Counter-Strike 2

Counter-Strike 2

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Update: 13 Mar @ 5:57am

[13-03-2025]
very minor update, removing entities I forgot in the map. Also Switched to uncompressed lightmaps, hence the update size.

Update: 16 Feb @ 5:27am

[16-02-2025]

[misc]
- clipping adjustments (shoutout Dima :3)
- fixed the water on B-Site

Update: 15 Feb @ 8:16am

[15-02-2025]
another really large update

[design]
- swapped out the skybox and environmental lighting from vertigo's to italy's, so we've got another sun direction and redder light. along with a slightly cloudier skybox
- added more trims, stains and clutter throughout the map
- added another out-of-reach room over T-heaven, since the space looked weirdly empty from middle
- minor adjustments to the skybox buildings
- (re-)did the lighting for B-tunnel, it's connection to mid and the bottom of the staircase to T-heaven

[layout]
- added a little shack on A backsite to break up the sightline into A-main
- the door-ish end of the T-corridor is now a window
- added a large gate to the T-corridor entrance that breaks up the sightline from middle towards T-Spawn and ever-so-slightly delays Ts

Update: 12 Feb @ 10:35am

[12-02-2025]
hotfix for vis issues in middle

Update: 12 Feb @ 7:20am

[12-02-2025]
Fixed the source of the crash and did some more skybox stuff

Update: 12 Feb @ 12:45am

[12-02-2025]
Large update, but there's a caveat
I'm preparing for the full release of the map, but some stuff broke in the process (rendering issues with the skybox, lighting issues). Additionally, I'm still hoping to find the source of the latest version's crash. All that said, here's the patchnotes.

[Layout]
- moved back CT spawn to give them a less advantageous timing to the T corridor

[Design]
- added better minimap
- rounded out distant scenery

[Misc]
- all the distant scenery has been moved to a 3D skybox, which should bring a performance increase

Update: 8 Feb @ 8:38am

[08-02-2025]
You guessed it- even more art!

[Layout]
- added various clips all around the place
- added a door breaking up the long A/middle/T hallway

[Design]
- finally detailed the big orange wall that was still left on B
- added an office space in the building block in the back of A
- added a garage door in the building block in the back of A
- added metal and concrete trims pretty much everywhere
- finally built the T-Spawn cafe
- minor adding of props and decals all over the place

Update: 23 Jan @ 3:21am

[22-01-2025]
More Art!

[Layout]
- the dead space below upper mid towards A has been fenced off for the most part, leaving only a single nook as a camping spot

[Design]
- added cubemaps, first time- I'm still learning
- added lighting around the mid area
- updated lighting in B-Tunnel
- lower Middle got some basic half-first pass
- elevators recieved a do-over
- added a bunch of holes and rooms and nooks that are inaccessible but can be peered into all around the mid area

Update: 16 Jan @ 11:44am

[16-01-2025] beeg update

Thanks to all the wonderful playtesters who gave me a lot of valuable feedback on the layout. As I feared, mid was the absolute weakpoint of the map, which is why it was radically simplified. In other news: More detailing.

[Layout]
- middle was simplified
|--> removed access to lower middle for CT spawn entirely
|--> removed that awkward CT staircase from lower to upper mid
|--> added a ramp to access upper mid from CT spawn
|--> removed a bunch of the pillars
|--> slimmed down the remaining pillars to make them not be viable hiding spots
|--> the werid headshot angle for T's access to upper middle is gone
|--> removed the container and tower in the center
|--> opened the upper elevator on the T-side, allowing a jump as the only quick access to window for Ts
- crane has been moved back, opening up the staging area in front of B
- the crane platform has been extended back
- removed the weird ramp leading up to crane, lifting the yard, now dubbed playground, up a lot
- the balcony by the playground yard was made smaller
- the long hallway from mid to playground and mid to A has recieved a slimming down with a window
- B-Site has gotten a cubby to give a bit more cover for defending players, if it doesn't work I'll just move out the fence a bit lol
- murderhall was moved more towards the toilet and its sightline into middle has been nerfed significantly

[Design]
- the house in the area intended as a garage yard has actual garages now
- a playground has been built next to it
- added some more distant scenery in those areas
- extended the other facade a bit out and added a tunnel through it for visual depth

Update: 19 Dec, 2024 @ 3:37pm

[19-12-2024] hotfix

fixed broken spawn for T

that's it, that's the update