@@lightning8031honestly I think agency is the most fundamentally flawed hostage map there is. I’d much rather see a reworked Italy (which they apparently did)
@un1d agency definitely is the most unbalanced map (close with office) but I think it would be cool to have it made better. I would also love to see Italy too tho.
Ever since I first played 1.6 as a kid, I always thought the CS games took place in the early 2000’s in an alternate universe to half-life where things never went to shit.
10:34 That "Valve, please break" Feels like such an amazing long-awaited pay off that absolutely delivers. The pun alone was great, but combined with the running joke is 10/10.
Man I love this map so much. It's maybe not the best map in the world to play competitively, but I played it endless hours on community servers in both CS:S and CS:GO. And seeing the old CS:S version makes me feel super nostalgic.
Office was and is the shiiiiiii. Loved how there was always a small, very regular community playing it on CSGO for the years I played it. Got very competitive and addicting, forming those rivalries and becoming so cracked at playing it to the point where people always accused you of wallhacks
The year is 2006, its 3am, no school tomorrow because its summer, you've been playing on a 40 player office server since yesterday afternoon talking shit to noobs and accomplishing absolutely nothing with your life.
i absolutely love the fact that they released NOT a sunny map, it looks SO beautiful with this foggy overcast blue lighting, i wish they did the same with ancient because it's a perfect theme for this type of weather. thank you philip for 20 minutes of the best content this year.
100% agree. The 6pm-ish downcast dusk blues contrasts so well with the warm indoor colors. It's indescribably comfy and the only thing missing is a little bit of snow and a louder soundscape.
I would agree but it's really disappointing to me the way they are handling some reworks. While new Inferno and Overpass leaks looked astonishingly good and modernized, other maps like Office or Mirage just get lighting and really small changes. Ofc this is subjective but I'd even add that some aspects of this maps are even better on older versions. Office on CS Source, for instance and as showned on this video, ha a really different color palette which made it look so much better. It's unrealistic to call it a proper rework because they are still using 20 year old assets, and it looks lazy and unfinished. It's just my opinion though. I hope they update all maps in due time like they showed with Overpass.
You could ask viewers to make maps in source 2 after the game releases like you did with de_fenestration maps and host them on a community server. Last time it was awesome and it would be really cool to see something like that again.
The corners are a product of the new smoothing group system, edges can now be defined as smooth or sharp. By adding additional geometry loops around the 90 degree edge, you can control the fall off of the smoothing without actually beveling the corner.
Weird, I'd feel like just beveling the corner would be better no? Since you'd technically have one less edge to work with and less geometry. That'd be n+1 per corner if it had two loop cuts near the edge.
@@DarkSwordsman It'd be the same amount of geometry actually, since you'd still want 3 edges. Source 2 uses edge smoothing rather than polygonal smoothing, so an edge gets marked as smooth rather than the whole polygon. With just 2 edges that'd mean to have smooth normals the whole length of the wall would have it's normals averaged out around the corner and it'd shade weird. It *would* be more ideal to just use a bevel, but in the case of porting the old maps to the new engine, this is much easier because the ported geometry is less than ideal and would need a lot of tedious clean up. And doing it this way looks identical from a shading point, which matters more than having that subtle geometry offset. Besides, in the grand scheme of things, this additional geometry doesn't matter in the slightest in terms of performance. Poly-count pretty much doesn't matter, especially with how low fidelity most of the models are anyway.
Well, now I have to test whether you can put two sides of a 90-degree corner in the same smoothing group in Source 1 and what it'll do if you do. I feel like you could get... _something_ interesting to happen, but you'd need to turn the lightmap scale way up (or down, depending on your definition) to make it look nice. That's the other big change here: dynamic luxel scaling. Those beveled corners in the parking garage looked terrible because, in Source 1, you can only smooth edges if all of the faces involved have luxels that are smaller than the narrowest face. And that would be a huge waste of memory so they didn't do that. But Source 2, I think, can seamlessly blend between lightmap scales, make luxels that are rectangular rather than square, and possibly even bend them around smooth corners. I dunno, we'll have to see if there's still a mat_luxels equivalent and see what it reveals.
