@The Unwanted It's technically just a Source 2 port but there's enough changes to call this the next step. It's gonna be CS2, free update to CSGO I assume
We can almost play rock paper scissors with grenades lol Grenade beats smoke Smoke beats moli Now they should make it so grenades get deleted by molitoves and molis will beat grenades
@redmanticore jokes aside it is tho. Smokes in most competitive FPS games are sometimes hard to balance and sometimes have no counter play. This is the first we've seen something interesting for a long time.
from Half life (Single Player Storytelling) Dota2 (Revolutionised MOBA and eSports) TF2 (Fast-paced and Skill based FPS) CSGO (FPS one of the OGs in this genre) Half-life Alyx (Storytelling in VR) STEAM (World premier Gaming Store front for PC) Steam Deck (Handheld PC) what can you ask for.
Ok that’s awesome. But one thing that kind of irks me is the perfect circle the smoke creates when you try to dissipate it with grenades and also the fact that it fills that hole up again to make a perfect cloud is odd. Nonetheless, this looks super fun!
100% this, all of the smoke grenades create a perfect circular/dome shape.. if you threw 2/3 of them beside each other they would all look the same and they would not blend.
I REALLY like the way it has no fading edges. You either see a part of the enemy or not, making the game a bit clearer in its information. A lot of frustrating nonsense is gone that way, nice!
@Markk youve gotta be joking right? no way you said this game looks like valorant LOL valorant looks extremely cartoonish similar to overwatch. nothing like the art style of this game
Finally seeing the fruits of the labor that went into making Source 2 just makes my heart swell. I don't want to jinx it, but dare I say it: I think Valve is truly back. They're making games, y'all!
@Reth Hard It's funny because this will run better on old computers than CSGO, because of the setting options, upscaling, and new engine optimizations, also possible to turn off even more shaders, maybe newer DX or even Vulkan added. + File size Dust 2 in CS2 is smaller than CSGO somehow.... So I think it's gonna be ok.
@Reth Hard i tired it and it ran 30% better than csgo at any given situation (+ the FSR is a life saver for people like us) specs tested: Ryzen 5600g with Vega 7 iGPU / 16GB (- 4 of vram ) ram 3800mhz / SSD hope this helps you :)
Aside from Nanite and Lumen in UE5 in general gaming, this has to be one of the best advancements in shooter games in the past 5-10 years. Even though this smoke doesn't work like IRL, the fact that it's dynamic, interactive and just feels like it's part of the environment makes it feel so much more realistic and immersive than how smoke has been done in basically every other game up to this point.
Even in an oversaturated and usually uncreative game genre like most realistic shooters, Valve still somehow manages to create really cool things without breaking any core fundamentals of the game that made it great in the first place.
I hope they also make some animations in the game more realistic such as when switching weapons and also the animations in fpp should match the animations in tpp
@Luboš dude... It's not a one way when they can see you back 😅 It may be an issue in low level play, but it's not gonna be oppressive like a low tier player abusing a one way.
I know this is going to sound a bit counter-intuitive for what they are going for with smokes but hear me out. The A1s shouldn't affect the smoke like the other weapons do in terms of making a hole in the smoke to see though. It's not realistic but it still allows for one of the big advantages of the A1s which is not giving away your position when you are spamming smokes. Just an idea. Also incoming Negev meta for dealing with smokes.
Surprised that noone seems to be talking about the change to the recoil animations and how like valorant they now seem to follow the spray pattern. Unless that was introduced in a different update? This is a really awesome change especially for newcomers to the game and giving players feedback within the game, rather than people just googling spray pattern vids.
viewmodel_recoil has been in the game for at least 5 years... You still need to learn the spray pattern though you can't just follow the viewmodel lmao, there's a crosshair follow recoil option that will actually help with your issues though.
Finally some innovation, I honestly wouldn't mind more additions like this that changed the gameplay. For example, they changed the machine guns and gave them a bipod but limited players ability to move while deployed. The machine guns are really only used when your winning and wanna goof around. It's probably the only class of weapons in the game that don't really have a function. Right now, they are kind of a weird SMG, run and gun weapon with a more ammo, plus rifle damage.
