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    Blog: Volcano & sapphiRe's Valve trip - Day 3

    Heather "sapphiRe" Mumm on Mon, 02/06/2012 4:39AM
    Our third and final day at the Valve headquarters began slower than the rest. We arrived at the office around 10:30 AM. Sal and I plugged in our gaming gear. At least for the morning hours, Ido didn't have any plans for us as he was busy preparing for the expanded beta launch. So I decided to boot up CS:GO and added some bots just to shoot around. Sal, on the other hand, was excited to get his hands on the latest version of Hammer Editor.

    Sal had been asking for access to the SDK as soon as he had arrived on Wednesday, but it wasn't available for the first two days. On Friday, an update went live so he was able to get access. Sal spent the next few hours familiarizing himself with the new features and creating a few sample maps. He noted that the CS:GO version of Hammer Editor is quite similar to the CS:S version but with additional textures and models.


    Sal playing with Hammer Editor
    Sal spent the first hour of the day working with Hammer Editor given his fascination with level design. I again spent time cycling through the maps to report bugs. After the first hour we both spent time taking note of a number of the design changes in each map. Since the maps haven't been released yet, I likely can't disclose the full details but thought I'd mention a few of the more drastic changes. The CS:GO version of de_inferno isn't all that different from CS:S and CS 1.6. The "A" apartments (using CS 1.6 bombsite names) look like the CS:S version with the extra bedroom on the side. However, the gate has been removed that previously separated the T-side stairs from the stairs that lead to the window room. Overall, I'd say it's a positive change.

    The change that will be most discussed is one at banana. From a CT's perspective, in CS:S, there are arches on columns on the left side of the banana. Just like in CS 1.6, a CT can peak down with an awp on the left side to get a nearly perfect view of the entire banana area. However, in CS:GO, this arch area was cut off with a brick wall. As a result, the entire banana area has become more narrow. If in CS 1.6 and CS:S, this hall truly is shaped like a banana, in CS:GO, it's a bit more more curved like a "C" shape. I don't think it's a huge issue that the awper's line of sight has been modified. I think the bigger problem here is that the area for T's is more narrow. On a rush, T's will be grouped closer together. Nades and flashes will impact a larger percentage of players. Essentially, this change has created a bottleneck feature that could make banana more of a headache for terrorists.

    The last big change I noticed should make CS 1.6 fans happy. In CS:S, there is a window in the T-side house of the map, next to the main T-ramp. It's not used too often, but when it is, it usually catches a CT-mid awper or a banana rotator off-guard. This window has been completely removed.

    Just a few of the many notes with our CS:GO ideas
    Next, I moved over to an old favorite, de_aztec. Call me crazy, but I think this map could be brought back into the competitive rotation. One positive change Valve implemented was a larger terrorist side double doors. The map is nearly identical to the CS:S and 1.6 versions but the door simply just has a wider opening. This should allow terrorists more options for smoking off the door and entering into the contested area of the map without being filtered through a narrow gap. Sal had suggested one change in the CT-side bridge room that would limit a Counter-Terrorists view of the water area. Currently, when a terrorist uses the water in a strat, once they approach both ramps, the terrorist can be shot from four different angles, the most devastating being a Counter-Terrorist peeking safely from the bridge room. Sal's suggestion would force a CT to be exposed to the terrorist side of bridge if they wished to peek into the water. Valve seemed interested in the suggestion but might wait for more data and feedback before they commit to the modification.

    The CS:GO version of de_train is a drastic change from both the CS:S and CS 1.6 versions. I think CS 1.6 players will appreciate that there are far fewer places to hide. Moreover, Valve noted they paid specific attention to Lightning the map. There are certainly less dark areas compared to CS:S. However, some trains have been removed, ladders on several remaining trains have been eliminated, a new CT tower has been added and the outside bomb planting area has been moved. In all honesty, Sal was not a fan with the updates aside from the fact the map was made brighter. We shared our concerns which Valve anticipated we've have. Though I don't know entirely, I'm guessing their play here was to implement something drastic then await feedback, which makes sense. The beta is the best time to try some big changes when there is a two-way open feedback channel between Valve and the community.