I still think the CS:S version of the map is the most iconic despite the minor improvements in CS:GO. Especially with the outside views and the color scheme indoors. I'd like to see a combination of the two in CS:2 a lot.
love your use of shorts lately as little teasers to your full videos. didnt think we were going to get such an exhaustive look at office after that short, so this is a nice surprise. thx for your effort
Its insane how good lighting can make low poly models look modern, im currently building a scene with very low poly furniture without any materials just flat textures but with Unreal lighting it still looks pretty good
I remember when I thought back in the day that adding high poly props will make the graphics much better. So I did and couldn't understand why it didn't work. After some time I realized that it's indeed mostly in the lighting
source engine models were always designed to mimic the real world well, EVERY piece of technology from CSS and L4D2 is based off real computers, the beefy pc is an optiplex, the printer is a HP laserjet it works so well because its simplistic, as a kid and even teenager i was hard pressed to notice the source models low textures
12:45 It's just a little thing but the fact that the audio is panned left and right according to the split video is just a little detail that makes these videos perfect
The smoothed corners are a cool feature in Source 2 hammer, where you can automatically create small edge loops around corners and make edge shading smoother. HL:A used this technique a lot, and I also use it often when making my own maps
It's extremely impressive just how good CSS office looks to date. Great times playing the community server Office Of Pain (OOP) - they had their own ranking system.
You're the only youtuber i truly enjoy watching, no one else makes content not even close to how you do it, i love looking at every tiny detail of a map, physics and lights, and no one does it better than you, definetly my fav youtuber, don't stop bringing videos like these
Office will always hold a special place in my heart. My first CS game was CSS in 2009 and the first server i tried was a 24/7 office server and i ended up playing there for hundreds of hours. I actually didnt even know CS was a competitive game until CSGO came out 😅
My first ever map in CSS was Inferno (vs bots) also in late 2009. But I launched Office slightly later and I instantly fell in love with the map. It´s still my favourite hostage map
Cannot wait to see CS_Italy I saw in trailer they made some changes to the map and the lighting also looks beautiful I hope they also add more hostage maps like Siege and Estate
Watching your map analysis videos takes me back to when I was younger while playing games and exploring my favorite maps from Halo and Call of Duty in a private match by myself, just admiring all of the details that developers had put in and making up my own fun little stories about the map in my head (sometimes with friends lol). I used to have so much fun looking at all of the details developers put into their maps, I'm happy I get to feel that again when I watch these videos. Keep up the great work dude!
The fact your videos have always started & ended abruptly and often contain tangents on the topic makes sections of them surprisingly good full-video-like shorts. I feel like most of them could be broken down into segments and posted as independent shorts (which, of course, is something you done with this one and sorta has been doing for the past few months). Great video as always, Phil.
15:18 I wasn't prepared. I laughted so hard at the cut just after you shot him xD "And that, ladies and gentlemen, is how to talk about a reskinned map for 19 minutes" Oh, if only you knew. You did a lot more than that, you helped someone who had a really shitty day to be able to think to something else for 19 minutes. To laught with you, to appreciate some subtilities about a game he will probably never play. And that's only for me. Thanks Philip.
I love how in almost every (?) video you manage to include Operation Flashpoint's main theme. Really brings back memories for me! Now, could you also include 'Lifeless' from that game's soundtrack?
This map will always hold a special place in my heart. I was first introduced to CS on an office deathmatch server about 12 years ago and instantly fell in love
I love your super in-depth analysis of these small details man. I used to get obsessed finding every little detail, testing all the physics, making mental notes about how the graphics could be improved. It's so cathartic to see someone else who cares about all this crap as much as I do xD
12:00 more normal maps! In Blender, you can replicate this with the "Bevel" node in the shader editor. And then it can be baked into a texture. These types of things would probably be good with the level of quality you can probably get from imported models now.
