correlations with 3kliksphilip going on vacation and Valve releasing more updates.
Such as:
-distance traveled
-time spent on vacation
-time spent traveled
-money spent
And if all of those variables are, more = bigger update, we could in theory force 3kliksphilip to go on a long expensive vacation on the other side of the globe, and in theory Valve would release cs2 on the same day
Love how the vines look. I never found it possible to make long ones that wouldn’t obnoxiously clip AND be noticeable.
6:54 Ah, Vegas Pro. Never change.
absolutely beautiful map, skybox and water especially.
I love your content so much!
Such a good video, astonishing
I'm absolutely loving the humour in this one
I always look forward to your videos they're so good but they can be better I'm a little biased towards your brother kliksphilip lol... Thanks for making a video on my birthday:D
phillip looking at a green shrub on a trip to the middle east and saying it looks like the new cache sent me lmao
I see you have finally dared to change it. Maybe you've been using it for a while and I've never noticed, but I love the new rendition. I look forward to a full upload.
I would love if broken glass stays on the floor. And when someone walks through, they make a sound. Would be another great sound cue to play around.
7:50 that chicken got sacrificed for the sake of the video 😢😂
Patiently waiting for Philip's next vacation so that we can get another cs2 update
Thanks for the new upload philip-san haha
we need to start crowdfunding a trip around the world for philip, imagine all the content we'd get.
I wouldn't mind if he made travel videos. I guess it would turn a vacation into work so that's why he doesn't do it.
@@jorge69696 He does make travel videos though. He made three for his trip to Jordan (unless he just took another one or something)
Imagine if you could destroy those glass and glass bits remained on the floor giving people information whenever someone walks through them, I wish map makers would add interactive stuff like that to change how you play the map, however it's probably not gonna be liked by the general playerbase for it to be added to competitive.
I've played almost exclusively office, dust and workshop maps for years, so i tried Anubis on CS2 and was blown away by the graphics. Felt like a tech demo map.
I barely play csgo anymore but I love watching your random breakdowns 😂
3kliksphilip - the myth, the man, the cs legend. you sir, are epic. Unashamedly I state for all to hear, 3kliklsphilip is the best cs commentator we have in this world.
Mr Lip, I hope you look into what the hieroglyphics on the best looking CS2 map translate to. Could be another interesting video.
3:20 This dithering pattern is most likely blue noise and it looks a hell of a lot better than the cross hatch pattern games normally use!
Anubis already looks beautiful to me and more vibrant than most maps in CS:GO, so I'm quite surprised at how much CS2 improves on it.
That glass breaking is really good looking, and I'm talking from experience. (all legal dw^^)
Would be really cool if they made it settle below and make cracking noises as you walk over it, making it a mechanic to prevent being snuck up on.
Kinda like the water on cobble used to do, but something players could control the state of... They could even make it disappear if a grenade went off near it, since that pulverizes glass quite a bit. (trust me)
what is this man up to
Is that a new version of crossing those islands at the last 30 seconds??
Loved every second of this video