    A CS:S glitch on de_nuke should be resolved in CS:GO thanks to Volcano
    Lastly, we took a look at de_nuke. Again, CS 1.6 fans will be happy with the most of the lower bombsite. No longer can players wrap quickly around the backhalls from one glass door to another as is possible in CS:S. If facing the bombsite from ramp, the right side door has been completely removed. That means, there is no backhall (like in CS:S) and no pointless back room (like in CS 1.6). This also has one other huge impact. There is no outside-to-backhall entrance. It's been completely blocked off. It was implied that the stairs were removed because they weren't used frequently based on data from both CS 1.6 and CS:S. However, even if the back stairs from outside are used only 10% of the time, the option still forces CT's to be attentive to the area. With the elimination of that backhall, CT's could essentially ignore outside while stacking in the rafters and ramp room. Sal had suggested to put the outside stairs entrance to lower within the warehouse, instead of behind it such as in CS 1.6 and CS:S. We addressed these concerns with Valve during a "strat session" (more on that later). Though it will likely remain once the beta expands, I got the impression it was still up for negotiation so I encourage beta participants to send constructive feedback if you like or dislike various changes.

    A huge problem in CS:S, especially as a league admin, is dealing with the ceiling crouch glitch in vents, specifically on de_nuke. A player can spam crouch while in the vents to see through the ceiling. If you try to do the same glitch on Sal's map, de_cache, you'll see it's not possible. Sal noticed that this glitch still existed in CS:GO. After meeting with some of the level designers, Sal was able to explain how to resolve this issue.


    Can I take this home?
    I also had some time to run around on a few of the unannounced new maps. Most weren't complete yet but based on the current design I did see a few maps that had competition potential. I would guess these maps won't be released until either the final stages of the beta or when the full game ships.

    We headed out to lunch around 2:30 PM. The Valve team had been busy preparing for the updated and expanded beta release. From what I could tell, they were working on addressing some of the bugs Sal and I had reported, updating the Counter-Strike website and debating how to distribute additional beta keys.
    For this lunch trip, we were joined by Randy, a level designer by trade. As an aspiring level designer, Sal was excited to chat with Randy. They discussed various level design tools, not just for Counter-Strike, but other games. Just as Sal was intrigued by Randy's level design experience, Randy seemed equally as engaged with learning about Sal's aspirations in level design.


    Back at the Valve headquarters, Sal and I got into a discussion with the Valve developers about the topic of peeker's advantage. Since we all weren't on the same page, we thought we'd try an experiment. Sal and I created two separate fraps clips where Sal would peek me 20 rounds in a row and I would try to shoot him while holding a corner. We made videos in Counter-Strike 1.6 and Counter-Strike: Source. Someone at Valve would then sync the clips together and add a timer to determine, in which game, a peeker's advantage truly exists, if any. We don't have any results on that experiment yet, but I'll be sure to update you when we do.

    Sal also spent some time discussing movement and jumping. Currently, a player can pull off a maximum of one jump before being experiencing significant deceleration. Sal suggested that number should be increased to at least three jumps before massive deceleration settles in. He used the example of maneuvering out of an awp's line of sight as a reason to implement this change. He also made sure to address in-air acceleration which to allow for smooth in-air turns like a player can do in both CS 1.6 and CS:S.

    Next on the list of ideas was nade rebuying. This has been a problem going back even into the early days of Counter-Strike 1.6. During buy time, a team could continue to rebuy and toss smokes which became an annoyance to many. If you thought smokes were bad, the molotov rebuy situation in CS:GO is even more devastating. If you watched the CS:GO Plantronics match, you'll see that a few teams kept rebuying molotovs and tossing them from T-side mid to the CT double doors on de_dust2. The same player would then buy a second molotov and toss it again. Within the 15 second buy time, it could be easily possible for every member to buy at least three molotovs and keep a steady stream of fire on the ground, disallowing CT's from crossing to the B bombsite. Sal made sure to bring up this issue and proposed a few ideas. One idea was to only allow a player to only buy one of each grenade type per round. Valve understood the problem and said they'd brainstorm a few additional ideas for creating limitations on rebuys.

    As I had mentioned in a previous blog, Sal and I brought up the issue of shadows in CS:S being projected through doors and onto ceilings. Throughout the entire day Friday, we overheard two developers working behind us trying to come up with solutions so this frustrating CS:S issue can be removed from CS:GO.