I find it weird that youtube fails to put some of your videos into my notification center, even in my subscribtion tab :( Love the vids and keep up the great work Philip
@@rocktheboat56 You're aware that the Office community has a defuse version of the map already right? It's possible to recontextualize a map, especially if you're making a sequel to that map. Quit being an asshole and just use your fucking imagination.
Just rq, wanted to say, love that youtube has def. realized that i like Kliks' vids, and not just "cs:go" which is true because i love mapping, i love the art and the mind behind it. Thanks for your videos Philip!
as a graphics programmer, its always fascinating seeing your takes on these things. Some things you point out have very technical explanations and idk something about you pointing out for example hard vs smooth shading and how decals get drawn over other geometry is just so fun love your videos :)
the source 1 version clears the rest IMO. I love the wooden clap boards and the lighting, it all feels like a real office and less like I’m in a color graded movie set. The OOB details are nicer and the outdoors has hints of sun coming through the overcast sky. I’d love to see office get a proper remake, but, it’s office. then again, we’re getting an entire Italy remake so who knows lol
5:00 So much fun projecting shadows on you butt, btw. found incredibely well made presentation and channel to anyone who want to understand 3D graphics (in this case how opengl does that) - shadows ait easy His name is Cem Yuksel - Interactive Graphics 15 - Lights and Shadows. He "lives" inside GPU this is level of his understanding every detail. Episode 22,26 is all about modern ways making light and casting shadows.
woah woah woah.. it was bad enough when they made it so you have to carry the hostages, but now you can't even kill them?! Valve why do you destroy our traditions?
I love that someone can just make a 20 minutes video about this map because I play ONLY office, I love this map so much, I just feel there like at home
Using Stable Diffusion to simulate skybox backgrounds based off in-game screenshots is exactly the kind of thing I'd expect Source players/mappers/modders to use this software for.
I have been missing something about office for years, and never knew what. Now I see it. That blue carpet :D Later versions, all the background sorts of blends together into some unicolour, while the old office that stronger colour nuances, which was part of the fun of playing on the map. In stressful situations (for low skill player, yes), then it was sometimes confusing for a split second if you saw and enemy or just a part of the map. This added something to immersion, where I feel maps over time have more of a theme colour, which is probably optimised for competitive play, but it just does not look as good, as it would if there were these visual confusions. Maybe I am just being overly nostalgic, and therefore blindsided? But I feel there has been an attempt in some maps to wash out colour nuances over time.
And further in, I start to think about the atmosphere of 1.0-1.6, when seeing it again, which was so much better. Map aesthetics need less micro and more macro.
With CS:GO office converting a random storage room into a kitchen, Payday: The Heist did the same thing with its version of Mercy Hospital. In the Left 4 Dead original, its all storage rooms and random doctor's offices, but Payday The Heist converted the largest random storage room into a staff cafeteria
By the time CS:S was released, it was a ground breaking change. My best time was in 2007-2009 with my small group playing CS:S. It was so fun back then.
You are so correct on this fact that cs 1.6 and css had a distinct feeling of space as devs weren't shying away from populating or even simply slapping a grande environment texture. Such a massive feeling that they stripped away with new versions
a lot of gmod tomfoolery videos that i watch throughout my childhood happened in this map. thus CSS cs_office has a special place in my heart because of it.
Rooms look so clean, like in Mirrors Edge but I like its. It's nice to see fourth office version(counting CS:CZ) and still different from the others, has it'sown dreamy vibe.
I can't wait to get the Source 2 Hammer and Map Editor. Even if I'm only going to play around with it for a few hours, the possibilities just look so amazing.