Very happy with Counter-Strike 2 announcement. My most favorite shooter and one of my favorite games in general. New Responsive Smoke looks incredible.
wow thats a huge change in the game and the way information is gained or denied. very interesting to see what the Pro teams will do with this and how it will affect the meta
thats what always got me so excited about valve games, I remember looking at a really low resolution beta test about half life 2, I almost shit my pants how cool it was seeing physics played out in a computer game
You can blow out the smoke cloud using HEs, but it would've been more realistic if the cannister gets displaced as well by the blast. But yeah, that's asking too much and it will change the game dynamics for the worst.
Imagine if Valve later added this mechanic to dota 2, for example, to item which already exist, like, "smoke", or riki's ability "smoke" and to some spells, which maybe can create smoke in theory, that will be so interesting... So much heroes may get reworked by this mechanic, like Techies, Clockwerk, Timbersaw, Tinker or sand king, riki, sniper maybe, bounty hunter, phanthom lancer and phantom assasin.
this is exactly the kind of stuff i expect from Valve. this level of needless detail, integrated into the gameplay, that i never see other devs putting anywhere near this much attention into. you guys are amazing.
This is INCREDIBLE. you are changing the gaming industry. ALSO WHOEVER MADE THAT MUSIC IS A GOD. I DONT KNOW WHY BUT GAME MUSIC COMPOSERS ALWAYS MAKE BANGERS FOR NO REASON IN PARTICULAR. BUT I LOVE IT
The smgs bullets should fallow the smoke and draint it out by a little bit , so you would need more smg bullets to clear the smoke , while assault rifle bullets should push away the smoke . If that makes sense anyway .
I think the smoke should never be removed after puffing, it should just dissipate continuously so if both teams throw 5 smokes each into nuke A site, the whole room fills up and stays kind of foggy, reduced vision but still vision, as it leaks out of garage and heaven. Essentially, once a smoke entity is created, it is there for the whole round and just dissipates. Grenades can create a pressure front that pushes smoke through spaces, rooms, or out of vents in internal spaces. I don't want the meat of the smoke to last longer but there should be some residual evidence that smokes were used, especially in internal spaces. Maybe some of the new maps have like a set small breeze on them to push smoke around. idk. Lots of options if they set it up correctly as a bunch of individual entities like they said. Lots of flexibility. Maybe this is hard to do and keep deterministic with out melting the server.
idk why the smokes are what I am so excited about. It's like, we have seen a million FPS games at this point, so seeing a new concept in a fps makes you feel like how it felt when you first played counter-strike. There is this 'unknown' factor.
Insane, this would add another layer of gameplay mechanics. Yeah you can shoot through smokes to confirm anything from the other side, but in the sacrifice of giving away your position to enemy players.
@wzore I mean still, it's not like every tracer going through smokes in CSGO was a successful information check for either teams, there's still discrepancy and guessing game on what they would do with the information that there is an enemy team in the other side. Will they hold? Push? or Rotate. In this version, it becomes a nastier guessing game, oh T side smoked B main, will they push straight or should we check it by carving the smoke. But if CT prechecked smoke spots it becomes an advantage for T side making more valid decisions of rotating or waiting it out for an opportunistic flanking and such. There's still variety and I don't think smoke pushes has become a disadvantage. Smoke rushing is a 50/50 tactic of high risk high reward, and in this new game it became higher risk higher reward.
There're going to be so many mindgames around smokes now Like how in TF2 playing Sniper the goal is to make the other sniper shoot first so you can get the easy kill, in CS2 the goal is going to be to make the enemy spam the smoke first so that you can see his position and return fire.
