Counter-Strike 2

Counter-Strike 2

Aerospace (Alpha 4.0)
Showing 1-10 of 10 entries
Update: 10 Oct, 2017 @ 5:20pm

#10: Tiny Update:
-Shifted CT's buyzone to be in the same spot as the spawn.

Update: 8 Oct, 2017 @ 3:01pm

#9: Pretty Big Update:
-Shifted T-Spawn over to be in line with the cockpit, removing parts of the T-hallway down to the lower floor.
-Added a second entry into mid for T's.
-Detailed the majority of the top floor.
-Detailed parts of the lower floor.
-Tons of bugfixes.

-The layout is pretty much final. We'll make changes to it here and there, but for the most part, we have things running smoothly. Our main priority now is getting everything looking pretty and running smooth!

Update: 1 Sep, 2017 @ 3:01pm

#8: Massive Update:
-Merged together the mid floor and top floor. Ct's now spawn at a site. There are now only two floors to worry about.
-Detailed a good portion of the aproach to A.
-Reworked the connectors between levels.
-Added tons of new custom content.
-Improved lighting.
-Reworked theming in passenger areas.
-Added signage to lead players to where they want to go.
-Created a new radar.
-Created a new bot navmesh.

-Holy shit I can't believe I actually did it. It was a huge change, getting rid of an entire floor, but it was for the better. After a couple of playtests, it became more apparent that the 3-floor design just isn't compatable with csgo. Maybe it would have worked better if the levels weren't right on top of each other, but staggered levels makes no sense for an airplane. Anyways, The new 2-floor design is going to be easier to learn, more fun to play, more accessible, and will restore the radar's usefullness.

Update: 19 Aug, 2017 @ 5:26pm

#7: Update:
-Began Detailing!
-Did an art pass on T-Spawn and the T-Mid-Connector.

-Added new custom models!
-Added wing and engines models, seeable from the window on A.
-Added seat models seeable in mid, mid connector, and in the surrounding A area.

Update: 15 Aug, 2017 @ 10:38am

#6: Big Update:
-Reworked the maps layout to better fit competitive play:
-Lengthened the entire map by a considerable amount, making the timings for each side more reasonable.
-Added a new area on the lower level for the T's aproaching to B.
-Shifted B-Site back.
-Added a new area to the upper level for T's.
-Completely re-did mid to better suit the theme and provide more cover.
-Removed the mid connector to A. It gave the T's way too much map control if they were able to reach it from mid.
-Added a new passageway connecting the T's entry to mid with the tunnel leading to B-site.
-Reshaped the path T's take to get to the top floor from spawn. Now it is a switch-back staircase opposed to a boring ladder.
-Added some minor detail improvements.

-Overall, this update improves Aerospace in almost every way. For the top and bottom levels, more area has been added in between bomb sites so that engagements take place in other places as well. More area gives the CT's more options on where to defend, giving the map more variety. In fact, more area across the entire map has toned down the gameplay from casual and fast rounds to something more slow and tactical. The removal of the Mid connector to A may need to be substituted with another alternate way to get to the top level, but we'll see how it plays out. As for mid it'self, I think it will play much better than old mid. It now has some meat to it, not just an empty cube-shaped room. Hope you enjoy the update, tell us what you think!

Update: 3 Aug, 2017 @ 1:02pm

#5: Update:
-Correctly packed upper and lower radar files into the .bsp.

Update: 3 Aug, 2017 @ 12:41pm

#4: Failed attempt to pack radar files:

Update: 3 Aug, 2017 @ 12:33pm

#3: Failed attempt to pack radar files:

Update: 31 Jul, 2017 @ 11:27am

#2: Update:
-Added a bit of cover to mid, though it'l need more work.
-Changed some colours on surfaces and props.

Update: 30 Jul, 2017 @ 1:36pm

#1: First Release: