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#61 | |
![]() Join Date: May 2007
Reputation: 45
Posts: 596
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#62 |
![]() Join Date: Oct 2008
Reputation: 77
Posts: 1,076
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Train is the perfect map to figure out fog on. Common sightlines on train are some of the longest in CS. ATOM_BG posted various levels of fog last week, and yesterday's update made the level of fog about 50% of what it was.
I can kind of see what Valve is saying here but some of the common sightlines on train like ladder room to CT spawn ramp are still at the extreme distance where you simply can't see them. If fog is a per map thing to help visibility then it should be tailored to the longest possible sightline in the map. At medium distance the fog silhouettes and at long distance it obscures. |
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#63 |
![]() Join Date: Sep 2003
Reputation: 41
Posts: 457
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I'm sure after the game is out we'll have an ESEA or Tournament GUI that gives CT's bright blue shirts and T's bright red shirts + server mod that disables fog.
There, problem solved. |
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#64 |
![]() Join Date: Feb 2012
Reputation: 22
Posts: 322
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After all, we all will play on public servers, as im from Bulgaria, i'll gonna play in bulgarian CS:GO servers. So everyone will have the chance to disable/reduce the fog
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#65 |
![]() Join Date: May 2008
Reputation: 27
Posts: 642
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It's definitely better than it was last week. I still feel overall that train seems very desaturated and grey. Along with the fog it causes everything to blend together. I'd prefer if the fog was reduced a little more and the saturation increased.
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#66 | |
![]() Join Date: Oct 2008
Reputation: 77
Posts: 1,076
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Quote:
Also a good point. Now that it's all out there in the open. Previously people assumed it was a performance cheat for consoles and low end PCs, which it does that pretty well. But since Valve considers it a visibility helper, and cross platform play has been dropped, nothing is lost by letting it be something the user can play with. |
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#67 | |
![]() Join Date: Dec 2010
Reputation: 161
Posts: 637
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#68 |
![]() Join Date: Jul 2010
Reputation: 37
Posts: 468
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This seems to be a common problem with a lot of games at the moment, take the battlefield series, it is progressivly getting harder and harder to distinguish between an enemy and a friend.
This is some what acceptable in BF as it is supposed to be a semi realistic war simulator, you can choose different types of camo to blend in etc. However CS has never been particularly realistic. I must say I agree with the other people in this thread, the issue of being able to see people is nothing to do with fog, it is down to the fact that because games now have complex shadows most people appear black from the front. This is compounded by the fact most characters are wearing black/grey/dark blue. If you want characters to stand out more then I suggest you look at the way 1.6 does it....the maps are bright, the characters are wearing green, yellow, white, etc. From the mouse over fog picture it is only easier to see the further away of the 2 people because he is stood directly in front of the fog line. Put him about 4 foot further back and you would only be able to see a black shape....is that a CT or a T? This is even illustrated by the fact you can't see the 3rd person stood behind him in the fog in the foggy picture, but you can in the non foggy picture. There is a brilliant thread that shows what CS:GO would look like with the saturation levels turned up and another one with the fog completely removed. I suggest valve that you combine these 2 into a high saturation/no fog mix....then you will solve both problems at the same time. |
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#69 |
![]() Join Date: Nov 2009
Reputation: 86
Posts: 1,236
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The train models are so ugly i can't even look at them. My eyes bleed.
As of fog, the picture clearly points out the advantage at darker areas for newer players. BUT The fog needs to be pushed all the way to the end of the map, and it should be toned down further by density. That way, it will look nice, do it's purpose and not obscure anything while having clear silhouettes of the player model. It should be similar to Source then, which works fine. |
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#70 | |
![]() Join Date: Jul 2010
Reputation: 74
Posts: 217
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#71 |
![]() Join Date: Nov 2009
Reputation: 86
Posts: 1,236
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I don't agree with the saturation. The shades of grey and brown are perfect. It should stay that way. Instead, character models should be easier to spot. But making bright outfits will only make them look ugly and out of place. Which some of the people here clearly want. But i don't. Since there are custom skins for that.
But making them easier to spot without so much fog would be the ideal idea. And if there must be a fog, then the fog line should be moved to the end of the map. Not to the middle. |
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#72 |
![]() Join Date: Nov 2011
Reputation: 45
Posts: 535
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Ohhh great example above. i like it overall
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#73 |
![]() Join Date: Apr 2005
Reputation: 13
Posts: 491
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"The terrorist in the background would be perfectly visible the image wasn't like 500x200"
fog off fog |
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#74 | |
![]() Join Date: Sep 2007
Reputation: 59
Posts: 549
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I'd rather see the camper in the back corner as opposed to the dude up close (who I can still see just fine anyway). |
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#75 | |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 71
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