Counter-Strike 2

Counter-Strike 2

de_tenebrous
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Update: 10 Sep, 2016 @ 11:21am

-added bell tower and steeples to center building to aid in navigation
-added missing stair clips
-changed hundreds of decals to overlays
-less rain (its now sparsely come-and-go)
-slightly lowered step down at tree area (to allow for easier shooting over teammates heads/shoulders if engaging together)
-first go around of high-res texture pass on outdoors (which along with reduced rain also boosted framerate to 2x in some areas)

Update: 29 Jul, 2016 @ 12:34pm

-Changed Fountain to be more gameplay friendly
-Added a small pit near A fountain leading towards the dark alley
-Pushed T spawns back every so slightly
-Tweaked rain based on user feedback, added stars to accompany the moon, added a small lightning/thunder effect
-Added a tonemap controller for better visibility
-Changed the behaviour of all Light Glows in gameplay areas to be easier to see enemies thru at distance
-Added a loading screen pin icon (thanks pedro)

Update: 10 Apr, 2016 @ 8:05am

-Prioritized both team's spawn points for better timing on initial meetup locations.
-Updated to HDR lighting
-Implemented 3D Skybox including animated clouds
-Hundreds to changes to textures and displacements
-More detail decals and overlays, smoke, etc
-Fixed hundreds of player clips and bomb-stuck spots
-Added detail sprites to grass
-Changed all trees to be animated
-Removed physics barrels for competetive reasons
-Lowered intensity of light's glow sprites
-Changed C.T. SAS to white uniforms

KNOWN ISSUES:
-Incorrect fountain water sky reflection
-Missing Nav Mesh names
-Bots still get stuck
-Indoor rain in some places

Update: 16 Apr, 2014 @ 4:01pm

-Proper inclusion of colour correction

Update: 13 Apr, 2014 @ 2:19pm

Updated Bot Nav Map Again.
Changed Colour Correction Again.
Updated Overview.
Minor changes to some outdoor areas (clipping issues).
First pass on Deathmatch spawns.

Update: 18 Mar, 2014 @ 5:00pm

-Fixed some of the Bot Nav Map, and included some new routes for bots to take
-re-placed some missing directional help decals
-fixed some minor visual bugs

Update: 16 Mar, 2014 @ 2:43pm

-ENTERED BETA PHASE
-Finished First Pass on ALL decorating
-Took out a tonne of things you were getting hung up on (look for more please!)
-Various small visual/gameplay tweaks to outdoor areas
-Tweaked Bot Nav Map
-Still more to come please be patient!

Update: 10 Mar, 2014 @ 3:36pm

-Fixed a bunch of glitchy cubemaps
-First pass decorated about 80% of indoor areas
-Several various small visual/gameplay tweaks of outdoor areas
-Removed sharp corners from some indoor areas to make walls feel less claustrophobic.

Update: 5 Mar, 2014 @ 6:18pm

-Further Decoration to CT spawn
-More Lighting, and shadowing fixes on fences
-More detailing Outdoors
-Made many windows non-solid
-Changed amount of rain based on user feedback
-Map now uses Phoenix Terrorist model

Update: 28 Jan, 2014 @ 5:02pm

Fixed most faulty cubemaps
Added a third exit to CT spawn
Retextured CT spawn and added a couple models as a precurser to making it a garage
Finished 'First Pass' on exterior areas. More details to come in plain areas after I do 'first pass' on interiors