I can picture those volumetric object effects used for that smoke being repurposed for other interesting game mechanics. -The smoke looks and moves kind of like cotton candy, imagine a cooking game where you make cotton candy and lattes and have to get the spin just right. -Use some force push, blow, or sweep ability to clean up foam from a toxic waste spill or at least move it out of the way to make a path. -In VR, wading your hand through soap bubbles to look for an item say in a pool or bathtub. -In VR having to fan away smoke away from your face. -Causing a reaction by mixing chemicals or detonating a device and seeing it foam and smoke up, grow, creep up, and consume enemies. (Think the Mimics from Arkane Studio's Prey getting consumed by something that corrosive to them, or freezes them in place.) -Monsters pushing through and emerging out of volumetric mass. It's not the most realistic looking smoke, but there's great potential in the tech.
What can I say Valve is always the one who impress us the most. Like the difference of "oh cool" and "woooow" Valve is always the "woooow" one Great job
the smoke dissipation feature is absolutely insane I don't think I've ever seen anything like it before Edit: the m4a1-s is indirectly getting nerfed by this feature, isn't it?
It was already done in some games with Physx, but ofc without actual gameplay impact. Borderlands 2, AC: Black Flag and Alice: Madness Returns had realtime rendered smoke as 3d objects. And if you walk through it or throw grenade, it will react.
Поздравляю! Мы дождались! Конечно на CS 2 это не тянет, максимум на очень большое обновление, но это всё равно лучшее из всех обновлений за последние лет 7.
You need to incorporate destruction of the map by grenades and bullet models and that strategically affects the distribution of the map, just that more
I do hope there is more to this than some shiny new graphics and slight meta changes to this game, if id like to see a new CS, id like to see it with a load ton of real agressive updates & changes to it, while keeping the mapping somewhat similar, you know, see CS gameplay and physics evolve to a whole new level. SO yeah, Valve needs to do more like most recent games from this past century. ex: add actual world interactions/procedural destruction & a wider selection of weapons/mod for them. Cause, lets be honest, Counter-Strike is due for a real new formula upgrade and im afraid that Source 2 itself is might not cut it by itself.
Here's my big 5head contribution to the smokes, & I think it would somewhat unite both sides of the fence on this.. I'll be expecting an offer for lead designer next week. 👉👈 Make the smokes transparent when hit with a nade. That way you can still see through them, but vision would be slightly obscured.
Did yall see that clip of the frag exploding and the explosion blast pushes the smoke allowing you to see through the smoke for a brief second. Now that is cool. Even in a competative enviornment with these types of games like valorant CS GO always comes through.
This is such a Valve way to reveal a new game
is it a new game? Or just csgo on the source 2 engine.
Fr
yes
@The Unwanted It's technically just a Source 2 port but there's enough changes to call this the next step. It's gonna be CS2, free update to CSGO I assume
@The Unwanted it is called counter-strikes 2
not counter-strikes global offfensive 2.0 . So it is a new game.
just the fact you can eliminate smoke in the same way you could remove fire is a game changer
>game changer
>talking about a change in a game
We can almost play rock paper scissors with grenades lol
Grenade beats smoke
Smoke beats moli
Now they should make it so grenades get deleted by molitoves and molis will beat grenades
@Kris- P- suppose a player has a grenade that goes off running thru fire?
I think you need to become Floatzel
@redmanticore jokes aside it is tho. Smokes in most competitive FPS games are sometimes hard to balance and sometimes have no counter play. This is the first we've seen something interesting for a long time.
This is the coolest a Smoke Grenade has ever seemed to me, love it.
@BedingtZugelassenerKanal Name a game that has better looking smoke that doesnt compromise on performance using PhysX or any other outdated shite
I love you
bot
@Lewd SCP 1471-A Stalker Clear Sky, not better, but impressive for it's age.
Always finding new ways to innovate
Super
from Half life (Single Player Storytelling)
Dota2 (Revolutionised MOBA and eSports)
TF2 (Fast-paced and Skill based FPS)
CSGO (FPS one of the OGs in this genre)
Half-life Alyx (Storytelling in VR)
STEAM (World premier Gaming Store front for PC)
Steam Deck (Handheld PC)
what can you ask for.
Good
cool
Impressive..
Ok that’s awesome. But one thing that kind of irks me is the perfect circle the smoke creates when you try to dissipate it with grenades and also the fact that it fills that hole up again to make a perfect cloud is odd. Nonetheless, this looks super fun!
