Counter-Strike 2

Counter-Strike 2

Distillery
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Update: 25 Jan, 2022 @ 8:36pm

Update: 6 Jun, 2021 @ 4:48pm

-Fixed a few tiny holes between props.
-Fixed a bad collision error that allowed people to get stuck in doors.
-Fixed some small texture issues on one of the buildings.

Update: 20 Jan, 2021 @ 11:11pm

-Fixed collision for the door frame pieces.
-Fixed some lighting bugs.
-Fixed some bad clip over the barrles in mid.
-Rotated and adjusted the AC unit on the mid roof. This should help with some of the bad angles players gave feedback on.

Update: 1 Jan, 2021 @ 11:20pm

-Moved CT Spawns to be closer to the A alley.
-Prioritized T spawns to be the furthest from A.
-Added a small chunk to a building so terrorists can no longer jump over the flower bed to get to A quicker.
-Shrunk the A site down to make the T's commit to the space.
-Fixed various clipping and boosting bugs.

Update: 28 Dec, 2020 @ 10:22pm

changelist

Gameplay:
-Added some props to fix the bad sniping angle from B to mid
-Added some hedges outside of A by CT side to allow for safe entry into Added
-scaled down rose bushes in the garden to make sure players are visible if they try to get up there
-clipped the walls around bomb site A so they should no longer snag players

Construction and optimization:
-Massive overhaul in optimization for the level
-3dskybox implimented
-areaportals and hunts deployed to fix previous rendering issues
-model fade distances reset to fix FPS issues
-some BSP was converted to models to fix engine limitation I ran into
-clipping throughout the level
-soundscape fix
-removed some dev textures
-pulled almost all geo from instances and placed into main level
-adjusted a few buildings heights to solve for some optimization issues
-pulled a building on CT side forward to allow for easier portal alignment

Extra thanks for the Source help:

OnBoardError
RabidMonkey
Adam-Bomb
CommonCrayon
Squidski
Mapcore

Update: 21 Dec, 2020 @ 4:29pm

Change Notes:

Bombsite Changes:
-Adjusted Cover at A to clean up sightlines and allow some room for terrorists to manuver. This may need some more adjustments.
-Added scaffolding on the far stairs of A. This should stop the head exploit players were using to hold this bomb point.
-Add clipping throughout this whole area to try and make the space less sticky.
-Reduced the Sounscape volume in B to make it easier for players to hear footsteps.


Level Wide Changes/Fixes:
Rotated Distillery truck at mid to block CT AWP angles.
Removed Camera at Mid to ensure sightlines are not blocked.
Potted plants should no longer snag players. They are now set to debris.
Trashcans have been swapped with static versions so players are not getting tripped on them.
Clustering of props in various areas to reduce Draw Calls.
Prop Fade Pass throughout the level.
-Working on a more aggressive prop fading pass to try and clean up of the geometry that is rendering when it shouldn't be.
Swapped some trees to Fall trees as that was the intended season but I did not have the assets at the time.
Removed one of the vehicles from the level as I think it may no longer be needed.
Fixed a few mistakes in the radar image.

Geo Reduction in various buildings.
-Models in some of the more far away buildings were reduced so extra detail isn't drawing.
-Swapped some models for cheaper versions.

Clipping pass throughout the level.
-Clipping around buildings so players do not get snagged.
-Clipping around some stairs to clean camera pops.
-Clipping around bomb sites to make for cleaner player navigation.

Update: 9 Dec, 2020 @ 9:23pm

-Area Portal reworks for the interiors.
-Prop Fade Pass.
-VisPortal cleanup throughout the whole level.

Thanks to OnBoardError for the help here.

-Fixed lighting issues.
-Fixed soundscape pops.

Thanks to NuclearDan for the testing.

Update: 4 Dec, 2020 @ 12:28am

-Massive draw call reduction from the corner stone models throughout the level.
-KV Setup so CT's are now SAS and the terrorists are now Anarchist.
-Fixed bad soundscape issue.
-Fixed some more radar bugs.
-Added Deathmatch support.

Update: 27 Nov, 2020 @ 11:37am

-File name is now de_distillery.bsp
-Bomb Site B was made a little smaller. The plantable area is now only the metal areas around stills and no longer the tiny corner spaces between the other props.
-Radar accuracy fixes.
-Clipping fixes in a few exploitable locations.

Update: 26 Nov, 2020 @ 1:58am

-Fixed the collision on the de_nuke truck.
-Fixed loads of clipping issues around buildings that could be previously exploited.
-Fixed collision issues on the archway model.
-Fixed the radar so it displays the icons for the spawns and bomb sites.
-Removed collision on some smaller props.
-Added a few grenade clips thoughtout the level.
-Fixed a couple small peaking sightlines.
-Fixed some areas where players could be shot in the feet.