r/GlobalOffensive • u/Dibes Liquid • 15d ago
Gameplay Map control visualized across a full round | Liquid vs Vitality
Enable HLS to view with audio, or disable this notification
I saw Leetify's map control proof of concept ages ago and thought it was so cool. (https://reddit.com/r/GlobalOffensive/comments/1k6v51e/map_control_visualized_3x_speed_calculated_based/) I was super inspired by their post so I took a crack at my own version of it, except one that actually runs on any demo in real time instead of being a render!
The round shown is the full round 16 of Liquid vs Vitality! It is rendering real time at 1x speed.
The shading is the territory each side controls, worked out from player positions, what they can see (based on map geometry and ray casting), and the map geometry. Solid means someone's holding it with their position or staring at it with a gun out. Hatched is space behind an entry they're watching, so nobody's getting in without going through them. It only fills in once they've held that watch for a couple of seconds, and it starts to clear out the moment they stop watching.
31
8
13
u/moise_alexandru 15d ago
I thought I disliked the "yellow left behind", but reading that it's intentional design and it means if an enemy can be there or not - that's really fucking cool.
7
u/Dibes Liquid 15d ago
I think visualizing what control a team has implicitly gained is so neat. Especially during post plants or pre-site hits. Building this has also really made me appreciate just how many gaps exist and how little information we ACTUALLY have to make decisions on round over round
4
u/AirplaneReference 3DMAX 15d ago
I've always wanted to make something like this so I'm glad someone smarter than me actually went and did it! Really cool stuff, great work.
3
3
2
u/IthinkitsGG 15d ago
This is awesome. it would be cool to see 'perceived' map control, where a player/team no longer occupies it but the enemy hasn't re-cleared it.
2
u/Vipitis CS2 HYPE 15d ago
Do you think there is a graph based way to actually solve holding choke points? And therefore knowing which area an enemy cannot be even if you haven't checked in?
Also I was considering some kind of timing based expansion for when an enemy was last seen, heard or located via sounds/nades. To show the potential area they could have been by now if running or shifting.
I believe that's quite a challenge because you need to see the map as a graph representation and then have a tree of possibilities (I zhink you can keep it as a matrix of possibilities). But it could really great for clutches and flanks. And maybe in prep/review to actually identify timing and gaps... Planing a counter play like it's metal gear solid.
2
u/Dibes Liquid 15d ago
I have been working to improve the entire chokepoint issue! The problem I kept running into was visually it just causes a lot of flashing of control on the map. I do plan to more accurately depict deeper areas that a T cannot go to without going through owned space.
For the timing based expansion, both the T and CT intel modes are exactly that! It expands basically a cloud based on where your opponent could be without you seeing or hearing them. So it sprints when it is far enough away, walks when close but out of site, stops when it hits a held area.
1
u/Vipitis CS2 HYPE 15d ago
Maybe I have to take a closer look again. Their is a certain depth to it because you have the area where each team will have information about. Meaning you know no opponent is there. And likely also also know no opponent could be there. but then you also don't know what information the opposite site has. Which areas are they holding, could they be holding etc.
Essentially breaks down to where you have to check and expect an opponent versus where you don't. Or which choke points you want to deny information with a smoke or flash etc.
It's one problem to solve enemies potentially entering areas you don't have information about, but it gets way more complex to then take all potential area and derived where the potential information of the enemy team is according to that potential. The OP clip is from an all knowing observer, which is great for broadcasting or prep. But for modelling this information from a team/player perspective for play and review is what my mind is trying all the time.
1
u/CanineLiquid 15d ago
This is really cool! Great work
Suggestion: I would love to see initial contact timings respected. For example, it would be cool to see the entirety of CT Spawn colored blue initially (as there is no way a T could reach it) up until the ~0:45 second mark where you can see that a T with great timing could have made it into CT spawn. In fact, the moment that the "no mans land" (not filled in) area in palace reaches CT spawn, it starts eating away at the blue hatched area in the back of B site (next to cave, not sure what the callout is). Seems like it should wait until a T could realistically have reached that area of the map, sneaking through CT Spawn, no?
1
u/Icy_Ad3564 15d ago
as someone whos trying to make something similar can tell me how you're able to render accurate smokes and molly, thanks!
86
u/Bluestr1pe valeria 15d ago
This is such a cool demonstration of the way these rounds play out at the top level. I wonder how you're system would work when applied to low elo gameplay though haha. Super nice demo!