Dust2-Trim-Theory: Difference between revisions

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* THE DUST 2 FART THEORY....
[[Category:Mapping_Exercises]]


* Dust2 trim is not just ornamental, it is constructive for the eye and a driving factor for organization. To make a map as good as dust2, you make it while accounting for the trim, you do not add trim when done.
* Temp
Dust had a trim that was 32 units high exactly, and 32 units was a very special amount of units in a game like Counter-Strike (original) versus the new Counter-Strike 2.


The "CS:GO de_dust 2 fart theory" is a humorous and absurd concept that originated within the Counter-Strike: Global Offensive (CS:GO) community. It's important to note that this theory is entirely fictional and not based on any factual elements within the game itself.


The premise of the "de_dust 2 fart theory" revolves around the idea that certain sounds or events within the game, particularly on the map de_dust 2, are caused by in-game characters passing gas. Here's a playful interpretation of how the theory might be presented:
If fully crouched, 32 units completely obscured your view. Back in the days of Counter-Strike: Source, Valve increased the player height to match that of the HL2 player model. [citation]. This forever changed the perspective of Counter-Strike, and created a snowballing of problems. Valve ultimately lowered the height a player crouches to solve the parallax viewing angle issue.
----The CS:GO de_dust 2 Fart Theory: Unveiling the Gas Behind the Game


In the vast desert landscape of de_dust 2 lies a secret that has eluded even the most seasoned Counter-Strike players: the mysterious phenomenon of in-game flatulence. Yes, you read that correctly. We're talking about farts in FPS.


Picture this: You're calmly holding an angle near Double Doors when suddenly, amidst the chaos of gunfire and grenade explosions, you hear it—a subtle, yet unmistakable, sound resembling a soft release of air. Was it your opponent sneaking up on you, or perhaps a glitch in the game's audio? Think again.
This was a major turning point in the game, it now truly felt different than the original even if you weren't moving and only crouching.  


Introducing the CS:GO de_dust 2 Fart Theory. According to this whimsical hypothesis, certain sounds heard throughout the map can be attributed to the bodily functions of our beloved Counter-Strike characters. From the rustling of palm trees to the creaking of wooden crates, every noise has a cheeky origin.


But why de_dust 2, you may ask? Well, consider the arid environment, the relentless battles fought under the scorching sun, and the constant tension between Counter-Terrorists and Terrorists. It's the perfect recipe for a little comedic relief in the form of virtual flatulence.
It's important to see the link between the gameplay changes and the trim theory. If making a texture, because the default scale of the texture was 1, you simply made a texture 32 units high, and it would fit perfectly in a 32 unit ledge. It is also noteworthy that lightmaps scale with texture resolution, and as we ventured into the .25 texture scaling of the Source Engine, the game has a snowball effect of visual changes from one innocuous change to do with player eye height.  


Let's delve deeper into this gas-powered theory:


# B Site Bombsite: Ever noticed that peculiar sound when planting or defusing the bomb at B Site? That's no ordinary beep—it's the subtle toot of a Counter-Terrorist or Terrorist trying to maintain their composure under pressure.
So now when looking at a ledge in the beginning and the end of Counter-Strike's life, you can see one is beautiful and perceivable as a continuum it has so many embedded nuances, whereas the modern version of Counter-Strike 2 the ledge has no expected standard height, no expected player interaction, and is almost always a model now which distracts from the smooth simplicity and functional role of the original 32 unit ledge.
# Catwalk Cat Call: As you traverse the perilous Catwalk, keep an ear out for the faint sound of a cat meowing. But wait—what if it's not a feline at all? What if it's... a disguised fart? Mind blown.
# Mid Doors Mirage: Ah, Mirage—a map known for its strategic gameplay and intricate callouts. But what if I told you that the rattling of Mid Doors isn't just the wind? It's the aftermath of a stealthy player letting one rip before rushing through to catch the enemy off guard.
# Tunnels Toot: Deep within the confines of Tunnels lies a secret that only the keenest of ears can discern. Listen closely, and you might just catch the faint echo of a flatulent farewell as players navigate this crucial chokepoint.


As absurd as it may seem, the CS:GO de_dust 2 Fart Theory adds an extra layer of humor to an already exhilarating gaming experience. So, the next time you find yourself in the heat of battle on de_dust 2, remember to appreciate the subtle symphony of virtual flatulence woven into the fabric of the game.


And who knows? Maybe one day, Valve will confirm the existence of this gas-powered phenomenon, leaving players both baffled and amused by the sheer absurdity of it all.
Because Counter-Strike was hugely influenced by Dust, using a Dust trim style was often synonymous with Counter-Strike itself. Naturally the visual style becomes disjointed as the usage of a trim base is slowly forgotten, caught up in [[Deception Based Obsolescence]] because mappers are not [[Inviting-God]] into their day and instead mapping for a dead entity corporation.
 
Keep gaming, and may your frags be as potent as your theories!

Latest revision as of 10:29, 9 February 2024


  • Dust2 trim is not just ornamental, it is constructive for the eye and a driving factor for organization. To make a map as good as dust2, you make it while accounting for the trim, you do not add trim when done.
  • Temp

Dust had a trim that was 32 units high exactly, and 32 units was a very special amount of units in a game like Counter-Strike (original) versus the new Counter-Strike 2.


If fully crouched, 32 units completely obscured your view. Back in the days of Counter-Strike: Source, Valve increased the player height to match that of the HL2 player model. [citation]. This forever changed the perspective of Counter-Strike, and created a snowballing of problems. Valve ultimately lowered the height a player crouches to solve the parallax viewing angle issue.


This was a major turning point in the game, it now truly felt different than the original even if you weren't moving and only crouching.


It's important to see the link between the gameplay changes and the trim theory. If making a texture, because the default scale of the texture was 1, you simply made a texture 32 units high, and it would fit perfectly in a 32 unit ledge. It is also noteworthy that lightmaps scale with texture resolution, and as we ventured into the .25 texture scaling of the Source Engine, the game has a snowball effect of visual changes from one innocuous change to do with player eye height.


So now when looking at a ledge in the beginning and the end of Counter-Strike's life, you can see one is beautiful and perceivable as a continuum it has so many embedded nuances, whereas the modern version of Counter-Strike 2 the ledge has no expected standard height, no expected player interaction, and is almost always a model now which distracts from the smooth simplicity and functional role of the original 32 unit ledge.


Because Counter-Strike was hugely influenced by Dust, using a Dust trim style was often synonymous with Counter-Strike itself. Naturally the visual style becomes disjointed as the usage of a trim base is slowly forgotten, caught up in Deception Based Obsolescence because mappers are not Inviting-God into their day and instead mapping for a dead entity corporation.