100% this, all of the smoke grenades create a perfect circular/dome shape.. if you threw 2/3 of them beside each other they would all look the same and they would not blend.
simply has to be a dome shape for fairness in competitive play but compared to valorant these are god tier
its a video game
@sang don't settle for less. Innovate, adapt, improve. Always.
I REALLY like the way it has no fading edges. You either see a part of the enemy or not, making the game a bit clearer in its information. A lot of frustrating nonsense is gone that way, nice!
Valve drops feature trailers without even making a trailer for the game first
Absolute legends
This IS the announcement, the game is going to be called counter strike 2: responsive smokes /s
They know we know, so why waste time..
cuz its gonna be update not a game
@Markk youve gotta be joking right? no way you said this game looks like valorant LOL valorant looks extremely cartoonish similar to overwatch. nothing like the art style of this game
lmao
Finally seeing the fruits of the labor that went into making Source 2 just makes my heart swell. I don't want to jinx it, but dare I say it: I think Valve is truly back. They're making games, y'all!
They’re making new technologies and innovations that evolve gaming!
it barely looks like anything
Ĥii
Well, one at least.I wouldn't hold my breath on more Portal, Half Life, etc. titles coming out anytime soon.
@Metazolid they teased Half Life 3 at the end of Alyx when Eli handed Gordon the crowbar
When you get more excited about Smoke Grenade demonstration than other developers whole lineup.
I can't wait to see all these angry people complaining of lag spikes on their old computer every time someone is throwing a smoke grenade... lol
@Reth Hard It's funny because this will run better on old computers than CSGO, because of the setting options, upscaling, and new engine optimizations, also possible to turn off even more shaders, maybe newer DX or even Vulkan added. + File size Dust 2 in CS2 is smaller than CSGO somehow.... So I think it's gonna be ok.
@trashcleaner
Maybe, I also use old hardware so I hope you are right!
@Reth Hard i tired it and it ran 30% better than csgo at any given situation (+ the FSR is a life saver for people like us)
specs tested: Ryzen 5600g with Vega 7 iGPU / 16GB (- 4 of vram ) ram 3800mhz / SSD hope this helps you :)
Glad to see you back in the business of making big games Valve.
That new smoke looks like a great update that will bring some cool gameplay.
bot
"making big games"
bro its just a source port like the one dota got
@Ren Not only that, we have to talk how much valve has been working on source 2 while they were quiet
why do people act like half life alyx never came out?
@moonasha idk
I've never been sold on a game before just by smoke dynamics alone, well done, Valve!
Really dig these kind of demos. Straight into the detail
These smokes will be absolutely game changing, no more one ways and less spamming in the smoke that's amazing
Will probably be more spamming through the smokes since it will be carved by bullets
@Rasmus Jonsson Negev will be the new meta
@Ali Alami smoke negev was always the meta in my heart
@Rasmus Jonsson But it’s risk reward now since they’ll be able to see you too
@Sunsetbear unless you used the m4a1 it was already high risk, because they could just shoot in the direction of the tracers
I'm not even into multiplayer games, but this looks phenomenal. I'm hyped for you guys!
Thank you :) it will be so awesome :o
join in
same here. i might resume playing CSGO although i suck
Yeah same here. I'm not interested in csgo, but anything from Valve that improves any games, I'm all hype for y'all
NPC comment
I could see that a bunch of different play styles and iconic moments will be made from this smoke system alone. Bravo Valve!
I am amazed that you will release part 2 of this game, I have not played cs for about 2 years and this event makes me return to the game!
Aside from Nanite and Lumen in UE5 in general gaming, this has to be one of the best advancements in shooter games in the past 5-10 years. Even though this smoke doesn't work like IRL, the fact that it's dynamic, interactive and just feels like it's part of the environment makes it feel so much more realistic and immersive than how smoke has been done in basically every other game up to this point.
If smoke can interact with the environment, can a spinbot make a tornado with it?
Lmfao
😂
best comment
asking the real questions
A sight to behold.
That level of physics and interactivity... that's Valve for you 👍
Are people really this fcking bored that a smoke update is something that they get excited about?
