Counter-Strike: Global Offensive (CS: GO)는 12년 전 이 게임의 원작이 발매와 동시에 창조해낸 팀-기반 액션 게임플레이의 수준을 한층 더 끌어올렸습니다. CS: GO는 새 맵과 캐릭터, 그리고 새로운 무기체계를 도입했고 기존의 클래식 CS 콘텐츠(de_dust 등)의 개선된 버전을 함께 제공합니다. 뿐만 아니라, CS: GO는 새로운 게임플레이 방식, 대전 기능, 리더보드를 비롯한 많은 기능을 처음으로 선보입니다.
출시 날짜: 2012년 8월 21일
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Counter-Strike: Global Offensive 구매

이 게임이 포함된 패키지

Counter-Strike Complete 구매

4개 아이템 포함: Counter-Strike, Counter-Strike: Condition Zero, Counter-Strike: Source, Counter-Strike: Global Offensive

Valve Complete Pack 구매

24개 아이템 포함: Counter-Strike, Team Fortress Classic, Day of Defeat, Deathmatch Classic, Half-Life: Opposing Force, Ricochet, Half-Life, Counter-Strike: Condition Zero, Half-Life: Blue Shift, Half-Life 2, Counter-Strike: Source, Half-Life: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, Half-Life 2: Lost Coast, Half-Life 2: Episode One, Half-Life Deathmatch: Source, Left 4 Dead, Half-Life 2: Episode Two, Team Fortress 2, Portal, Left 4 Dead 2, Portal 2, Counter-Strike: Global Offensive

최신 업데이트 모두 보기 (26)

How are maps chosen for Operations?

2014년 9월 2일

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.

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.

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Making Better Designs

2014년 8월 29일

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

게임 정보

Counter-Strike: Global Offensive (CS: GO)는 12년 전 이 게임의 원작이 발매와 동시에 창조해낸 팀-기반 액션 게임플레이의 수준을 한층 더 끌어올렸습니다.
CS: GO는 새 맵과 캐릭터, 그리고 새로운 무기체계를 도입했고 기존의 클래식 CS 콘텐츠(de_dust 등)의 개선된 버전을 함께 제공합니다. 뿐만 아니라, CS: GO는 새로운 게임플레이 방식, 대전 기능, 리더보드를 비롯한 많은 기능을 처음으로 선보입니다.
Valve의 Doug Lombardi는 "저는 (그 당시에는 모드였던) 카운터-스트라이크가 1999년 8월에 처음 나오자마자 전 세계에서 가장 많이 플레이된 온라인 PC 액션 게임의 자리를 꿰차면서 게임 업계의 감탄을 이끌어냈던 것을 기억합니다."라고 말했습니다. "지난 12년간, 카운터-스트라이크 시리즈는 전 세계적으로 이천오백만 장 이상이 판매됐고, 대대적인 경쟁률을 보인 토너먼트가 개최되는 등 전 세계적으로 가장 많이 플레이된 게임 중 하나의 자리를 굳건히 지켜왔습니다. CS: GO는 오리지널 CS가 자랑하는, 상까지 받은 게임플레이 방식을 한 단계 발전시키고, Mac과 PC뿐만 아니라 차세대 콘솔 게임기를 이용하는 모든 게이머들에게 이 향상된 게임플레이를 제공할 것입니다."

시스템 요구 사항 (PC)

    • OS: Windows® 7/Vista/XP
    • Processor: Intel® Core™ 2 Duo E6600 or AMD Phenom™ X3 8750 processor or better
    • Memory: 1GB XP / 2GB Vista
    • Hard Disk Space: At least 7.6GB of Space
    • Video Card: Video card must be 256 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0

시스템 요구 사항 (MAC)

    • OS: MacOS X 10.6.6 or higher
    • Processor: Intel Core Duo Processor (2GHz or better)
    • Memory: 2GB RAM
    • Hard Disk Space: At least 7.6GB of Space
    • Video Card: ATI Radeon HD 2400 or better / NVidia 8600M or better
유용한 고객 평가
159명 중 141명(89%)이 이 평가를 유용하다고 평가했습니다.
320.1 시간 기록
서든보다 훨낫다
게시 일시: 2014년 4월 28일
이 평가가 유용한가요? 아니요
47명 중 40명(85%)이 이 평가를 유용하다고 평가했습니다.
365.3 시간 기록
요즘 제가 즐겨하는 글옵입니다.

처음에는 매치뛰면 자꾸 죽고,지고 하면 진짜 하기싫어지는데 하다보면 또 재밌어집니다

그래픽,최적화 괜찮고 오류도 딱히 없어보입니다.

스킬그룹이라는 계급시스템으로 나와 비슷한상대를만나서 매칭하는것도 괜찮고

굳이 단점을 말해보자면

입이 쩍벌어지는 스킨들의 가격

상태가 안좋거나 좀 화려하지않은 스킨들은 1달러 이내에있지만, 조금이라도 상태가 좋고,화려하다 싶으면

5달러 이상으로 가격이 쭉쭉 올라갑니다.

대표적으로 예를 들어보자면 아시모프,레드라인 이정도?

칼스킨은 말할것도 없고요. 차라리 게임하나 사세요

다좋은데 스킨가격들좀 살짝 내려줬으면 하는 바램입니다.

게임자체는 상당히 재밌습니다.

게시 일시: 2014년 8월 12일
이 평가가 유용한가요? 아니요
43명 중 37명(86%)이 이 평가를 유용하다고 평가했습니다.
873.1 시간 기록
매치 정지 시스템이 정말 신기한 게임입니다.

아군을 너무 많이 추방시켜도 매치정지가되고.
추방을 당해도 매치가 정지됩니다.

가해자나 피해자나 동등한 게임.

게시 일시: 2014년 7월 29일
이 평가가 유용한가요? 아니요
57명 중 43명(75%)이 이 평가를 유용하다고 평가했습니다.
5.1 시간 기록
카스 유저로써 카스의 역사와 같은것을 많보고 봤지만
이번 벨브에서 나온 카스글옵은 먼저 그래픽이 현실적이고
현실성을 추구하기위해 다른 카스해서 할수있었던 버니합 등
그런것들이 사라지고 대테러리스트 와 테러리스트가 되는 느낌을
살려낸 게임이다
게시 일시: 2014년 3월 28일
이 평가가 유용한가요? 아니요
24명 중 20명(83%)이 이 평가를 유용하다고 평가했습니다.
5.4 시간 기록
대중 fps의 표본이 아닐까!
게시 일시: 2014년 6월 1일
이 평가가 유용한가요? 아니요
204명 중 180명(88%)이 이 평가를 유용하다고 평가했습니다.
1,161.8 시간 기록
1.6 , 소스 와는 다른 맛이 있는 게임

국내 서비스 중인 카스를 하는것보다 100만배 재미 있다.
게시 일시: 2014년 1월 19일
이 평가가 유용한가요? 아니요