|
|
|
|
|
by eertami
2040 days ago
|
|
>Valve has no excuse, they make crazy amounts of money, they can fund the development of a new engine from scratch easily. They just choose not to. It admittedly gets a bit more difficult when these hacks and quirks are part of what create the unique feel of your game engine. People have played CS at such high levels for so long that switching engine at all is likely going to introduce some difference in feeling, even if you think you've accounted for all the unique bugs and interactions. If you remade Quake 3 in a new engine, people are going to hate it. See Quake 4, for example. Source 2 would still be a nice jump for CS:GO, but the team just doesn't have the resources at present to get this all done. Dota 2, being the style of game that it is, isn't as affected by a difference in feel as a first person twitch shooter. |
|
Oh, the memories! I was so upset when bunny-hoping was mostly removed when CS:GO was released. I played the HNS (hide-n-seek) mode in CS 1.6 more than the normal game-mode. Most of the HNS mechanics were based on game bugs: bunny-hopping, long-jump (sync mouse movement with player movement), edge-bug (not dying if you fall from any distance on a 90degree edge at a specific distance), jump-bug (not dying if you fall from any distance if you jump exactly before you hit the ground), surfing (gaining almost infinite speed when sliding horizontally across a tilted surface).
I actually stopped playing CS entirely because this mode could not be accurately reproduced with the new CS:GO physics engine.