This is still the same game. Like the other guy said, what are you all excited about?
@Flare the fact that there hasn’t been a new cs game in 11 years is enough to get people excited, regardless of whether it’s good or not
@Jarran Valorant? Isn't that the same game? Peek shoot, peek shoot, AWP. Same thing.
@Flare valorant is trash where washed up cs pros go to retire.
That's an impactful way to shift the meta around. Interacting with smokes seems very game changer.
Even in an oversaturated and usually uncreative game genre like most realistic shooters, Valve still somehow manages to create really cool things without breaking any core fundamentals of the game that made it great in the first place.
Interactive smoke
there's going to be a lot of gameplay changes, per valve. We just don't know them yet
I hope they also make some animations in the game more realistic such as when switching weapons and also the animations in fpp should match the animations in tpp
This is not ruining Smoke plays. This is making them even more agressive
this is making them useless for noobs with spam to it or using 1way every round :)
@Luboš lol
@Luboš dude... It's not a one way when they can see you back 😅
It may be an issue in low level play, but it's not gonna be oppressive like a low tier player abusing a one way.
Exactly now no one is gonna spam smoke because the moment you do you will give up your exact location to the enemy.
This is actually the most next gen thing ive ever seen. great job. this will be interesting to play
One of the best video game updates I've ever seen, I wasn't expecting this at all valve impresses me as usual
The smoke alone changes up the whole game. Can't wait to see what people make use of it in matches
"Smoke não é parede!"... agora sim! Vai ser lindo assistir as novas estratégias!
I know this is going to sound a bit counter-intuitive for what they are going for with smokes but hear me out. The A1s shouldn't affect the smoke like the other weapons do in terms of making a hole in the smoke to see though. It's not realistic but it still allows for one of the big advantages of the A1s which is not giving away your position when you are spamming smokes. Just an idea.
Also incoming Negev meta for dealing with smokes.
Just love how instead of cinematic trailers, we are getting deep dive into gameplay improvements.
Feels like old valve again.
Shut up, don't jinx it!
Now they just need to fix that stuck door and it'll be perfect
fr i hate cinematic trailers
@ssjaken that's wholesome
@ssjaken
PLEASE!
I BEG YOU!
Surprised that noone seems to be talking about the change to the recoil animations and how like valorant they now seem to follow the spray pattern. Unless that was introduced in a different update? This is a really awesome change especially for newcomers to the game and giving players feedback within the game, rather than people just googling spray pattern vids.
viewmodel_recoil has been in the game for at least 5 years... You still need to learn the spray pattern though you can't just follow the viewmodel lmao, there's a crosshair follow recoil option that will actually help with your issues though.
Not sure how I feel about being able to shoot away the smoke temporarily, guess we'll see how it turns out. Either way so hyped for this!
Noob
Finally some innovation, I honestly wouldn't mind more additions like this that changed the gameplay. For example, they changed the machine guns and gave them a bipod but limited players ability to move while deployed. The machine guns are really only used when your winning and wanna goof around. It's probably the only class of weapons in the game that don't really have a function. Right now, they are kind of a weird SMG, run and gun weapon with a more ammo, plus rifle damage.
I'm excited to see how Valve will adapt the CS2 experience for the Steam Deck! They'll surely want it to be a great experience on it!
Very happy with Counter-Strike 2 announcement. My most favorite shooter and one of my favorite games in general.
New Responsive Smoke looks incredible.
I didn't think you could make smokes any more complex. Bravo, Valve!
what? you don't think you can create more complex video game elements?
@Khiel Mantilla pretty sure its sarcasm mate :D
Small Arms profile picture? i remember playing that game on the 360 in 2008. fun game
Bravo Vince
teardown
you guys did a AMAZING job with this game, please dont change anything its perfect the way it is
I've got bad news for you
this video:
wow thats a huge change in the game and the way information is gained or denied.
very interesting to see what the Pro teams will do with this and how it will affect the meta
The smoke fills is really cool, but most of the existing maps are too wide for that, maybe have to try it out on the Cache
Only Valve would ever reveal a game like this, so low-key.
