Counter-Strike 2

Counter-Strike 2

de_sicily (discontinued, read desc.)
Showing 1-10 of 10 entries
Update: 12 Jul, 2024 @ 12:14pm

Pretty big update today. First and foremost, with this update I have entered this map into the Mapcore contest as stated in the description. Actual changes to the map are as follows:

-Full rework of T's approach to B Site, including the complete removal of Warehouse and a rework of its area. Having a warehouse there didn't make any sense thematically and its floorplan didn't leave much opportunity for diverse gameplay, so it is gone, now replaced with a series of back alleys and partially reinvented as an office building
-Added a secondary route through T's approach to B, granting them easy access to the balcony overlooking B. T's no longer need to pass the tunnel to get there
-Adjusted timings to the tunnel into B Site, CT's will now get there first
-A full rework of the plantable area on B, expanding it slightly and removing the roof to enhance flow through the area and reduce how claustrophobic it felt, as well as increase potential utility use on site
-Undid the lightmap rework from the July 8 update, as the dark areas affected gameplay and wasn't conducive to editing the map. The map currently has a single env_combined_light_probe_volume again, though this will be improved upon at a later time
-Blocked off multiple potential boost spots out of the map and to cheeky areas
-Changed the texture of the brick wall on Patio to make it easier to see CT's
-Removed a pixel peek on A Site
-Added a trio of merchant stands near CT Spawn and top Mid to improve both visual and gameplay interest in the area
-Removed improper brushwork near B Site
-Lowered the doorway from Garden to B Site to remove a cheesy peek
-Multiple visual improvements
-Added a statue to A Alley to add some cover to defend the alley from
-Added a wall between A Site and the newly added statue to remove the sightline from one to another
-Minor adjustments to the clutter and cover on and around both sites, primarily A
-Added multiple block_bullet meshes to reduce/remove unfair wallbangs across many areas of the map
-Adjusted the architecture above the skylight near Casa Del Vino to allow more grenade lineups
-Adjusted the collision with the palm trees outside B Site for smoother jumps onto Patio
-Fixed a brushwork issue on A Site where two walls did not connect with the floor
-Moved the tower
-Very minor vis optimizations
-Adjusted the chair on Mid Balcony for better peeks
-Updated the minimap (hoping to implement Radgen soon-ish)
-Further shortened the angle from A Gate to CT Spawn, which also slightly increased some rotation times
-Fixed textures on the skylights at Hotel

Update: 8 Jul, 2024 @ 12:48pm

Small update today gents

-Fixed a few of the more offensive light/cubemap errors, namely missing maps in Warehouse and A Site, as well as excessive overlap on B Site and in Mid
-Fixed a brush error on B Site where 2 walls did not connect
-Changed many of the light entities from Static light to Stationary, which allows better lighting to be cast onto the player's viewmodel, which should help mask the rough light/cubemapping, as well as just look better altogether
Note: this may negatively affect framerates on lower end rigs, but I personally have seen no effect
-Changed the texture of the water by Garden
-Removed a crate in the alcove of Warehouse that was rendering incorrectly
-Properly centered the large barrel on A Site below the arch
-Removed an unintended jump spot in Garden (for real this time)

