Finding the best CSGO gambling sites in 2019 is not that easy. CSGO gambling has had a chequered past to say the least, with many sites being shut down and penalised because of illegal activity.
There is clearly a demand among some Counter-Strike lovers to bet on their favourite game but for the sector to be sustainable long-term, CSGO gambling sites must comply with the laws - primarily for the safety and security of esports fans but also for the sake of themselves.
In the latest dev stream they had some comments about plans for CA and CTF. We've been loud and clear about CTF, so I figured why not have a poll about how we feel about CA :)
Scheduled: 10:00 CDT, 25 June 2014 to 15:00 CDT, 25 June 2014 Schedule: Passed
#CPMDUEL crew brings you another dose of promode action in the form of 4th challenge promode HoonyMode cup held on Wednesday 25th of June at 17:00 CET. If you are interested, you can sign up! This time it will be pukka3tourney2 massacre! GL&HF!
Ranking:Table Date and time: 25th of June, 16:30 CET Check-in: 17:00 CET in #cpmduel channel System: bo3 for every game except bo5 for final, double elimination. Map pool:pukkat2 Admins:neverGreen
Hoonymode is a novel form of 1v1 play, loosely based on tennis rules.
All in-game behaviour (weapons, physics, items, etc) remains the same
as standard DM: the change is in how the game progresses from one frag
to the next.
During warmup, two spawnpoints are chosen by the players. One will
typically be a "stronger" spawn and the other "weaker". When the game
begins, these are where the players will spawn, with the strong spawn
considered the equivalent of having the "serve".
Each player death (regardless of source, i.e. a suicide is considered
a kill for the opponent) is treated as a distinct point. After a point
is scored, play does not continue as in DM: instead, the players and
the arena are reset, and a new point is contested for. Players switch
spawnpoints at this time, so the player who had the weak spawn for the
previous point now has the strong one, effecting a change of serve.
Players are given a few seconds between points to reconsider strategies
etc.
Games are played to a point limit, with the clock not being a factor.
A player must reach that limit and be at least two points clear of
his opponent to win, i.e. in a 5-point game, 5-4 is a lead not a win:
the player still needs another point to clinch it.
Implementation Specifics:
Players claim a spawnpoint by moving near it and using the spawn
command (via console/bind/etc).
Referees can choose spawnpoints for players by using "spawn <pid>"
(Players can also use this when playing bots).
Players are not FORCED to choose a spawnpoint: spawns will be random (not
recommended).
Inspired by the recently released 'even more frags' by twister, and the not so recently released 'pov-memphis2', by, well, memphis, I decided to crank down the graphics and turn up a good jam, and let the game speak for itself.
I tried my absolute best to keep the frags on players of similar ELO to myself and while I did okay I was not entirely successful. all the frags are from this year, starting in February.
Posted by Brainie @ 11:20 CDT, 17 June 2014 - iMsg
This article aims to describe from a sociological point of view the phenomenon of cheating. It does not attempt to release any kind of debate about cheaters and cheating.
Reminder from the author: I am not a psychologist nor a sociologist. I just enjoy to read and think about video game psychology. The resources I use are retrieved from my university course notes. Keep in mind I am an amateur although I use true concepts and existing ideas from the sociological and psychological field.
Woah, this guy is good! Damn he beat me again... I wish I could know how he did that! How did he know I was there? If only I could see what's going on in his mind I could probably be better... Maybe I could just go watch him play against someone else or ask for his demo? But that won't change the way I'm doing right now...
Like a complex puzzle or an impossible maths problem, we always wonder what is the answer. We ask for clues, we want to know what is happening on the other side of our screen. What is the only and simplest way to know in real time what the opponent is doing in order to become better than him? What if... we could see through walls? Oh but that's not fair right? But if it's not fair, why are there cheats? Why does our game have cheats if we cannot use them?
Scheduled: 14:00 CDT, 17 June 2014 to 16:30 CDT, 17 June 2014 Schedule: Passed
eSports Heaven TDM spring season is almost over - the div1 semi finals will take place today at 14:00 CDT. An exciting match awaits us between two well known QL TDM veterans, the Russian unstoppable force Deliberate Murder and European hopefuls EliteFour.
On the other side of the bracket we have swedish based [Neutralizerz], previous One Night Wonder champions that will try to take on unknown. Second semi final will be played at 15:00 CDT.
"Since the question keeps getting asked -- no, I am not going to be at Quakecon this year. My 2.5 hr talk at SMU should still be released."
The talk at the Southern Methodist University took place on April 25th and has not yet been published (people.smu).
John had tweeted several times in the past he would keep his keyspeech aka techtalk at QuakeCon if Zenimax even let him. But recently Zenimax sued John for a Virtual Reality code copy (bluesnews ZeniMax vs. Oculus, Oculus responds). Who knows, if it had not been for the current action he might have gone to QuakeCon.
