Counter-Strike 2

Counter-Strike 2

CSGO:FLF - Ascension
Showing 21-28 of 28 entries
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Update: 30 Mar, 2018 @ 10:07pm

v8 (build 1300)
rescaled some of the models now that that's a thing
moved a damage trigger out of a area it shouldn't have been in
added a few decorative models
added a couple lights to the white connector hallway
added a texture light to the bottom of all the wall lights
added very basic instructions in spawn

Update: 25 Mar, 2018 @ 12:37pm

v7
changed front fence gate to a proper clip brush so it wont apply any penetration
added lighting to the strips in the ceiling of D spawn

Update: 24 Mar, 2018 @ 5:18pm

v6
fixed scoring for attackers win on ct side
added grenade clips to the front fences
added 'ATTACKERS/DEFENDERS WIN' to Primary Objectives HUD space
made all re-trigger delays on loadout assigners 0.5->0.0
moved teleport for attacking support back ever so slightly
removed shadows from spawn loadout class dummies
fixed the chopper noises? (logic_auto OnMapStart to OnMultiNewRound)
2 of the tire fires now go out at around the same time that the smoke 'bonus' every 5 seconds in the garage is deleted
added some dirt and a ladder to the dumpster near hydro
changed texture in red dumpster
took out a bunch of props from the trucks
changed tint of some trucks ever so slightly
changed truck windows from white to black to hopefully look tinted instead of washed out
clipped off most of the buildings facades so you cant run on the details

Update: 22 Mar, 2018 @ 12:48pm

v5
retextured some tile floors to be able to differentiate blue/red/green indoor areas better in overview/radar
added green/red glows and hint texts in spawns to let you know which team you're on
changed length of blockers for attackers spawns during set up time
redid overview including on map locations of capture points, spawn damage lines, and spawn teleport dropoffs
first pass on fixing hitboxes on the security desks
added missing lights to the indoor top floor area near dam flow
changed couch models from physics to static
added a small border around the big door security hut so you can peek through the windows easier
front gate chain link should no longer block bullets but the rails will
fixed being able to 'surf' the chainlink by adding clips and invisible func_brushes to it
added 1.0 gravity to the in spawn weapon_stripper trigger to try to prevent gravity mix ups when respawning
changed all spawn protection trigger hurts damage type to BLAST ... also added env_explosion entities that track offending players
fixed all spawn pushes
added popup warning markers for each team to designate the approximate line of fire you will blow up if crossed at spawns
fixed a few cubemaps and actually included them this time I hope

Update: 20 Mar, 2018 @ 6:32pm

changed final objective master control from 4 to 6 uses
changed 'post round' times from 5 to 7 seconds
changed mp_freezetime in .cfg from 5 to 0
changed round ending for defenders win timer from 949.9 to 944.98
double spawn protection hurtdamage from 50 to 100
added visual floor markings for spawn protection damage areas
fixed helicoptor timings
added 'primary objectives' hud element, which fixed first-life hud issue
added set up time hud elements
adjusted secondary objectives hud
changed all text fade in times to 0 and hold times to 999
added start of round explosion sound and screenshake
fixed texturing top of big door in case of boosts
retextured some indoor areas to make navigation easier (as a general rule BLUE is DAM flow/water PUMP side of map, GREEN is near the garage and leads mostly to or is a back way past RED which is desert/canyon/hydroelectric uplink side of map, white are transition zones, gold is the final cap point area)
installed triple skylights in red area
added cover in defenders spawn
swapped old style half-life 2 truck for the dust2 hr remake truck
moved defenders spawn teleport targets back into a more covered area
made front gate into a double gate using hr_ models
added a rock at front gate for easy jumping by attackers
fixed van fires
added decorative end of map to defenders spawn
added scorches to van explosion
pop machines upstairs
added a second explosive barrel to boom fence near dumpster
added a small invisible speck under both barrels near boom fence and the one near bridge
added gravel into big dumpster near big rig
cleaned up some displacements
upgraded some stairs to hr_ models
Added smoke to garage area: the smoke starts at 100% but goes away at 1% every 3 seconds and comes back at 1% every 5 seconds, down to a minimum 15%. The 1% smoke 'penalty' that makes it thicker every 5 secs expires after 420 seconds. Closing the big door (opening the front gate) adds 1% per second while it is closed, to a maximum of 100%. Open the big door immediately to keep a clear path as soon as possible; or leave it closed for a minute and a half to build some smoke up if enough time has passed and it's already been cleared but you think the extra smoke could give your team some cover.
adjusted starting sounds
made a couple of models in the garage and dam areas as relecting light back into the world as a test
added puddle at front gate
made reserve ammo counts bigger, upped R8 reserve ammo to 24 (its the only one that could be upped properly as far as i know; the rest will respawn you will full ammo one time when you get down to your last magazine now)
added pavement overlays to garage ramp
fixed stair clip for garage stairs
adjusted barrel position and weight for garage cover
moved garage sparks to shoot from random areas nears dancing power line's end
added dynamic lighting to garage lights
added glows to garage lights
lowered taser recharge time 7 to 2
fixed holes in spawns

Update: 16 Mar, 2018 @ 6:01pm

v3
-added some more cover
-each class now has its own model
-fixed a few displacements
-extended cliff on hydro side for easier defender grenades

Update: 19 Feb, 2018 @ 10:50pm

v2
-added the loadouts to spawns
-fixed final point being locked until other 3 are capped
-fixed a few areas players could fall off the map
-moved the triggerhurt back from too far thru the wall of def spawn
-commented out damage scale from the config since it doesn't work, and players have 300hp instead; just in case they ever sneak it back in then I don't have to update

Update: 19 Feb, 2018 @ 2:52pm