    Around 5:00 PM, Ido asked Sal if he'd be willing to demonstrate a few strats on each map. Sal was happy to oblige. Moments later, a swarm of CS:GO team members surrounded Sal, eager to sit in on his training session. One of those developers was none other than Jess Cliff, the co-creater of Counter-Strike, basically one of the men that made all of this possible; someone indirectly responsible for consuming tens of thousands of hours of my life.

    Sal spent the next two hours running through strats, nades and stacks on dust2, dust, aztec, inferno, nuke and train. He also spent time sharing feedback and proposing changes for all maps. The Valve team seemed incredibly engaged with and appreciative of the strat-session.
    Companion Cube cookie jar!

    The group had a number of "A Ha" moments. Specifically, Sal demonstrated how certain barrel and box models in both CS:S and CS:GO can be incredibly one-sided. On some barrels, a player can crouch to fixate their vision perfectly through a crack in a barrel. A player on the opposite side would have significant trouble spotting the hiding model. Right away, Jess agreed that is something that will be added to the list of changes. Either gaps in certain barrel and box models will be widened to improve balance from both sides, or gaps will be eliminated all together. Jess was also very receptive to Sal's feedback on some of the more dramatic changes on de_nuke, de_train and de_inferno. A number of Valve members were taking notes throughout the session so they could incorporate the feedback into future updates.

    Overall, the strat session was a great experience for all parties. It was around 8:00 PM on a Friday evening at this point. The Valve team started to head out the door after a productive day in the office. Sal and I said our goodbyes and thanked everyone for this incredible opportunity.

    As CS:GO continues to evolve, my hope is that the Valve developers will remain equally as engaged with the eSports community after the game ships as they have been throughout the beta stage. Though the game still requires tweaking once a larger group of players have the opportunity to test out the game and share feedback with Valve, I still believe it has potential to be the next great eSports title. Long live Counter-Strike.
    Comments
      
    Actions
     / · 2.6.12 at 4:41am #1 sapphiRe
    Sorry for the delay - A lot of thoughts here. Happy to answer questions if there is any confusion.

    Enjoy
     / · 2.6.12 at 4:55am #2 BAM
    nice
     / · 2.6.12 at 4:56am #3 yolo1111
    3

    Last modified on 2/6/2012 at 4:56 am
     / · 2.6.12 at 5:01am #4 MARIO
    very nice
     / · 2.6.12 at 5:06am #5 Bvf
    I don't much like the train changes. And I'd really like to see Aztec be brought back competitively. But I'm not sure the narrow DD's was really the problem.
     / · 2.6.12 at 5:08am #6 Hipposaver
    will you be doing an ESEA swimsuit spread in the the next blog?
     / · 2.6.12 at 5:10am #7 Few
    Long live Counter-Strike. !
     / · 2.6.12 at 5:12am #8 SamBuca
    Awesome. I really hope they are not only doing that to let the title down. Just think about a 1.5 million $ tournament for csgo like dota 2 AHA! Nice article. I really like that they get both of you down there to help fix all the annoying things in source. LONG LIVE COUNTER STRIKE. Can't wait to play cs go
     / · 2.6.12 at 5:16am #9 sholts
    there is gGGGope
     / · 2.6.12 at 5:21am #10 dangerousle
    when is cs go coming out?
     / · 2.6.12 at 5:42am #11 dracon
    http://img713.imageshack.us/img713/9568/...



    great to know a cs pro like yourself is directly influencing csgo.
     / · 2.6.12 at 5:46am #12 sapphiRe
    Referenced post #11 by dracon
    http://img713.imageshack.us/img713/9568/2011080400003.jpg


    great to know a cs pro like yourself is directly influencing csgo.
    #11
    This was Volcano's trip, not mine. I just tagged along He's the pro with all the feedback I'm just the writer so I wrote the blog to relay Volcano's interactions silly!

    In the pug right after that I owned!!! haha.. but yes, my CS 1.6 skills are certainly rusty. How long have you been holding onto that screenshot? That is a few months old!

