Counter-Strike 2

Counter-Strike 2

CSGO:FLF - Ascension
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Update: 15 Dec, 2018 @ 5:35am

v16
ALL FLF:
Config (.cfg) Changes:
-sv_grassburn 1
-sv_health_approach_enabled 1
-sv_hegrenade_damage_multiplier 3
-sv_hegrenade_radius_multiplier 2.5
-ammo_item_limit_healthshot 3
-molotov_throw_detonate_time 5
-mp_autokick 0
-mp_solid_teammates 2
-mp_force_assign_teams 0
-mp_force_pick_time 0
-mp_molotovusedelay 0
-healthshot_healthboost_time 5 (This changed their behavior: Healthshots will now work like the do in Danger Zone; instead of the instant 50 they used to give, they now give it over 5 seconds...while this means it takes longer to deploy, you also can pop it before you take any damage if you know when you peek out you will be hit and it will heal you at 1hp per 0.1secs as long as it's in the 5 second window)
Added missing healthshot to Dope
Swapped Dope's flashbangs for a breach charge
Swapped one of Mag's frag grenades for a breach charge
Swapped one of Spam's frag grenades for a breach charge

ASCENSION:
fixed some clips in spawns
changed grasses because old one broke

Update: 27 Nov, 2018 @ 5:09pm

Update: 6 Nov, 2018 @ 2:53pm

Update: 28 Oct, 2018 @ 11:22am

v15
Built up walls and decorated in spawn areas
various small fixes

Update: 23 Oct, 2018 @ 11:57am

v14
All FLF:
Raised cfg ammo_grenade_limit_default 2 to 3
Raised cfg ammo_grenade_limit_total 6 to 10
Added new class: SPAM (Support: Bizon, 5-7, knife, 3x Frag, 2x Molly, 3x decoy, 2x healtshot)
Rebalance of most classes:
-auto snipers now have tasers instead of knives to force slowest overall moving loadouts in the game
-took away healthshots and decoys from the auto-snipers
-Swapped STOP and TAT's (awp and scar) sidearms (glock and usp-s) to put glock on auto-sniper
-Gave STOP (awp) a decoy, and swapped loadout taser for a knife
-besides mentioned above, added utility to the following:
Scout-> +healthshot
Hunter-> +sensor, +2x Decoy
Doc-> +flash, +knife
Hush-> +flash
Numbers-> +2x decoys
Pro-> +frag +flash +taser
Flank-> +frag
Dope-> +molotov
Rush-> +2 frag
Ninja-> +sensor, +knife
Shark-> +sensor, +frag, +knife, +healthshot
Vanilla-> +frag, +smoke
Snopes-> +sensor
Terror-> +frag, +flash, +decoy
Yawn-> +frag
Burns-> +incendiary (removed knife for taser to keep him a little slower [and a taser burns and a knife doesn't])
Hugs-> +molly
Mag-> +smoke
Hold-> +decoy

Update: 20 Oct, 2018 @ 9:07am

v13
All FLF:
Reduced landing stamina cost 0.24 to 0.12

Ascension specific:
utilized smoothing groups to fix some strangley lit areas
tried to smooth out a spot on the ramp up to gate button
fixed doubled up front gate model (button side)

Update: 14 Oct, 2018 @ 5:09pm

v12
removed looping sounds from all func_doors (working on another solution) due to dedicated server limitations
added another trigger on the defenders side of bridge to close the bridge if they come thru the facility
disabled the triggers to open the bridge when the bridge point was captured
changed some of the logic_auto functions for the helicoptor from NewMap to NewRound

Update: 13 Oct, 2018 @ 5:49pm

Added missing custom texture

Update: 13 Oct, 2018 @ 3:50pm

v10
Major Adjustments:

FLF Game Mode:
Added New Class to Recon: Hush -> MP5-S, USP-S, Smoke, 2x flash, decoy, healthshot
Moved Rush Class (P90) to Assault
Changed Rush' Frag grenade to Sensor
Added a frag grenade to Dope class

Map Specific Changes:
Adjusted times of all Primary Capture Points:
-Hydro 14 to 18
-Pump 15 to 20
-Dam Flow 12 to 15
-Master 6 to 10
Adjusted time of Big Door secondary point from 10 to 15
Adjusted the way the Bridge side of the map works: Pushed back the attackers spawn protection to allow more defensive positions farther up closer to the spawn; the bridge now stays usable by defenders until attackers get close enough to warrant it closing, at which point it closes until attackers re-open it by capturing the bridge controls (it used to auto-close on round start cutting off a lot of the map, and it used to strand defenders on the attackers spawn side if they made it in time to hop over).
Moved defenders spawns forward towards class selectors (should save 3-5 seconds on each defensive spawn)
Major re-skinning of bridge side of map to align the main structure with the gate/door side of the map
'Second pass' on decorating outdoor areas including the adjustments listed below in 'Minor' section (second pass on indoors coming next, followed by third passes after testing)
Added an "Initial Defense" helpers at the start of rounds to point people in the right direction upon first defensive spawn during setup time
Re-did level overview due to all the superficial changes

Minor Adjustments:
Added more cover and trees on attackers side of bridge headed towards spawn area
Turned the hunk of rock behind the hyrdro point into a building
Gave all glass more HP so it takes 3-4 shots to fully break small pieces or 10+ for large pieces (also changed gib direction to be relative to damage direction)
Added a 'jump puzzle' of crates in front of the Dam Flow area to be able to get up to the second floor, while also providing more defensive cover
Adjusted sun light angle and shadows to hopefully match the skydome (its so very close now!)
Added some leaves under trees, trying to add some color to trees via lights inside the models
Added env_wind
Added displacements to most or all surfaces that need them
Added some plywood to the bottom of Hydro side dumpster to stop long distance foot sniping
Changed models near Gate secondary point to be non-solid
Changed an overlooked ff_damage_reduction_other to 0 in the .cfg to prevent teammate knife damage
Clipped off some stairs for smoother movement
Main stairs exiting green hallway from brush to func_detail
Added some cover in green hall
Adjusted physics on prop bricks in green hall
Added some cover on top of the Big Door hut in case of set up time boosting
Added a small forest and more rocks to bridge side of Attackers spawn
Raised Skybox over bridge area
Added climbable rocks to the inside corner approaching the bridge to facilitate cover of hydro point
Added an ambush crate behind Hydro point
Added a crate between Hydro and Bridge next to existing barrels
Added some barrels and rocks near the junk car at the bridge
Added a little water filled drainage pit by green hallway exit to allow another holding position now that the rocks on the other side of bridge are climbable
Added a crate in front of aforementioned pit to add yet another defensive position
Added a jump puzzle in front of the Dam Flow area to be able to get up to the second floor, while also providing more defensive cover
added steel bar trims to all window pieces
added glass to the window on the Hydro hut

Update: 14 Apr, 2018 @ 7:29am

v9
Fixed Master Control HUD not updating instantly properly for last few pushes
hopefully fixed attackers support sometimes not spawning with weapons
clipped off big rock at back of DFC
fixed sticky rock at front gate
added glass to the security area under DFC
added ascension specific game rules to spawn