If that number sign is partial glowing red would add SO much "👌" to the design of the front area, hint of red reflecting it off the wet melting ice is an extra 👌👌
I’m glad they’re not ditching hostage modes
they cant
hostage mode was literally the first og cs gamemode
I hope they rework agency, it has so much potential to be a competitively viable hostage map
@@lightning8031honestly I think agency is the most fundamentally flawed hostage map there is. I’d much rather see a reworked Italy (which they apparently did)
@un1d agency definitely is the most unbalanced map (close with office) but I think it would be cool to have it made better. I would also love to see Italy too tho.
why would it ditch the best map in cs
CS:S Office feels like a place from the early 2000s/late 90s with the wood paneling on the walls. Nostalgic
Ever since I first played 1.6 as a kid, I always thought the CS games took place in the early 2000’s in an alternate universe to half-life where things never went to shit.
@astralplaneshittalker Yep
This wood paneling of CSS Officer for me looks like wood paneling in 90s cars.
@@АндрійКовальов-д7и 90s cars? wood paneling was the 70s dude XD
@@АндрійКовальов-д7и its very aesthethically pleasing
10:34 That "Valve, please break" Feels like such an amazing long-awaited pay off that absolutely delivers. The pun alone was great, but combined with the running joke is 10/10.
Man I love this map so much. It's maybe not the best map in the world to play competitively, but I played it endless hours on community servers in both CS:S and CS:GO. And seeing the old CS:S version makes me feel super nostalgic.
Office was and is the shiiiiiii. Loved how there was always a small, very regular community playing it on CSGO for the years I played it. Got very competitive and addicting, forming those rivalries and becoming so cracked at playing it to the point where people always accused you of wallhacks
I used to be on a 64-player server playing cs_office every goddamn day; the CS:S version of the map is truly goated.
When i played office for the first time i really enjoyed the tight and long corridors and how the windows would shatter.
The year is 2006, its 3am, no school tomorrow because its summer, you've been playing on a 40 player office server since yesterday afternoon talking shit to noobs and accomplishing absolutely nothing with your life.
yeee boi.. I played about 500 hours of office on 2 community css servers.. one was called SiX and the other was called BoSS
i absolutely love the fact that they released NOT a sunny map, it looks SO beautiful with this foggy overcast blue lighting, i wish they did the same with ancient because it's a perfect theme for this type of weather. thank you philip for 20 minutes of the best content this year.
i just want more night time maps like de_castle from Operation Breakout
I really like the new offices lighting. Finally something that isnt just sunny and bright. Blue afternoon is quite nostalgic.
100% agree. The 6pm-ish downcast dusk blues contrasts so well with the warm indoor colors. It's indescribably comfy and the only thing missing is a little bit of snow and a louder soundscape.
I would agree but it's really disappointing to me the way they are handling some reworks. While new Inferno and Overpass leaks looked astonishingly good and modernized, other maps like Office or Mirage just get lighting and really small changes. Ofc this is subjective but I'd even add that some aspects of this maps are even better on older versions. Office on CS Source, for instance and as showned on this video, ha a really different color palette which made it look so much better. It's unrealistic to call it a proper rework because they are still using 20 year old assets, and it looks lazy and unfinished. It's just my opinion though. I hope they update all maps in due time like they showed with Overpass.
I completely agree, this is the kind of lighting i love to see out of winter/snow maps
@@Malxer I'm sure they will remake other maps later. I can't imagine them leaving nearly 10 year old maps untouched in a new game.
@@mythicalgod We can only hope. With Valve, who knows.
You could ask viewers to make maps in source 2 after the game releases like you did with de_fenestration maps and host them on a community server. Last time it was awesome and it would be really cool to see something like that again.
"de_fenestration" is so fucking funny
@@jamess.7811 oh my god i only just now got the joke
Especially given how much more awesome Hammer is in Source 2, I think it would be a fun idea!
also perhaps 3kliks coming back to making short tutorials about hammer would be cool too
Just go play on some Servers in the Browser with strange maps on them right now, theres so much to explore.
