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If anyone is intrested in a breakmap server (I assume they're still up).
http://www.gametracker.com/server_info/178.32.50.105:27015/ [EU]
The only way you could possibly cheat it is if you came up with a dynamic system via scripting that spawned in new cubes based on when other cubes broke. But that is going to be a major headache I imagine.
there ought to be a new breakship for CS GO though. That map had pirate ships with cannons that could sink and deadly SHARKS in the water!
"If anyone is intrested in a breakmap server (I assume they're still up).
http://www.gametracker.com/server_info/178.32.50.105:27015/ [EU] "
wasn't able to connect to that server, stuck in loading.
There is one other server I have found that does a single simple breakmap countinously, gets boring fast.
The flaws with CSGO maps aren't specific to break maps but here you go.
The model precache limit (which can include models and materials) of 1024 is the same as older source games, and the CSGO developers have stated they don't want to raise it.
The addition of the extra skins/stickers in each operation contributes to that magic 1024 limit and makes the problem more and more apparent as time goes on.
Take the example of zm_lila_panic_2012, here's a list of what's actually in that cache, http://pastebin.com/FMW3ruEK . Look at line 73-76 and you'll see how the stickers and skins start causing problems.
The easiest way we've got maps to work on our servers is just to remove as many func_breakables as possible while still making the map fun, there may be a more elegant fix, I'm not a mapping expert, but it works 99% of the time.
You'd have a tough time joining that with a CSGO client, that IP is our CSS gungame server, we do run a CSGO one on 178.32.50.105:27016 however.