Counter-Strike 2

Counter-Strike 2

Bacra [WIP]
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Update: 1 Nov, 2017 @ 12:28pm

some small bugfixes
for gameplay changes after the THW Playtest see the last update

Update: 31 Oct, 2017 @ 4:20pm

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// de_bacra_v4 (after THW Playtest)
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// Gameplay
- GENERAL: reduced overall size of playable area (main complaint from the playtest)
- GENERAL: condensed some parts of the level which were to big for its purpose
- GENERAL: tried to reduce number of long angles to make snipers less overpowered (other big complaint)
- made it easier to smoke pathways by narrowing some corridors (Thanks thewhaleman)
- made Back of A Path less long and fixed the bookshelves being too easy to wallbang
- reworked paths leading away from CT Spawn completely
- removed Mid, Pool and the Snipers Window and moved Cellar to make it the new middle
- added new direct path from CT to Cellar and removed the one at Church to B-Long
- added LOS Blocker inside church
- moved Cellar to B Connector to CT-Side of Cellar
- made Wall inside Cellar longer to benefit Terrorists using Dropper (Thanks TheOnionChef)
- made T-Balcony on B-Long bigger (Thanks Disreality)
- removed path form T-Spawn to B-Long Balcony and made small path from T-Side B Long to Balcony
- shifted Dropper Apps Entrance to B Long so that people boosting up Dropper do not have sight on Ts at Long
- removed entrance to A Cave for Ts and made new one to make Cave have more close range engagements
- moved Cellar entrance to B a bit
- made archway for Ts at B Long to give them more cover and give them more cover
- made Cave more short range
- added water in Cave
- made it difficult for Ts to hide in the water in the Cave (Thanks Cannondorf)
- reworked whole pathing for Ts to B
- made main box on B a double box
- added small corners inside Cellar to B connector to make it easier to push (Thanks Jansko123)
- added tower to T-Spawn to block long sightline from B Long to A Long
- added second archway to church to Back of B (Thanks Disreality)
- shifted around pillars and small wall in church to allow for better movement
- made plantzone on B a bit bigger
- removed CT Box at B Long
- T-B-Long to Cellar-b Connector Wallbangable
- made upper area at the tree on B-Site boostable (Thanks Cannondorf)


// Visual/Detailing
- GENERAL: started detailing the map when it comes to basic architecture
- GENERAL: started detailing the ground
- added sand texture and displacement to beach at A Long
- added graveyard at back of B
- changed boxes in Cave
- added physics buckets inside T-Apps
- added balconies on T-Side B Long
- changed crates on B Long to sandbags and added wooden pallets
- added basic 3d-Skybox
- added wires at B Site
- started detailing train station on T-Spawn
- added clouds in the skybox
- added door at B Long
- changed ceiling at Cellar to B connector
- detailed the church more
- added bells at smaller church tower
- made tower roofs at a more detailed
- added boiler room in T-Apps
- long wall at B Long now multiple houses and stone wall and added big tree
- added coffins in the water at cave

Update: 15 Oct, 2017 @ 11:17am

Update: 15 Oct, 2017 @ 9:49am

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// de_bacra_v3_2
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// Visual/Detailing
- adjusted the minimap to match the small layout changes

// Bugs
- changed the water texture so on low graphic settings you cannot see through it anymore

Update: 14 Oct, 2017 @ 2:21pm

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// de_bacra_v3_1
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// Gameplay
- replaced ladder in A Cave with a pallet and moved it closer to T-Side (Thanks Disreality)
- made Water on A long a bit shallower to allow for easier/normal movement (Thanks Disreality)
- added a brush inside the bombtanks on A to block nades
- added bookshelves inside CT-Appartements to block long sightline (Thanks KingOfCorn)
- made A Back-Site near the water a bit narrower
- opened up a door more on Back-Site of A to remove an angle for retaking CTs (Thanks KingOfCorn)
- used a other Stone for A Long to give Ts better cover (Thanks Disreality)
- adjusted entrance from Cave to A-Short
- reduced Size of the Plantzone on A
- added a big clip brush above the level to prevent people to boost out
- moved B-Long Ramp a bit back

// Visual/Detailing
- remove the x on the spawns
- fixed overhanging rock on A Long
- added more arches to Back of A-Site
- added clock to the Church-Tower
- added boats in the water at CT-Spawn
- detailed the police barricades at C-Spawn
- further detailed Cellar
- replaced big Cellar Lamps with smaller ones

Update: 7 Oct, 2017 @ 10:28am

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// de_bacra_v3
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// Gameplay
- made wall in Snipers Nest 8 units thick
- orange door on A Long doesn't block movement that much anymore
- Shifted CT-Entrance to Cellar a bit (so that the wall on the left is straight)
- made CT to A Archway narrower and added better visuals
- clipped Cellar to B-Site Displacement to make gameplay smoother
- made wall on water near B-Long round
- made diagonal wall on B-Long straight
- shifted stairs in the Cave slightly
- added second crate to corridor from Dropper Appartements to B-Long

// Visual/Detailing
- better lighting Cellar
- added table with radio in B-Long Apartements
- added Seagulls above CT-Spawn and A-Site
- started adding wood beams in Cellar
- added pillar to wall on B-Site
- made ramp into stairs in front of B-Long Appartements
- better lighting in the Cave
- made path from T-Mid to Cave roof arched
- made temporary wall inside church higher
- added light inside church
- made building at CT-Spawn higher and extended roof to other side
- added Arch from CT-Spawn to Cellar
- shifted crate infront of CT-Entrance to Cellar to the other side and added one more crate

// Bugs
- fixed lighting bug on Stairs from Cellar to CT-Spawn
- fixed some clipping issues (e.g. on top of doors)

Update: 30 Sep, 2017 @ 1:09pm

Update: 30 Sep, 2017 @ 11:03am

Too many to list - feel free to PM me about them if you are interested.

Update: 6 Sep, 2017 @ 3:17am

Reuploaded the level to fix bug that the maps version differs from the server when hosted locally.

Update: 5 Sep, 2017 @ 10:28am