Counter-Strike 2

Counter-Strike 2

de_sicily (1.0)
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Update: 3 Aug, 2024 @ 10:57pm

Recent Changes:

-Additional detailing and texturing across all parts of the map, most noticeable at T and CT Spawns
-Improved the skybox and out of bounds areas (clock tower is placeholder)
-Adjusted cover on A Site to remove 2 cheesy headglitch spots
-Added team intro animations, team select screen, and end game screen (finally)
-Fixed light/cube mapping issues in Mid, Hotel, and CT Spawn/A Site
-Fixed improper brushwork in Hotel
-Removed the ability to jump from Hotel Patio to Office Balcony (apparently it was very difficult, but possible)
-Added a small set of scaffholding outside T Spawn
-Many more player_clip meshes
-Added more cover near B Site to help T's take the site
-Minor vis optimizations
-Fixed open seam in meshwork in Mid
-Grounded floating APC between CT Spawn and B
-Fixed floating windows on A Site
-Added faster way from B Site onto the small porch (?) near Hotel
-Fixed multiple instances of player potentially becoming stuck on features on the ground, most notably between Mid and B Site
-Minor minimap fixes

Update: 31 Jul, 2024 @ 3:29pm

-Fixed improper texture by the cart on A Site
-Added missing texture near B Site
-Adjusted meshwork in the alley between B Site and Hotel

Update: 30 Jul, 2024 @ 10:53pm

-Fixed improper clipping across entire map (I didn't realize bomb_block meshes blocked not only bombs, but discarded weapons and thrown grenades as well, my bad lol, these have been replaced with func_bomb_reset planes)
-Added more detail to T Spawn
-Fixed a few instances of improper light/cube mapping
-Added a few more player_clip and func_bomb_reset meshes across the map, most notably removing the boost spot onto the small roof above the alcove in the alley between B Site and Mid
-Replaced a small placeholder texture near B Site
-Multiple small minimap fixes
-Removed the ability to "climb" the ladder near A Gate

Update: 29 Jul, 2024 @ 1:29am

Created de_sicily (1.0).

The patch notes are continued over from the previous, now corrupted version of de_sicily (link to that project can be found in the description)

-Fully textured and detailed the map. This is iteration one of textures and detail, many more visual improvements will be made
-Added a small alcove between Hotel and B Site to allow CT's more angles to hold and allow more post-plant gameplay diversity
-Added a small alcove at the bottom of the alley between Mid and B Site to reduce "Rush Mid to B"'s effectiveness and allow more post-plant gameplay diversity
-Expanded upon the jumpspot outside Office
-Added some cover on T's side of B Tunnel to allow multiple peeks for T's down the tunnel
-Added some cover on A Site to strengthen and further outline certain playable angles for CT's
-Added a boiler near Top Mid to slightly restrict CT sightlines and allow more effective utility use in Mid
-Added a small patio near the center of Mid to provide T's some cover
-Added a strafe jump spot onto the patio at A Gate
-Altered the cover within and size of the CT Spawn area, mostly an aesthetic change
-Added a storage area outside T Spawn on the way to B
-Added a LOT of player and bomb clip meshes, not only to new areas, but many preexisting ones
-Removed an unwanted peek from Garden towards B Site by raising a wall
-Properly implemented light and reflection mapping across the entire map
-Implemented a Radgen minimap (rough, will see improvements)
-Enhanced skybox and environmental lighting
-Added detail to the skybox and out of bounds areas
-Added countless instances of additional props and detail pieces across the map, too many to list, most of which have the potential to mildly affect gameplay
-Increased the height of many buildings for scaling purposes, may affect some grenade throws

I also just want to take a moment to thank everyone for the support on the old version of de_sicily as well. Your encouraging comments and downloads (far more than I ever expected) have given me motivation to continue this project even after its corruption. Please, enjoy Sicily and thank you for giving my map a shot.