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《反恐精英:全球攻势》(CS: GO)在团队竞技游戏模式的基础上加以开发,这一模式自 12 年前发布以来一直引领至今。 CS: GO 的特色是全新的地图、人物、武器以及最新版本的 CS 经典内容(de_dust 等)。此外,CS: GO 引入了全新的游戏模式、对战匹配、排行榜以及更多新的内容。 “当《反恐精英》于 1999 年 8 月发售时,这个并不靠谱的模组立刻成为了世界上拥有玩家数量最多的线上 PC 动作游戏,游戏业为之一惊。”Valve 的 Doug Lombardi 如是说道。“在过去的 12 年中,它一直是世界上拥有玩家数量最多的游戏之一,引领着竞技游戏赛事,并且在全球创下了超过 2500 万套的游戏销量。
发行日期: 2012年8月21日
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How are maps chosen for Operations?

9月2日

As we consider what will be included in the next big Operation, we wanted to talk a bit about community made maps and how they are selected.

The CS:GO workshop community has generated a ton of custom made maps of increasingly high quality. We're currently in our fourth Operation, and so far Operations have featured a total of 21 unique community made maps. On average, each community map has earned over $23,000, per Operation it was featured in.

Deciding which maps are included in an Operation involves much consideration of several distinct criteria. Every map is considered and evaluated on its own individual merits. The final decision is made by carefully weighing each of the following contributing factors:

Theme / Aesthetic Quality

Maps should succeed at bringing players into the game by presenting an attractive and visually appealing space. Strong aesthetic quality should make players happy to spend time in the map, independent of gameplay considerations. This criteria may include a cohesive theme for the map, or a consistent style that helps players fulfill a fantasy. A good-looking map with a high level of polish that matches the quality of the official maps is a requirement, but a map with an interesting or unique core theme with spaces that feel like a real place, is of significant value. Our goal is not to dismiss any map out of hand, but rather to ensure that Operations include great-looking maps with consistent aesthetic quality.

Gameplay / Fun / Retention

If great visuals bring players in, great gameplay gets them to stay. When players are challenged or are having fun on a map, they will choose to play on the map over and over again. This is called Player Retention and is achieved by creating a map that is balanced, has lots of opportunities for a player/team to learn new strategies, develop new skills or have fun, new experiences. Ideally we want CS:GO’s maps to enjoy extended popularity due to strong gameplay even after the initial fantasy has waned. This will ensure that a map will stick around and keep players happy for a long time. Maps that don’t objectively meet these criteria will score poorly in this area.

Playtime / Interest

Community play time for workshop maps is a primary driving factor for determining map popularity, but community interest also plays a factor. Interest is a combination of a bunch of components including workshop ratings and community discussion, but (if applicable) we value how many people are currently playing a map and how much they play it as the most important factor in this category. The Playtime / Interest category is considered a wildcard category for us and will multiply the value of the first two categories, but can't make up for a map that scores very low in them.

Maps that excel in all three categories have a higher likelihood of being included in an Operation.

FAQ
My map wasn’t selected for this Operation, is it possible it’ll make it into a future operation?
Yes. If a map meets the bar on the criteria above, but did not get selected, it is still eligible to be included in future operations.

Will my map be considered for an Operation if it is not uploaded to the workshop?
No. Maps need to be on the CS:GO workshop to be considered in an Operation. Additionally, they need to be in a “shippable” state before Valve make the map picks for the upcoming Operation. Ideally, the map has also been played a bunch by the community and has gone through a lot of rounds of feedback and iteration.

But if it meets the bar and was submitted to the workshop on time, why wasn't it selected?
When the group of maps are selected for an Operation, the maps are selected so that they work as a collection. Our goal is to provide a collection of strong maps that have good gameplay variety and unique visuals that appeal to different groups of people. If your map meets the bar, but wasn't selected, it may have not fit well with the group selected and will be considered next time.

How important is “theme” in a map?
We consider theme to be very important. We tend to see a lot of maps that all have similar themes (warehouses, generic industrial, generic factories, etc) or maps that tend to heavily share themes with maps we’ve already shipped. Creating a map with a unique theme will help your map stand out to the community and will increase your chances of getting noticed/selected.

Will non-Classic (arms race, demolition etc.) maps ever be included in an Operation?
There are a lot of great non-Classic maps on the Workshop and we’re working on ways to include them in future Operations while still generating enough revenue for the map authors, but for now, we’re only including maps that support Classic modes.

What’s more important: New and novel features or tried and true familiar gameplay?
The short answer is that they are both equally important and different types players will value them differently. Players who have been playing for a long time have built up a lot of skills and expectations and playing a map that feels “familiar” to them is very important. But on the other hand, there are a lot of players who value new experiences which they can share with their friends and have fun. Producing a map that is both new and incorporates familiar things from classic maps is a good goal when producing a map.

345 条评论 了解更多

Making Better Designs

8月29日

The CS:GO workshop community constantly amazes us with weapon finishes and stickers of increasingly high quality. We have currently shipped over 70 weapon submissions made by the community and all together, CS:GO weapon finish creators have earned over $3 million, with each finish earning over $40,000 on average.

