Counter-Strike 2

Counter-Strike 2

Yield
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Update: 8 Aug, 2020 @ 2:16pm

1.3 Update

(Most of these changes have been sitting on my pc since a bit after the 1.2 update. I've had some free time ever since the release of dz_frostbite (you should check that map out!) so I figured it was time to actually finalize and release it)

Casual/Competitive Mode:

-Updated parts of CT Spawn to match pf_yield which includes:
--Changed the bench + fountain area to be 2 picnic tables
--Changed the lion statue to be a taller guard statue
--Removed a bench near guard statue
--Added 2 detail windows to A building
--Added more trees behind CT Spawn

pf_yield is a personalized, mini-version of de_yield which I worked on and released for a Gmod gamemode called PlayFight by Jamdoggie. Check out PlayFight here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017752343

-Changed CT statue base texture to have a concrete surface
-Updated some displacement blends around the map to look better
-Made CT hall to B slightly larger, adjusted several lights accordingly, and added some crates
-Reworked several textures,added foliage, and tinted the silos to a darker grey at A Long
-The lights above Bombsite B are now turned on
-Rotated a crate on B Long
-Added roof trims to the buildings behind T Spawn
-Turned off light on building next to T spawn
-Reduced number of wall lights in T hall to A Long and changed their models
-Old T hall to A Long lights have now been moved to A Long
-Added more security cameras around A Building and made all cameras not solid
-Changed the two red tinted doors at Mid to a dark-grey tint
-Fixed a void peek in Mid
-Increased render distance on one of the tower poles of Castle and the Mid satellites
-Removed some arrow graffitis that seemed...pointless
-Added some splotches of paint on B
-Moved around some smaller crates at Mid and added a graffiti
-Added a construction tarp cover, moved some electrical boxes, added a trim to a concrete wall, and downsized a puddle in T Alley to B Building
-New doors and vending machines in B Building
-Changed texture of doorframes in B Building
-Lowered Tarp on CT Upper entrance to A
-Added/Reworked cover on A Site
-Slight adjustments to the RGB values of some props on A site
-Fixed a displacement by the T cafe area
-Fixed a rolling trashcan behind CT Spawn
-Added a new crate near CT Entrance to A Site/A Connector for faster timings/retakes
-Fixed a floating window near double doors
-Turned many smaller/insignificant props to be not solid
-Improved clipping throughout entire map
-Moved T spawns slightly forward
-Adjusted a few deathmatch spawns
-Adjusted, added, and removed different cubemaps across the map
-Added proper radars for the full map and wingman mode
-Workshop pictures of the map have been redone
-Finally and most importantly....added a yield sign somewhere

Wingman Mode:

-Fixed a floating computer that would fall and wiggle at the start of each round in T Spawn
-Rotated T spawns a slight bit so their rush timings aren't too far apart (contact timings not effected)
-Slightly shifted CT spawns to the left
*All changes mentioned in the Casual/Competitve notes apply to the Wingman version as well

This seems like a lot of changes but most are just minor things. Anyways, that's it for Yield's development. More maps to come soon...maybe

Update: 11 Mar, 2019 @ 8:50pm

1.2 Update

Casual/Competitive Mode:

-Fixed a few incorrect textures at A Long
-Adjusted a small gap in the plantable area of Bombsite A
-Removed some cover on A site
-Changed some cover on A connector
-Made the gate door at B Alley not solid so bullets and nades can travel through
-Moved full body cover of sandbags back away from B Main chokepoint
-Moved blue barrels cover to where full body cover of sandbags were originally
-'Goose' cubby has been nerfed
-Cover near CT Main of B pushed forwards slightly
-Slightly increased the plantable area of Bombsite B toward the ramp of B Long
-Raised the Statue Bases and the wooden wall
-Raised the Mid statue base to block a small, unfair angle to snipe players on upper CT Mid from the T upper Mid
-Updated all tarp textures to HR
-Made several tiny floor brushes/trims not solid to avoid weird collisions
-Added small details around T spawn
-Rain density increased from 10% to 20%
-Improved Optimization
-Improved some clipping
-Added some bomb letter and arrow overlays

Wingman Mode:

-Replaced the wrong way textures with actual theme-related geometry that shows up only in the wingman gamemode
-T Spawn moved forward a bit, left a bit, and angled towards B Main
-T Spawn buyzone area has been increased in size
-CT Spawn moved up a tiny bit
*All changes on B mentioned in the Casual/Competitve notes apply to the Wingman version as well



Thank you everyone who has supported me and given me feedback since the maps release. It means so much to me. I might do one gameplay changing update in the future, but now that the workshop popularity has died down a bit, I can take it easy on working on this map and look towards bigger goals. Thanks again for all your support!

Update: 25 Feb, 2019 @ 10:11pm

1.1 Update

Casual/Competitive Mode:

-Fixed numerous clipping issues around the map
-Fixed many bomb stuck spots
-Some distorted textures are now cleaner
-By popular demand, you can jump on a bit of the base of the statue at CT spawn
-Added a new skill jump from lower Mid to CT Upper. This also gives CTs a better advantage at holding Mid.
-Skill jump on B Site made easier
-Statues in front of B site made slightly larger
-Many foliage props were adjusted on B Long for visibility purposes
-Raised the height of the walls along B Long
-Z fighting texture and visible nodraw on the catwalk above Mid fixed
-Fixed a set of windows not properly indented into its corresponding building
-Fixed floating lamps at CT Spawn
-Visible nodraw texture at T Spawn fixed
-Rain density slightly increased (5% -> 10%)
-Many detail props no longer have collisions

Wingman Mode:

-T spawns moved slightly forward
-CT spawns moved slightly back
(This should give Ts another second to exit the T building or set up shots/nades. This also encourages CTs to play a bit more passively.)

Update: 20 Feb, 2019 @ 1:04pm