Posted by Vi0Lat0Rs @ 14:27 CDT, 12 June 2014 - iMsg
You may remember DeathMatch Radio broadcasting CPM 1v1 and WarSoW 1v1 all the way back in 2008 and more recently this past January. Unfortunately things didn't get to keep going at that time.
We would like to reannounce our presence in the 1v1 Duel community by covering the XGL North American Xonotic 1v1 Leauge.
The league plays on the weekends mostly and will be starting June 15th with coverage from various matches. Broadcast times are posted on DMRadio.net front page. The map rotation and schedule can be found on docs.google.
All coverage will be recorded and available at DMRadio.net or twitch/DMRadio1. Frag or be fragged - we're watching!
My frags with music, tried to keep the movie simple, 3rd cam only when I found it usefull, most 1st person view as its how I like fragmovies. Music choice, matter of taste, triped on those, synchable, whatever.
The movie still contains some mistakes, rushed it a bit at the end. Do not expect much, its the best way to not be disappointed, and I hope some can enjoy it. To me it will be a nice souvenir.
Here are some old unfinished parts/tests I made in the past, only been shown to some friends.
Some should have been movie parts, but I canceled them cause i wasnt so happy or HDD died for one. Some are just test and all are test renders, with mistakes and all. Excuse the quality and youtube doesnt help. ^^
Still I found that I like the idea of having different parts instead of a whole movie, more flexibility, you keep those you like and skip the rest etc.
I enjoy them tho and look at them as souvenirs here and then.
Enjoy or Skip!
On bethblog they say "we’re not ready to discuss the details of the game yet, but we’ll be sharing new info at this year’s QuakeCon event – taking place July 17-20th". Until QuakeCon i leave you with the words from bluesnews "in the meantime, that BFG could use a cleaning, space marine".
We are proud to announce release of Warsow 1.51. It comes with bugfixes, engine optimisations and improvements, such as: faster map loading times, asynchronous texture loader & sound multithreading.
As with every release, we welcome constructive feedback on every aspect of the game. For more details, make sure to see the full changelog. See you in the game!
Engine:
+ Bugfix: builtin HTTP server now accepts URL-encoded resource URI's in queries.
+ Improvement: faster map loading times.
Renderer:
+ Feature: use binary cache for GLSL programs to improve startup time (cvar "gl_ext_get_program_binary", off by default).
+ Feature: asynchronous texture loader (cvar "r_multithreading", off by default).
+ Improvement: a lightweight GLSL shader is now used for simple materials with no normalmap, gloss or decals.
Sound:
+ Feature: added multithreading support: sound mixer and background music loader now run in separate threads.
+ Improvement: normalized some of the game sounds to 0.9db.
Models:
+ Improvement: tuned Jason PadPork skin images for better performance and visibility.
HUD:
+ Bugfixes.
Windows:
+ Improvement: Warsow process isn't bound to single CPU core anymore (used to be a workaround for glitches caused by NVidia's 'Threaded OpenGL optimization")
Linux:
+ Improvement: gamma ramp size can now take values up to 4096.
Scheduled: 04:00 CDT, 22 June 2014 to 15:00 CDT, 22 June 2014 Schedule: Passed
Summer is almost here and things are starting to heat up, not only outside but also in the Quake Live Competitive scene as well: The FACEIT Spring Season Finals!
The beginning of the season saw some unexpected players rise up to the challenge with the absence of Evil, but in the end it was the Russian who topped the standings, winning a total of five out of ten Sunday Cups. Him and Cypher will be joined by ash, pavel, Madball, Agent, Sev3n, and dem0n to fight for the $500 prize purse and the title of Spring Champion.
These eight players are divided into two groups, with all matches played in best-of-three. The top two players will head into a single elimination best-of-five bracket.
Update #1: Noctis has replaced agent, who decided against playing in the final. Update #2: Sev3n has also dropped out, and will be replaced by twister. Update #3: Madball has informed us that he cannot play. It's too late to find a replacement so the group will be played with three players.
In order to get there, expendables welcomes any help ! You can help us with that by donating just a little bit. Our goal right now to make this trip more affordable for us is to reach 500€.
That is not all! To the people that decide to help us out we promise couple of things:
- we're going to produce a movie documenting the trip and the event itself from our team's perspective and we will include nods towards the contributors (with their permission);
- random bonus included in the aftermovie (personal message from Spart1e or something along the lines, we'll get creative).
Huge thanks to you all!
Update:
Thanks to your amazing support, we have already more than met our initial goal of 500€ with a total of 1007€ worth of donations within 24 hours ! We hope to live up the to the task you guys have given us. We still welcome any future donations if you guys want to ease out our team's expenses and/or wish to benefit from our little aftermovie surprises.