    Last modified on 2/6/2012 at 6:43 am
     / · 2.6.12 at 5:53am #13 Shinn
    Deathmatch-esque modes. Any word on those? If I was going to host a beta that seems to me the best way to get the most players immediately involved because it removes the "Oh lets sit around til we respawn" aspect of pubbing.
     / · 2.6.12 at 5:54am #14 di4m0nd
    Referenced post #11 by dracon
    http://img713.imageshack.us/img713/9568/2011080400003.jpg


    great to know a cs pro like yourself is directly influencing csgo.
    #11 She is a professional at heart, you got a problem with that?
     / · 2.6.12 at 5:58am #15 dracon
    Referenced post #12 by sapphiRe
    #11
    This was Volcano's trip, not mine. I just tagged along :P He's the pro with all the feedback :) I'm just the writer so I wrote the blog to relay Volcano's interactions... silly!

    In the pug right after that I owned!!! :p haha.. but yes, my CS 1.6 skills are certainly rusty. How long have you been holding onto that screenshot? That is a few months old! :P
    Read More
    #12

    well it seems from your article they aren't going to do most of the suggestions he made. their priority for this game is a source port to consoles. if they actually wanted to make another real cs game it needs to be coded from scratch not some patchy mess of a game with 90% of it source code from a previous failure.

    Referenced post #14 by di4m0nd
    #11 She is a professional at heart, you got a problem with that?
    #14
    reality check white knight.
    no female cs players are going to get near you no matter how much you try and kiss ass. i am sure they would bring pepper spray and a 9mm if they knew you were anywhere within 1000ft.

    Last modified on 2/6/2012 at 6:02 am
     / · 2.6.12 at 6:05am #16 Bvf
    Referenced post #11 by dracon
    http://img713.imageshack.us/img713/9568/2011080400003.jpg


    great to know a cs pro like yourself is directly influencing csgo.
    #11 You have some nerve.
     / · 2.6.12 at 6:34am #17 grouch_of_x2
    did you guys tell them to make the game easier so 1.6 teams can compete?
     / · 2.6.12 at 6:41am #18 Beef
    Tell them to take old 100 tick Source before the Orange Box update and put it back on STEAM as CS:GO.

    Game would be perfect.

    EDIT: Oh and can you have them fix the fucking CS:S map glitch that they fucked up with the Christmas update. It's still not completely fixed.

    Last modified on 2/6/2012 at 6:41 am
     / · 2.6.12 at 6:43am #19 deefop
    Referenced post #14 by di4m0nd
    #11 She is a professional at heart, you got a problem with that?
    #14

    http://1.bp.blogspot.com/-o_tHAQ1gSE4/Te...
     / · 2.6.12 at 6:47am #20 sapphiRe
    Hope you all enjoyed the blogs! Tried to provide as much info about it as I could and properly compare and contrast the game to both CS 1.6 and CS:S, but I wanted to respect Valve's right to release most of the information for the expanded beta.

    Referenced post #13 by Shinn
    Deathmatch-esque modes. Any word on those? If I was going to host a beta that seems to me the best way to get the most players immediately involved because it removes the "Oh lets sit around til... we respawn" aspect of pubbing.Read More
    #13
    I don't know if I'm allowed to go into details, but based on your comments, I think you'll be happy with a few of the built-in features ;D

    Last modified on 2/6/2012 at 6:47 am
     / · 2.6.12 at 6:49am #21 BEEHiVE
    Referenced post #20 by sapphiRe
    Hope you all enjoyed the blogs! Tried to provide as much info about it as I could and properly compare and contrast the game to both CS 1.6 and CS:S, but I wanted to respect Valve's right to... release most of the information for the expanded beta.

    #13
    I don't know if I'm allowed to go into details, but based on your comments, I think you'll be happy with a few of the built-in features ;D
    Read More
    #20
    any idea when they are updating the beta?
     / · 2.6.12 at 6:52am #22 sapphiRe
    Referenced post #21 by BEEHiVE
    #20
    any idea when they are updating the beta?
    #21
    I was under the assumption it would be this past week. Since that didn't happen, I'm not sure anymore! But I would imagine it is very soon. The dev team was working many late hours when we were there in preparation for the expansion.
     / · 2.6.12 at 6:56am #23 spaceherpe
    The last big change I noticed should make CS 1.6 fans happy. In CS:S, there is a window in the T-side house of the map, next to the main T-ramp. It's not used too often, but when it is, it usually catches a CT-mid awper or a banana rotator off-guard. This window has been completely removed.