The corners are a product of the new smoothing group system, edges can now be defined as smooth or sharp. By adding additional geometry loops around the 90 degree edge, you can control the fall off of the smoothing without actually beveling the corner.
Weird, I'd feel like just beveling the corner would be better no? Since you'd technically have one less edge to work with and less geometry. That'd be n+1 per corner if it had two loop cuts near the edge.
@@DarkSwordsman It'd be the same amount of geometry actually, since you'd still want 3 edges. Source 2 uses edge smoothing rather than polygonal smoothing, so an edge gets marked as smooth rather than the whole polygon. With just 2 edges that'd mean to have smooth normals the whole length of the wall would have it's normals averaged out around the corner and it'd shade weird.
It *would* be more ideal to just use a bevel, but in the case of porting the old maps to the new engine, this is much easier because the ported geometry is less than ideal and would need a lot of tedious clean up. And doing it this way looks identical from a shading point, which matters more than having that subtle geometry offset.
Besides, in the grand scheme of things, this additional geometry doesn't matter in the slightest in terms of performance. Poly-count pretty much doesn't matter, especially with how low fidelity most of the models are anyway.
Well, now I have to test whether you can put two sides of a 90-degree corner in the same smoothing group in Source 1 and what it'll do if you do. I feel like you could get... _something_ interesting to happen, but you'd need to turn the lightmap scale way up (or down, depending on your definition) to make it look nice. That's the other big change here: dynamic luxel scaling. Those beveled corners in the parking garage looked terrible because, in Source 1, you can only smooth edges if all of the faces involved have luxels that are smaller than the narrowest face. And that would be a huge waste of memory so they didn't do that. But Source 2, I think, can seamlessly blend between lightmap scales, make luxels that are rectangular rather than square, and possibly even bend them around smooth corners. I dunno, we'll have to see if there's still a mat_luxels equivalent and see what it reveals.
What's the difference between geometry loop and beveling?
I cant believe office is already this old. I remember playing prop hunt there with my friends in Gmod
my guy office was the first map I ever played when I was introduced to counter strike and that was uhhh 1.5
ive played so much on this map on murder in gmod
Gmod prop hunt is way younger than this map XD
@@dereks6742 well duh, otherwise you wouldn't be able to have used the map in the mode...
@@sunhammer420little man humble yourself no2 ppl asked.
I always felt like CSS Office was so cozy and warm looking. Glad to see a return to form.
I still think the CS:S version of the map is the most iconic despite the minor improvements in CS:GO. Especially with the outside views and the color scheme indoors. I'd like to see a combination of the two in CS:2 a lot.
love your use of shorts lately as little teasers to your full videos. didnt think we were going to get such an exhaustive look at office after that short, so this is a nice surprise. thx for your effort
I was really sad when the pictures wouldnt fall off the walls anymore. I wish they would bring that back since it was awesome.
They forgot what fun is 😢
I'm so old that I remember when bullet holes on walls was a big deal, circa 1995
I bet it'll never get added back in because of "competitive viability" or some stupid shit like that
@@scarlettNET It's Office. The real reason it won't get added back in is because Valve won't touch Office.
Its insane how good lighting can make low poly models look modern, im currently building a scene with very low poly furniture without any materials just flat textures but with Unreal lighting it still looks pretty good
I remember when I thought back in the day that adding high poly props will make the graphics much better. So I did and couldn't understand why it didn't work. After some time I realized that it's indeed mostly in the lighting
Some games with RTX Remix look improved in every way despite their models and textures being unchanged
source engine models were always designed to mimic the real world well, EVERY piece of technology from CSS and L4D2 is based off real computers, the beefy pc is an optiplex, the printer is a HP laserjet
it works so well because its simplistic, as a kid and even teenager i was hard pressed to notice the source models low textures
I can't even express how much i love you and your videos philip. you are my favorite youtuber for the last 10 years or longer.