This is honestly an AMAZING idea! will be cool to play this.
I love how they make even more ways to experiment with game mechanics
thats what always got me so excited about valve games, I remember looking at a really low resolution beta test about half life 2, I almost shit my pants how cool it was seeing physics played out in a computer game
Every game Valve puts out revolutionizes the industry, that's what they're experts at
Too bad that seems like the only mechanic they changed.
That’s literally what valve does best
@NinjapowerMS they are currently making 2 new games
looks like a really great job. I really want to play the beta version now
You can blow out the smoke cloud using HEs, but it would've been more realistic if the cannister gets displaced as well by the blast. But yeah, that's asking too much and it will change the game dynamics for the worst.
Imagine if Valve later added this mechanic to dota 2, for example, to item which already exist, like, "smoke", or riki's ability "smoke" and to some spells, which maybe can create smoke in theory, that will be so interesting... So much heroes may get reworked by this mechanic, like Techies, Clockwerk, Timbersaw, Tinker or sand king, riki, sniper maybe, bounty hunter, phanthom lancer and phantom assasin.
Looks really awesome, but I wonder how it will pan out in the pro scene. Smokes are going to be weaker in source 2 with these changes.
I love Valve for all the things they have done for Linux and vr gaming ❤
The smoke effect is literally a game changer! I already see that future fps games will have some CS2 features.
This is cool, but there was already games with similar smokes mechanics.
@blackpegasus Not a single game has volumetric smoke that clears with granade blasts and bullets, besides teardown (minecraft looking ahh game)
@Mad cod has that mechanic
No you just need to figure out how to punch the smoke, Chris.
Mw2 fans crying. Literally no counterplay to smokes and flashbangs.
this is exactly the kind of stuff i expect from Valve. this level of needless detail, integrated into the gameplay, that i never see other devs putting anywhere near this much attention into. you guys are amazing.
Yoooo nice video! I’m super happy for Valve! Valve is being an actual game company for once!
This is INCREDIBLE. you are changing the gaming industry. ALSO WHOEVER MADE THAT MUSIC IS A GOD. I DONT KNOW WHY BUT GAME MUSIC COMPOSERS ALWAYS MAKE BANGERS FOR NO REASON IN PARTICULAR. BUT I LOVE IT
The smgs bullets should fallow the smoke and draint it out by a little bit , so you would need more smg bullets to clear the smoke , while assault rifle bullets should push away the smoke . If that makes sense anyway .
Wow, this is actually pretty cool. Being able to interact with the smoke through fire or a grenade essentially introduces a new gameplay mechanic.
Instantly clicked, Valve giving news is a sight to behold
sight*
what too much FPS does to a man..
a site to b hold lol
@Jackson Hilbert sorry im spanish so my keybord is in spanish configuration too
now its TF2's turn
I think the smoke should never be removed after puffing, it should just dissipate continuously so if both teams throw 5 smokes each into nuke A site, the whole room fills up and stays kind of foggy, reduced vision but still vision, as it leaks out of garage and heaven. Essentially, once a smoke entity is created, it is there for the whole round and just dissipates. Grenades can create a pressure front that pushes smoke through spaces, rooms, or out of vents in internal spaces. I don't want the meat of the smoke to last longer but there should be some residual evidence that smokes were used, especially in internal spaces. Maybe some of the new maps have like a set small breeze on them to push smoke around. idk. Lots of options if they set it up correctly as a bunch of individual entities like they said. Lots of flexibility. Maybe this is hard to do and keep deterministic with out melting the server.
idk why the smokes are what I am so excited about. It's like, we have seen a million FPS games at this point, so seeing a new concept in a fps makes you feel like how it felt when you first played counter-strike. There is this 'unknown' factor.
Finally!!! a smoke grenade that fills a room instead of going through walls, this is sick!
CS always been a game of strategy and skill and with CS2 they take that to a whole new level
This game is very realistic, thanks for the info!
Insane, this would add another layer of gameplay mechanics. Yeah you can shoot through smokes to confirm anything from the other side, but in the sacrifice of giving away your position to enemy players.