    I'm not happy...I'm not happy at all. Obviously only people who play source are going to play this...source2.....all the 1.6 are gone poof!!! Good luck.
     / · 2.6.12 at 7:58am #24 Bvf
    Referenced post #22 by sapphiRe
    #21
    I was under the assumption it would be this past week. Since that didn't happen, I'm not sure anymore! But I would imagine it is very soon. The dev team was working many late... hours when we were there in preparation for the expansion.Read More
    #22 That's nice to hear actually. Which sounds promising that they are going to make some major changes.

    I'm too tired of the people saying "It's not going to change much from it's current state." I mean, that's why it's in beta, is it not?
     / · 2.6.12 at 9:05am #25 maxxedit
     / · 2.6.12 at 9:46am #26 JNA
    good read
     / · 2.6.12 at 10:03am #27 HannahMontanna
    Excellent write up, I look forward to hearing more!
     / · 2.6.12 at 12:41pm #28 zB_J3Di
    I'm enjoying reading the blog posts
    There is a lot of the same ground being covered since our initial visit but you've been able to go into a lot of detail which sounds great.

    As for the "peakers advantage", you should see this in both games.
    More so in CS Source - due to 66 tickrate and slightly higher interp.
    But if you were using the same interp and "sv_clockcorrection_msecs 0" which is a Source setting to eliminate clock issues (as we recommend to competition hosts) you should see the situation is comparable in both games.
     / · 2.6.12 at 12:44pm #29 zB_J3Di
    Also is the recoil still as unforgiving as current beta?

    Last modified on 2/6/2012 at 12:45 pm
     / · 2.6.12 at 1:33pm #30 sapphiRe
    Referenced post #29 by zB_J3Di
    Also is the recoil still as unforgiving as current beta?
    #29
    From what Hidden Path told us, the recoil will be "tightened up" a bit when the updated version is released.

    However, I still feel there is room to improve here.

    Whisenhunt and Dunn had asked Volcano this same question about recoil last night during a pug. Volcano stated that recoil is actually one of the areas that Valve has stated they are all ears to any feedback.

    There are some CS:GO ideas that Sal shared which had some push-back based on how they'd impact the competitive vs. casual communities. Recoil was not one of those. Tightening/reworking the recoil would be beneficial to all parties so I think finding something that makes the majority of players happy is a high priority for both Hidden Path & Valve. At least that is how I interpreted some of the discussions. Players will need to provide feedback, both good and bad, for there to be more significant changes however.

    Last modified on 2/6/2012 at 1:33 pm
     / · 2.6.12 at 1:44pm #31 di4m0nd
    Referenced post #15 by dracon
    #12

    well it seems from your article they aren't going to do most of the suggestions he made. their priority for this game is a source port to consoles. if they actually wanted to... make another real cs game it needs to be coded from scratch not some patchy mess of a game with 90% of it source code from a previous failure.

    #14
    reality check white knight.
    no female cs players are going to get near you no matter how much you try and kiss ass. i am sure they would bring pepper spray and a 9mm if they knew you were anywhere within 1000ft.
    Read More
    #15 Thanks for the advise but thinking like that won't get you far in life so learn by showing respect for others around you especially when they take their time flying out to work on fixing CS:GO.

    Last modified on 2/6/2012 at 1:46 pm
     / · 2.6.12 at 1:45pm #32 winrawr
    thanks for the blog sapphire, its great to hear how hard valve is working on GO despite a lot of people's criticisms.

    I wish the open beta was here though, even if it need some work. valve said Q1 2012.. which is now!
     / · 2.6.12 at 2:30pm #33 CHiZZ
    "If facing the bombsite from ramp, the RIDE side door has been completely removed." - nuke section

    "...come up with solutions so this ISSUE FRUSTRATING CS:S ISSUE can be removed from CS:GO." too many issues, (gameplay tweaks)

    " The Valve team seemed incredibly engaged with AND appreciative of the strat-session."

    just thought you should know

    Last modified on 2/6/2012 at 2:31 pm
     / · 2.6.12 at 3:37pm #34 sapphiRe
    Referenced post #32 by winrawr
    thanks for the blog sapphire, its great to hear how hard valve is working on GO despite a lot of people's criticisms.

    I wish the open beta was here though, even if it need some... work. valve said Q1 2012.. which is now!Read More
    #32
    You're welcome!