Since shipping the first community case, we've gathered and responded to a variety of contributor questions. Common questions include "how do I get my submission in a case?", and "what can I do better to get my work noticed?". These are useful questions to answer for all contributors, so we've outlined our answers in the form of contributor tips below:

Tips for Contributors

  • Submit only high quality designs that were made by you. The entirety of the submission must be your creation; no clip art. It must be original content and if the work is the result of collaboration then every contributor must be listed in the contributor revenue share. The designs that you submit must be of high quality in execution. Showing your process is a great way to stand out and demonstrate the quality and originality of your work.

  • For weapon finishes, consider making finishes for weapons that have few high quality submissions. Some weapons don’t have a lot of high quality finishes submitted for them (Duel Berettas and Negev for example). Making high quality original finishes for those weapons is great way to stand out and increase you chances of making it into a case. Keep in mind each item in a case gets an equal share of the revenue.

  • Vary the techniques, themes and finish types, and try to experiment with new ones. When putting together cases and capsules we look for items that vary in technique and theme. Technique is the type of artwork that is used. Graphic patterns and hand painted designs are examples of different techniques. Example for themes would be finishes that look Sci-fi or Military. If you are making finishes for a particular weapon you may want to make one with a technique or theme that is under-represented, or hasn't been attempted yet. Certain types of finishes are also underrepresented in the workshop. In particular finishes that allow for flexibility in the way a pattern is applied to a weapon. These offer players a chance to get a unique version of a weapon finish.

  • Don't fixate on bold designs. Cases and capsules also contain designs that vary in saturation and contrast. Currently on the workshop we see many high contrast highly saturated designs. These designs can be identified from a distance but equally important are designs that are subtle enough to only be noticed when held, as different players have different preferences when it comes to broadcasting their weapon finish choice. Try making designs that vary in saturation and contrast. Sometimes making a subtle design is actually harder than a bold one.

  • Don't forget about popularity. Getting your finish upvoted and noticed is a great way to demonstrate desirability and collect feedback that will help you iterate on it. One of the factors we use to gauge community interest is the popularity of a submission.

Hopefully this information is helpful when you are making decisions on what to work on. We look forward to seeing even more amazing work from the CS:GO Community.

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Operation Breakout



Purchase an All Access Pass to get these new features:

  • Participation in Operation Missions
  • 45 new weapon finishes drop as mission rewards
  • Competitive stat tracking
  • Leaderboad ranking with your friends
  • Exclusive acccess to the new Operation weapon case

关于游戏

《反恐精英:全球攻势》(CS: GO)在团队竞技游戏模式的基础上加以开发,这一模式自 12 年前发布以来一直引领至今。

CS: GO 的特色是全新的地图、人物、武器以及最新版本的 CS 经典内容(de_dust 等)。此外,CS: GO 引入了全新的游戏模式、对战匹配、排行榜以及更多新的内容。

“当《反恐精英》于 1999 年 8 月发售时,这个并不靠谱的模组立刻成为了世界上拥有玩家数量最多的线上 PC 动作游戏,游戏业为之一惊。”Valve 的 Doug Lombardi 如是说道。“在过去的 12 年中,它一直是世界上拥有玩家数量最多的游戏之一,引领着竞技游戏赛事,并且在全球创下了超过 2500 万套的游戏销量。CS: GO 承诺将增强屡获殊荣的 CS 系列之游戏体验,并把它带给 PC 平台、次世代主机平台和 Mac 平台的玩家。”

系统需求(PC)

    • 系统:Windows® 7/Vista/XP
    • 处理器:英特尔® 酷睿™ 2 双核 E6600 或 AMD 羿龙™ X3 8750 处理器或更好
    • 内存:1GB XP / 2GB Vista
    • 硬盘空间:至少 7.6GB 的空间
    • 显卡:显存至少为 256 MB 或更高,需兼容 DirectX 9 并支持像素着色器 3.0

系统需求(MAC)

    • 系统:MacOS X 10.6.6 或更高
    • 处理器:英特尔酷睿双核处理器(2GHz 或更好)
    • 内存:2GB 内存
    • 硬盘空间:至少 7.6GB 的空间
    • 显卡:ATI Radeon HD 2400 或更好 / 英伟达 8600M 或更好
有价值的用户评测
593 人中有 511 人(86%)觉得这篇评测有价值
375.9 小时(记录在案的)
虽然我是个女生,但这款游戏非常好玩儿,以前也经常玩儿CS1.6,但我觉得CS:GO比起1.6要好玩的多了!!极力推荐大家玩这款游戏!!么么哒~
发布于:4月17日
这篇评测是否有价值?
372 人中有 311 人(84%)觉得这篇评测有价值
314.5 小时(记录在案的)
天灭RUSH党,蹲坑保平安
人在做 天在看 RUSH起来留隐患
P90一出天地灭 赶紧蹲坑保平安
诚信诚念蹲坑好 蹲坑大法保平安
众生都为蹲坑来 rush险恶忘前缘
蹲B弟子说真相 教你蹲坑莫拒绝
上网搜 九评RUSH党
有 真 相
发布于:3月29日
这篇评测是否有价值?
169 人中有 151 人(89%)觉得这篇评测有价值
309.3 小时(记录在案的)
“队长 !!!!!! 别开枪 !!!!!! 是我 !!!!!!”
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【友情提示】玩游戏玩出“信仰”是偏执的,病态的,不可取的。
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【个人评测】综合指数 : 74 / 100
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画风质感指数 : ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◇
场景搭建指数 : ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◇
演出震撼指数 : ◆ ◇ ◇ ◇ ◇ ◇ ◇ ◇ ◇ ◇
剧情波折指数 : ◆ ◇ ◇ ◇ ◇ ◇ ◇ ◇ ◇ ◇
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距离本作正式发售已经过去了 2 年,在这 2 年里,游戏的各个方面都发生了巨大的变化。从本作【删除 MP5】这一点,就可以看出制作组坚定的【求新求变】的决心,经过这段时间的沉淀,相信此时评测本作是恰当的。

