Counter-Strike 2

Counter-Strike 2

Inferno Experimental Remake
Showing 1-6 of 6 entries
Update: 7 Dec, 2020 @ 7:51am

Hello guys,
it has taken over a year to continue working on this great project. But here we are!

// CHANGELOG //

- B site
-- Sized down the planting area
-- Removed the middle archway
-- Brightened the new wall
-- Closed off the cubby hole next to dark
-- Made the area behind quad significantly smaller
- Banana
-- Highered the bangable wall
-- Changed position of wood pile
-- Various clipping improvements
-- Added vandalism
- Mid & Alt Mid
-- Added a ladder from alt mid to bridge
-- Closed off the entrance to T apartments
-- Moved the ledge at alt T exit out of the way
- A site
-- Made the whole roof above A accessible
-- Brightened storage room
-- Fixed clipping in drop down
-- Removed clipping from bricks in drop down
- CT spawn
-- Extended buyzone
-- Moved CT spawnpoints roughly 50 units closer to B

// ISSUES //
The lighting may be worse than expected in some areas. This is because of the different rendering method I used. Rendering the map this way is faster and more efficient, but not as beautiful as before. I will render the map with better settings soon!

Update: 15 Nov, 2019 @ 7:13am

Hello guys,
I have thought a lot about the changes that were already made on A and I would like to share these thoughts with you now: Let's start by summarizing what is already different: The exit of library was moved from "long" to "ninja", which meant an expansion of "ninja" at the same time. Furthermore, the bomb site was roofed over and the cover arranged so that it now mainly protects against attacks from "graveyard". Also, the garage has been opened to bring new angles and experiences into after plant situations. Since these changes were all in favor of T side, I also had to do something good for the CTs and thus closed the door leading to "balcony" and made it a squeaky one so T's couldn't enter the side through "apartments" without being noticed anymore. However, this meant that a player in "pit" could easily hold this position, as there was only one possible route for the T's, namely over "short", as opening the door on "balcony" would be obvious anyway. That's why I re-arranged "pit" so that "short" can no longer be held from there, but only "balcony". The new sniper room in "apartments" fills this gap that "pit" has left behind: From there CTs can wonderfully hold "short" as well as parts of A spot and even topmid and thus only have to worry about "apartments" itself. The problem that now arises is the following: By implementing sniper room, the A spot is easily holdable with only 1-2 people, leaving up to 4 people for other positions (B spot/second mid/window/...). Furthermore, a retreat after opening the door in "balcony" and executing A is almost impossible, since there is no way up from spot to "balcony" anymore. I've been thinking a long time about how to fix this problem and I think I've found a good solution. I really wanted to keep the new "balcony" concept (that you can go down, but not up) and still there should be a way to try a slower execute on A. My solution: A new, unique room: Drop Room! Instead of going to "balcony", you can now decide to jump to an intermediate level, and to jump down from there into a small room next to "pit", which offers some camping positions both for CT's and T's. Besides that, you can climb up into "apartments" again if you decided you don't want to execute A, or as a CT to just get up into "apartments" at round beginning without having to cross "mid".
I hope this will make the game experience on A spot more balanced. Please let me know if you have any ideas or feedback about this room or the whole map!


// CHANGELOG //

- Fixed map glitch at T apartments
- Added a second exit for apartments on A site

Update: 13 Nov, 2019 @ 2:55pm

Hello guys,
this update finally fixes the gamebreaking map glitch bug in appartments and construction!


// CHANGELOG //

- Fixed a rendering bug in appartments
- Fixed a rendering bug in construction
- Added some light and paint to sniper window on A

Update: 13 Nov, 2019 @ 5:03am

Hello guys, this update fixes some things and made new areas of the map accessible!


// CHANGELOG //

- Fixed clipping at balcony
- Fixed clipping at sniper window on A
- Fixed a collision glitch at sniper window
- Fixed a missing texture at sniper window
- Made the box on bombspot A accessible, you're now able to sneak through the gap beside the pillar onto the spot
- Reduced the bomb planting area on A
- Opened the garage on A and made it accessible
- Fixed props fading out while in sight

KNOWN BUG: You may be able to see through the map while standing in appartments or construction, I'm trying to fix this asap!

Update: 11 Nov, 2019 @ 2:11pm

Hello guys, here's a small little update for the map. It should fix all the lighting bugs that occured ingame.


// CHANGELOG //

- Fixed a ton of lighting bugs
- Deactivated "Arms Race" for this map
- Activated "Custom" Mode for this map

Update: 11 Nov, 2019 @ 10:22am

First officially released version of this map - more to come soon!