Philip is da goat
fun fact, in source the deagle has exactly the amount of bullets to smash every window and knock off every painting on the map
Do you have to do stuff like shooting through a couple of windows with one bullet or is it "one big vertical rectangle - one small round"?
12:45 It's just a little thing but the fact that the audio is panned left and right according to the split video is just a little detail that makes these videos perfect
I love how you take in consideration every detail in games
I think you truly revived my passion for the art that are videogames maps
The smoothed corners are a cool feature in Source 2 hammer, where you can automatically create small edge loops around corners and make edge shading smoother. HL:A used this technique a lot, and I also use it often when making my own maps
It's extremely impressive just how good CSS office looks to date. Great times playing the community server Office Of Pain (OOP) - they had their own ranking system.
I'm so glad Valve is keeping Office and even remastering it, it's the only map I've played for years :']
3kliksphilip got upgraded from "one of my favorite TH-camrs" to "my favorite youtuber" for me.
THAT'S the power of office
You're the only youtuber i truly enjoy watching, no one else makes content not even close to how you do it, i love looking at every tiny detail of a map, physics and lights, and no one does it better than you, definetly my fav youtuber, don't stop bringing videos like these
Office will always hold a special place in my heart. My first CS game was CSS in 2009 and the first server i tried was a 24/7 office server and i ended up playing there for hundreds of hours. I actually didnt even know CS was a competitive game until CSGO came out 😅
My first ever map in CSS was Inferno (vs bots) also in late 2009. But I launched Office slightly later and I instantly fell in love with the map. It´s still my favourite hostage map
ANARCHISTS. WHERE.
Cannot wait to see CS_Italy I saw in trailer they made some changes to the map and the lighting also looks beautiful
I hope they also add more hostage maps like Siege and Estate
Watching your map analysis videos takes me back to when I was younger while playing games and exploring my favorite maps from Halo and Call of Duty in a private match by myself, just admiring all of the details that developers had put in and making up my own fun little stories about the map in my head (sometimes with friends lol). I used to have so much fun looking at all of the details developers put into their maps, I'm happy I get to feel that again when I watch these videos. Keep up the great work dude!
blocking that entrance with the shelves is the best part of office
15:18 those few frames of philip "accidentally" shooting the hostage made me chuckle for the rest of the video. good stuff mate
edit: 16:27 too
I scrolled down only to see if somone noticed it ! It's son funny
The fact your videos have always started & ended abruptly and often contain tangents on the topic makes sections of them surprisingly good full-video-like shorts. I feel like most of them could be broken down into segments and posted as independent shorts (which, of course, is something you done with this one and sorta has been doing for the past few months). Great video as always, Phil.
"valve please break" phillip always brings a smile to my face. simply a treasure.
"That smile, that damn smile."
(gazing at the fire extinguisher)
15:18
I wasn't prepared. I laughted so hard at the cut just after you shot him xD
"And that, ladies and gentlemen, is how to talk about a reskinned map for 19 minutes"
Oh, if only you knew. You did a lot more than that, you helped someone who had a really shitty day to be able to think to something else for 19 minutes. To laught with you, to appreciate some subtilities about a game he will probably never play.
And that's only for me. Thanks Philip.
I love how in almost every (?) video you manage to include Operation Flashpoint's main theme. Really brings back memories for me! Now, could you also include 'Lifeless' from that game's soundtrack?
I'm so excited for this. I hope the casual office community stays just as fun and chaotic in CS2
This map will always hold a special place in my heart. I was first introduced to CS on an office deathmatch server about 12 years ago and instantly fell in love
This map is all my friends play. All these years later i still love it
Philip you are a MENACE. I hope you realize a Valve employee is going home late tonight because of this video...
I would love to see you do another mapping "contest" for your control point gamemode. I still remember how much fun cp_entrenched was!
I still remember how much fun CP was!