Negev go brrrrrr
@wzore I mean still, it's not like every tracer going through smokes in CSGO was a successful information check for either teams, there's still discrepancy and guessing game on what they would do with the information that there is an enemy team in the other side. Will they hold? Push? or Rotate.
In this version, it becomes a nastier guessing game, oh T side smoked B main, will they push straight or should we check it by carving the smoke. But if CT prechecked smoke spots it becomes an advantage for T side making more valid decisions of rotating or waiting it out for an opportunistic flanking and such.
There's still variety and I don't think smoke pushes has become a disadvantage. Smoke rushing is a 50/50 tactic of high risk high reward, and in this new game it became higher risk higher reward.
@wzore Yeah, defense gets a lot more advantage with it
There're going to be so many mindgames around smokes now
Like how in TF2 playing Sniper the goal is to make the other sniper shoot first so you can get the easy kill, in CS2 the goal is going to be to make the enemy spam the smoke first so that you can see his position and return fire.
@wzore I think smoke pushes are even easier now, because first player will open the smoke for players behind to open a gap
This change is the most impactful. We'll see if the community likes it or not, as this completely changes how counter strike is played.
I can picture those volumetric object effects used for that smoke being repurposed for other interesting game mechanics.
-The smoke looks and moves kind of like cotton candy, imagine a cooking game where you make cotton candy and lattes and have to get the spin just right.
-Use some force push, blow, or sweep ability to clean up foam from a toxic waste spill or at least move it out of the way to make a path.
-In VR, wading your hand through soap bubbles to look for an item say in a pool or bathtub.
-In VR having to fan away smoke away from your face.
-Causing a reaction by mixing chemicals or detonating a device and seeing it foam and smoke up, grow, creep up, and consume enemies. (Think the Mimics from Arkane Studio's Prey getting consumed by something that corrosive to them, or freezes them in place.)
-Monsters pushing through and emerging out of volumetric mass.
It's not the most realistic looking smoke, but there's great potential in the tech.
can't believe they're finally making a second counter strike! so excited
What can I say
Valve is always the one who impress us the most.
Like the difference of "oh cool" and "woooow"
Valve is always the "woooow" one
Great job
I am so excited! No hiding in smokes anymore. 😀
the smoke dissipation feature is absolutely insane
I don't think I've ever seen anything like it before
Edit: the m4a1-s is indirectly getting nerfed by this feature, isn't it?
yeah that will change the game alot
It was already done in some games with Physx, but ofc without actual gameplay impact. Borderlands 2, AC: Black Flag and Alice: Madness Returns had realtime rendered smoke as 3d objects. And if you walk through it or throw grenade, it will react.
It was quite common in the PhysX days back in 2007-2015. Look up the Batman Arkham games if you want to see it in action.
Valve is truly ahead above all other FPS in the techinical aspects(minus graphics)
When I saw this my first words were: No fucking way
This is very cool, it's good that the skins will be saved but it's a pity that there are only 20 people working on this project =(
I'm just going to spent the day watching all of these CS2 vids...so FASCINATING!
Very cool. I haven’t seen a game do this yet
Valve may take forever on their craft but they're damn good at it.
Is this a new game or a massive update? cause I’m down for both, what they’ve been showing is amazing looking!
update
Not gonna lie, the smoke looks insane. I see they've been taking a few notes from MW2019.
I wish more developers focus on physics like this... rather than just lighting and texture...
Gameplay looks REALY DAMN SLICK
Can't wait to return to CS and remember the good old days.
Felaket heyecanlandım şu an… bu iyiye işaret. Valve’in yeniden oyun yapmaya başladığını görüyoruz…
I have never been a big fan of Counter Strike since I've always focusses on other Valve games like Half-Life or TF2, but this looks amazing.
That's crazy! I never thought we will get volumetric smoke in Counter Strike!
based rikka icon
@ThatHomestar Thanks
Valve went all out on CS2 because they don’t understand the number that comes after 2 so to them this is the final game.