    Last modified on 2/6/2012 at 3:39 pm
     / · 2.6.12 at 3:45pm #35 nYn
    good blog, I still don't have cs:go beta, though i haven't been actively seeking it

    hope they make it good though
     / · 2.6.12 at 3:57pm #36 Few
    Referenced post #32 by winrawr
    thanks for the blog sapphire, its great to hear how hard valve is working on GO despite a lot of people's criticisms.

    I wish the open beta was here though, even if it need some... work. valve said Q1 2012.. which is now!Read More
    #32

    They said they would expand the beta, not open beta, pretty sure - and that should be soon.
     / · 2.6.12 at 5:15pm #37 awesomesauce
    are they going to fix nuke vent in css to?
     / · 2.6.12 at 6:50pm #38 NICKERFOO
    Lord, I hope he showed them the spray in both games and then how uncontrollable it is in CS:GO
     / · 2.6.12 at 7:08pm #39 mRWafflesFTW
    Glad they listened to you guys. This gives me hope.
     / · 2.6.12 at 7:18pm #40 deefop
    Referenced post #39 by mRWafflesFTW
    Glad they listened to you guys. This gives me hope.
    #39

    Doesn't give much to me. Everytime I think valve is going to see the error of their ways and come up huge they screw up.
    They've already made it clear that they aren't going to be preserving many of the things that made counter strike what it is today... at this point I think CSP is our last hope. And as much as I love csp, i think that means the cs community is boned without the ky
     / · 2.6.12 at 7:20pm #41 mrfigure
    I WANT COOKIE JAR
     / · 2.6.12 at 7:27pm #42 Anarchyy
    Referenced post #6 by Hipposaver
    will you be doing an ESEA swimsuit spread in the the next blog?
    #6

    LMAO
     / · 2.6.12 at 7:27pm #43 SMURFx2
    i hope all the ppl crying about how csgo looks bad can give the game a chance and hope that it can turn into something BIG!!!!!

    SUPPORT SUPPORT SUPPORT!!!!!
     / · 2.6.12 at 8:46pm #44 Mathri
    How is the hitbox compared to CS:S and CS 1.6?
     / · 2.6.12 at 8:52pm #45 jessmeier^-^a
    great write up heather!
     / · 2.6.12 at 9:50pm #46 SMURFx2
    great read cnt wait to play
     / · 2.6.12 at 10:05pm #47 ak-nY
    sapphires cute HMMMM


    " can i take this home"

    lmao

    Last modified on 2/6/2012 at 10:05 pm
     / · 2.6.12 at 11:33pm #48 spaceherpe
    Referenced post #43 by SMURFx2
    i hope all the ppl crying about how csgo looks bad can give the game a chance and hope that it can turn into something BIG!!!!!

    SUPPORT SUPPORT SUPPORT!!!!!
    #43 i hope all the ppl crying about how csgo looks bad can give the game a chance and hope that it can turn into something BIG!!!!!

    SUPPORT SUPPORT SUPPORT!!!!!


    We are sorry we cannot support source2...if they made anything else on a new platform we would of been behind it 100percent. But this is a miserable excuse for a new game. There will not be many 1.6ers playing this garbage. The game will flop extremely hard. Only people you will get to play this are people who played source and that my friends is not enough people.
    I am not trying to be negative just being real.
     / · 2.7.12 at 12:14am #49 G-MAN
    Referenced post #48 by spaceherpe
    #43 i hope all the ppl crying about how csgo looks bad can give the game a chance and hope that it can turn into something BIG!!!!!

    SUPPORT SUPPORT SUPPORT!!!!!


    We... are sorry we cannot support source2...if they made anything else on a new platform we would of been behind it 100percent. But this is a miserable excuse for a new game. There will not be many 1.6ers playing this garbage. The game will flop extremely hard. Only people you will get to play this are people who played source and that my friends is not enough people.
    I am not trying to be negative just being real.
    Read More
    #48

    Sorry to break your heart but valve is not ever going to make another game on the quake2 engine. The good news is that by the time your pc dies you will be able to play cs1.6 on a five dollar calculator so you will never have to spend any real money to play anything else.
     / · 2.7.12 at 12:18am #50 rezoNe
    did sal hit that shit?
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