I love your super in-depth analysis of these small details man. I used to get obsessed finding every little detail, testing all the physics, making mental notes about how the graphics could be improved. It's so cathartic to see someone else who cares about all this crap as much as I do xD
12:00 more normal maps! In Blender, you can replicate this with the "Bevel" node in the shader editor. And then it can be baked into a texture. These types of things would probably be good with the level of quality you can probably get from imported models now.
I find it weird that youtube fails to put some of your videos into my notification center, even in my subscribtion tab :(
Love the vids and keep up the great work Philip
im so excited to play my favorite map remastered
I like this technique of breaking these larger videos into lots of small parts and then stitching them back together for subs. Clever stuff.
I would love an Office_2 of some kind that keeps the same building but with balance tweaks, different spawns, more routes, and as a defuse game mode.
Making office a defuse map defeats the entire design of the map, tell me you dont play office without telling me you dont play office
@@rocktheboat56 You're aware that the Office community has a defuse version of the map already right? It's possible to recontextualize a map, especially if you're making a sequel to that map. Quit being an asshole and just use your fucking imagination.
i cannot believe he makes fire extinguisher and projector videos so intriguing for me to watch
As someone who only plays Office, I see this as an absolute win.
Me too!
Just rq, wanted to say, love that youtube has def. realized that i like Kliks' vids, and not just "cs:go" which is true because i love mapping, i love the art and the mind behind it. Thanks for your videos Philip!
as a graphics programmer, its always fascinating seeing your takes on these things. Some things you point out have very technical explanations and idk something about you pointing out for example hard vs smooth shading and how decals get drawn over other geometry is just so fun
love your videos :)
Phillip has stereo mixed the side by side comparisons to have respective sound effects come from the correct ears. This stuff is why he’s the goat
the source 1 version clears the rest IMO. I love the wooden clap boards and the lighting, it all feels like a real office and less like I’m in a color graded movie set. The OOB details are nicer and the outdoors has hints of sun coming through the overcast sky. I’d love to see office get a proper remake, but, it’s office. then again, we’re getting an entire Italy remake so who knows lol
early 90s/late 80s interior designers making a incredibly aesthetically pleasing space just for some doctors office
So much better when Philip is uploading regularly
Appreciation for de_office ❤
you perfectly analysed this map, i love how this map is snowy and warm at dark ♥
Office survives
5:00 So much fun projecting shadows on you butt, btw. found incredibely well made presentation and channel to anyone who want to understand 3D graphics (in this case how opengl does that) - shadows ait easy
His name is Cem Yuksel - Interactive Graphics 15 - Lights and Shadows. He "lives" inside GPU this is level of his understanding every detail. Episode 22,26 is all about modern ways making light and casting shadows.
woah woah woah.. it was bad enough when they made it so you have to carry the hostages, but now you can't even kill them?! Valve why do you destroy our traditions?
I love that someone can just make a 20 minutes video about this map because I play ONLY office, I love this map so much, I just feel there like at home
damn the original skyboxes were fucking amazing
so much more interesting and creative for some imaginary story
I like how you kept shooting the hostages, that really took me back.
Philip showing 2004 version of CSS makes me nostalgic, 19 years later and Valve still doesnt know how to count to 3
Shut your mouth your comments are generic and annoying
that whole projector shadow thing is insane. the carabiner shadow on the clothing... 🤯
The hostages look terrible... Also, where's the Anarchists? Valve, please fix.
The fire extinguisher in paper room is a boost spot wich works with one way smokes
Hey Philip, you’re going to make SDK tutorials? I miss them from a decade ago! For CS2 ofc!
i’m never unimpressed by the effort you put into your videos keep on killing it and ur music kit is SO HARD
cs2 is a example of how bad other engines optimisation is. this looks great and can run on my 980gtx at 200fps+ at 1080p
I mean thats becuase the other games look SIGNIFICANTLY better than cs2...