Update: 8 Jul, 2024 @ 3:50am

Recent Updates:
Overhauled Outer B Site to give movement and sightlines through the area more structure without compromising the fast pace, rush-oriented playstyle of the site, as well as to allow jumps from Outer B Site directly onto Patio
Alongside the gameplay overhaul, B Site has been visually updated to look more appealing and match the thematic style of the map
Removed two unwanted sightlines on and around A Site
Removed the roof over A Site and replaced it with trellises to allow utility setups onto the site itself
Reduced the size of the columns holding up the trellis over A Site to increase visability onto site
Further adjusted the skybox and environmental lighting to give the the map a cooler, more oceanic tint
Added multiple minor visual details, mostly archway meshes to replace to crude brushwork arches
Added a chair to Mid Balcony
Textured and optimized the pair of arches at bottom Mid, rough and subject to change
Enhanced* light and cube mapping across the map
Added glass to the skylights in the Hotel area
Slightly reworked the roads around CT Spawn area, mostly aesthetic
Shortened the angle from A Gate towards CT Spawn, which also slightly slows some rotates towards A Site
Replaced most of the toolinvisible textures with toolplayerclip textures to reduce bullet and grenade interference with invisible walls
Added a small alcove in Warehouse to discourage CT rushes through it
Changed chemlight colors on both bombsites to green to remove bomb visibility issues post-plant
Changed the architecture around the skylight outside Casa Del Vino to allow easier grenade throws through it
Added more lighting to increase visibility in the skylight room outside Casa Del Vino
Removed an unintended jump spot in Garden
Removed the awkward pipe in Garden Alley
Added some minor detals to Hotel
Reworked the archway near the hotel sign near CT Spawn
Updated the minimap

*While the changes to light and cube mapping could be seen as an objective improvement (replaced the single env_combined_light_probe_volume object with multiple), it is in an unfinished state at this time. While this does allow for dynamic light and reflections on player viewmodels (positive), there are various areas with unintended and visually awkward effects (negative), primarily occurring in areas where one probe volume blends into a neighboring one, causing abrupt and environmentally contradictory lighting shifts on the viewmodel. This will be improved in coming updates.

Update: 4 Jul, 2024 @ 12:11am

Recent Updates:
Fully overhauled A Site, giving T's smoother, safer pushes and giving CT's more angles to defend from
Slightly nerfed A Gate by restricting some sightlines onto A Site
Removed the ability to jump on/over some walls on A Site
Added more detail and visual interest to various areas, specifically T Spawn, A Site, and B Site
Textured much of the T Spawn area. Texturing is rough and will be improved upon in coming updates
Adjusted environmental lighting to improve visibility (again)
Added and adjusted some clutter and cover on B Site
Added doors to the B Tunnel, primarily to allow T's easier access to Warehouse Balcony
Adjusted both T and CT spawns for timing purposes
Added some cover on Mid Balcony to adjust CT's peeks into Mid
Removed the ability to get out of bounds from the alley between Mid and B Site
Added some details to the skylight room to allows utility lineups onto A Site
Multiple collision improvements, primarily on the APC's near CT Spawn
Adjusted the containers in Warehouse to give T's more space to move
Removed the ability to climb on top of the red container in Warehouse without boosting
Added a forklift (yippee)
Removed the ability to jump onto the light fixtures beneath the "Borgo P. Carolina" sign on B Site
Updated map description

Update: 1 Jul, 2024 @ 4:34pm

Recent updates:
Added a path near CT spawn to allow faster, less awkward rotates
Added a jump spot from Mid to Mid Balcony to allow faster, less awkward rotates
Edited the alley with the gate between A Site and Mid Balcony for smoother gameplay
Edited the alley between Mid and B Site to make it less CT sided and less claustrophobic
Various lighting/visual improvements
Multiple collision improvements and fixes
Fixed unwanted pixel peaks near T Spawn, on A Site, and on A Catwalk
Adjusted T Spawn positions for timing purposes
Lengthened the arched tunnel into B Site for timing purposes
Added a minimap (rough version)
Added cubemap (rough as well)
Added more clutter and cover to A Site
Removed ability to jump from B Patio to Warehouse Balcony
Adjusted environmental lighting to enhance visibility
Made Casa Del Vino prettier :)
Shrunk and removed bars from the window on B Site for easier nades and to remove an unintended peek
Made it harder to get on the wagon at A Site

Update: 30 Jun, 2024 @ 11:09pm

retry upload

Update: 30 Jun, 2024 @ 11:08pm

retry upload

Update: 30 Jun, 2024 @ 10:31pm

retry

Update: 30 Jun, 2024 @ 10:30pm

retry of upload

Update: 30 Jun, 2024 @ 10:25pm

Created de_sicily (WIP).