@protocetid Nah, in another 15 or so years we'll get Counter-Strike: Alyx
@protocetid maybe we will get conter strike 2 episode 1
Props to the devs for making this amazing mechanics!
I like how they seemingly changed all the weapon sounds EXCEPT the AWP.
I love it. I'm looking forward to it like a little kid. I have been playing cs since 1.5 !!! 👌
Поздравляю! Мы дождались! Конечно на CS 2 это не тянет, максимум на очень большое обновление, но это всё равно лучшее из всех обновлений за последние лет 7.
You need to incorporate destruction of the map by grenades and bullet models and that strategically affects the distribution of the map, just that more
The smoke cancelled by shooting or nades is a good addition. Definitely will add spice and prevents smoke spams.
If you look closely, it dissipates it for a bit before reforming. This will add so much depth to smoke spots.
mhmm. And make smokes useless with it. You can even smoke of position cuz enemy can easily just make the smoke disappear. Its gonna ruin CS..
-smoke rushed
-ninja defuses
good, good
@Szymon X just wait and see how it goes first when its out
It comes back after a bit anyway
whats the piint of smokes anymore
Love it, only thing i wish they made brand new is new weapons or reload animation
I do hope there is more to this than some shiny new graphics and slight meta changes to this game, if id like to see a new CS, id like to see it with a load ton of real agressive updates & changes to it, while keeping the mapping somewhat similar, you know, see CS gameplay and physics evolve to a whole new level.
SO yeah, Valve needs to do more like most recent games from this past century.
ex: add actual world interactions/procedural destruction & a wider selection of weapons/mod for them.
Cause, lets be honest, Counter-Strike is due for a real new formula upgrade and im afraid that Source 2 itself is might not cut it by itself.
Here's my big 5head contribution to the smokes, & I think it would somewhat unite both sides of the fence on this.. I'll be expecting an offer for lead designer next week. 👉👈
Make the smokes transparent when hit with a nade. That way you can still see through them, but vision would be slightly obscured.
Did yall see that clip of the frag exploding and the explosion blast pushes the smoke allowing you to see through the smoke for a brief second. Now that is cool. Even in a competative enviornment with these types of games like valorant CS GO always comes through.
noone saw that. Im sure. It is just massively discussed here.
Nobody noticing that the smokes has color based on which team throws it? CT's is more blue, T's are more brown. Cool stuff
I never thought smokes would be the most exciting change coming to Source 2 but my god! This is an absolute GAME CHANGER! :O
Wots rong with you
🤣🤣🤣🤣😂😂😂🤣
THE BEST DELIVERY THAT VALVE HAS MADE TO THE C.S. 1.6, I LOVE IT I WOULD NEVER CHANGE IT FOR ANYTHING IN THE WORLD
This is game changing. I'm back in CS. You got me back.
Coming back on this video every day. I'm still in shock. Counter-Strike 2 is real.
Valve is really something special.
Other game companies simply cannot.
Love that they are using classic maps in the video. Looks great although I probably wont play this. Still praying for a portal 3 at some point.
Portal 3 will be released right after HL3 and L4D3
Haven't played cs since go almost 15 years, but this implementation of smoke is outstanding!
hah I haven't played in like 16 years, but now at 40 years old I'll start again 😄
@David Anderson same here
@David Anderson //almost 40's... UNITE! XD
"havent" yeah sure :D
But CS:GO is only 10 years old..
Wish COD had something like that. So many times you’re blinded by smoke but the enemy kill cam shows little to none from their POV
Wish people stop played such a milked franchise. COD smells like spoiled milk.
dis guy uses the post-nerf sg553
Finally, tactic. I can't wait to see what get's improved upon further here
I think it’d be cool if it relocated or pushed the smoke away from the explosion rather than disabling that area
Do you even play cs?
@Felipe Aedo a long time ago but I’m just talking from a graphical standpoint.
This is gonna elevate smoke in games for real like god damn
This may unironically be the biggest change the game has ever seen. It fundamentally changes how the game is played.
Can’t wait for this new csgo update
it's just smoke you doofus
Massive overhaul this game deserved ❤️