@@Ultra289 i dont think so
The CS:S 2000s aesthetics is my favorite, brings a lot of memories and fun times.
Using Stable Diffusion to simulate skybox backgrounds based off in-game screenshots is exactly the kind of thing I'd expect Source players/mappers/modders to use this software for.
"Certainly wouldn't be usable in America" at 15:34 had me rolling.
You wanted to do this 15:16
love the older skyboxes so much more than the more recent ones , makes the map feel super secluded and mysterious
OFFICE ENJOYERS -->
The Operation Flashpoint music to the antenna was an amazing touch.
S&box the new Source 2 game has their own version of office for those curious but its fan made, still incredibly made.
The last minute was pure comedy gold, thank you so much for that!:D
DIDN'T EVEN NOTICE THAT WAS 19 MINUTES LOL very entertaining thank you
I have been missing something about office for years, and never knew what. Now I see it. That blue carpet :D Later versions, all the background sorts of blends together into some unicolour, while the old office that stronger colour nuances, which was part of the fun of playing on the map. In stressful situations (for low skill player, yes), then it was sometimes confusing for a split second if you saw and enemy or just a part of the map. This added something to immersion, where I feel maps over time have more of a theme colour, which is probably optimised for competitive play, but it just does not look as good, as it would if there were these visual confusions.
Maybe I am just being overly nostalgic, and therefore blindsided? But I feel there has been an attempt in some maps to wash out colour nuances over time.
And I watch 30sec more of the video, and realise why it is you should watch full videos before commenting :D
And further in, I start to think about the atmosphere of 1.0-1.6, when seeing it again, which was so much better.
Map aesthetics need less micro and more macro.
With CS:GO office converting a random storage room into a kitchen, Payday: The Heist did the same thing with its version of Mercy Hospital. In the Left 4 Dead original, its all storage rooms and random doctor's offices, but Payday The Heist converted the largest random storage room into a staff cafeteria
By the time CS:S was released, it was a ground breaking change. My best time was in 2007-2009 with my small group playing CS:S. It was so fun back then.
I was there in CS Beta 2 in 1999. I feel like I need a walker now.
3kliksphilip made more videos about office than about the other maps, which are way more relevant, but that's why I love his channel
You are so correct on this fact that cs 1.6 and css had a distinct feeling of space as devs weren't shying away from populating or even simply slapping a grande environment texture. Such a massive feeling that they stripped away with new versions
There is no one I would trust more to be a quality assurance advisor, than you.
a lot of gmod tomfoolery videos that i watch throughout my childhood happened in this map. thus CSS cs_office has a special place in my heart because of it.
really appreciate the going low in csgo throwbacks with the music
Such a thorough breakdown. Top work 😎⭐
Rooms look so clean, like in Mirrors Edge but I like its. It's nice to see fourth office version(counting CS:CZ) and still different from the others, has it'sown dreamy vibe.
When I saw the fire extinguisher I genuinely thought for a second it’s a real one
the improved lighting is showcased so well in this video. wow.
I still remember in 1.6 office that you could break a wall in kitchen and find a picture of a hamster behind it. One of my fav maps since day one.
It really is a ship of thesus moment
there are many skybox focused channels that i follow but i would love some skybox focused videos from you aswell!
Philip, we need de_fenestration to come back. When the CS2 will finally arrive, we will be waiting.
i think one big video like this is way better than a bunch of small ones on the channel
I can't wait to get the Source 2 Hammer and Map Editor.
Even if I'm only going to play around with it for a few hours,
the possibilities just look so amazing.
If that number sign is partial glowing red would add SO much "👌" to the design of the front area, hint of red reflecting it off the wet melting ice is an extra 👌👌
19:25 min video. It's like waiting for that tv show episode to come out, and the spoils are just right
That antenna was epic, I think I've once seen it in a match and I've stared at it for some time
as someone who has shot snow before that snow bullet holes are very nice, very realistic, you're not going to find those bullets till spring.