首先,本作拥有 CS 系列中最棒的 UI ,简洁又不失华丽,使用便捷,各种功能也十分的全面且人性化,特别是【好友栏】,里面会显示你的好友是否在玩,以及玩的模式是什么。

而作为一款【准·竞技游戏】,本作的平衡性也非常让人称道,这一次,所有的武器都有了自己的用武之地,不再有真正意义上的【冷门枪】,与此同时还有很多新花样让你把玩 : 电击枪 & 燃烧弹 & 诱饵弹,以及各种新加入的武器。

还有很多细节上的变化,比如使用手雷时可以【调整力度】以操控投掷距离,比如 AUG 增加了写实风格的【光学瞄准镜】,这都是很不错的尝试。

最大的变化,当然是现在热火朝天的【物品掉落系统】,大家期盼多年的“皮肤枪”终于得到了官方的认可,还能贴上【印花】进一步个性化,而且还能刮出【磨损】的效果,重点在于,这种类似 TF2 的,以【社区市场】为中心所形成的“文化生态圈”,让大家都能各取所需。

得益于社区市场中的交易盈利,VALVE 已经对本作的赛事资助了多达 50 万美元的奖金,刷新了 CS 赛事的奖金记录,让全球各大战队燃起了熊熊斗志。

其实多年前我已认为 CS 真的【老了】,认为 CS 已经只是回忆了,没想到,CS 在多年后果断的杀了一个【回马枪】!!!!!! 哈哈 !!!!!! 快哉快哉 !!!!!!

多说无益 !!!!!! 昔日的战友们 !!!!!! 让我们再次齐聚一堂 !!!!!!
————————————————————
现实世界中,HK 公司的 MP5 生产线早在 2006 年就已经关闭了,一代传奇名枪也终于淡出了人们的视线。

老兵不死,只是凋零。
发布于:4月30日
这篇评测是否有价值?
104 人中有 94 人(90%)觉得这篇评测有价值
96.5 小时(记录在案的)
其实刚开始让我评测的时候我是拒绝的,因为你不能让我评我就评,至少你应该让我试一下,因为我不愿意完了以后再加一些特技上去,游戏“咣”一下,很屌,很赞,这样观众一定会出来骂我,根本没有这样的游戏,就证明我上面那个是假的,后来我也经过证实它确实是CS正统续作,我玩了大概十几个小时,感觉还不错,后来我在评的时候也要求他们不要加特技,因为我要让观众看到,我玩完之后是这个样子,你们玩完之后也会是这个样子!
发布于:8月20日
这篇评测是否有价值?
91 人中有 73 人(80%)觉得这篇评测有价值
475.9 小时(记录在案的)
我给好评仅仅是因为我对CS的热情,下面是吐槽时间:
1.箱子这种圈钱的东西是跟csol学的么
2.出新的通行证地图至少弄的平衡点,不是ct图就是t图
3.遇到过不少作弊的,社区作弊也就算了,匹配也有...
发布于:7月18日
这篇评测是否有价值?
345 人中有 324 人(94%)觉得这篇评测有价值
2,169.9 小时(记录在案的)
从ESWC2012 当CSGO进入这顶级的电子竞技赛事时 它还不是那么的完善 尽管在当时游戏性不够优秀 个别道具还存在着禁不禁的争议 但随着游戏的进一步更新 完善 除错 吸取意见和建议 如今的CSGO已今非昔比 而争议的道具也完善的较为平衡 我们看到了开发组的努力——他们想让这款游戏成为优秀的作品 而当初的固执走革新路线 现在也看到了回报 正是因为差异 才使得CSGO有了继续活下去的理由 事实告诉我们 改革不一定都会丧失原有的玩家群体 也正因为改革 创新 变更 才使其焕然一新 却不失熟悉的感觉 那份曾经的回忆 仿佛迎来了第二次春天 但这还远远不够 玩家和开发组之间 还有很多工作要继续下去 而也只有不断的完善 优化 才能使CSGO 重回1.6之巅 就目前来说 CSGO值得一个竞技型玩家购买 至于娱乐玩家 如果没有一定的毅力 CSGO对他来说就是一个难度增加的CS1.6
发布于:2月4日
这篇评测是否有价值?