Counter-Strike 2

Counter-Strike 2

Cobblestone United (CS2)
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Update: 16 Jul @ 8:54am

- Fixed a few issues with insufficient clipping and misplaced details.
- Increased sharpness of shadows casted by the sun.
- Significantly reduced autoexposure and the "white smudge" effect in the tone mapping for much better visibility (at the cost of slightly sharper lighting on lit surfaces).

Update: 25 Jun @ 8:14am

- Fixed a massive hole in geometry on T Ramp.
- Slightly increased overall brightness.

Update: 8 Jun @ 1:50pm

Misc:
- Again, fixed (hopefully, the last) noticed instances of holes in geometry, and misplaced props.

Visuals:
- Many changes to light propagation and diffusion, and to overall visual clarity.
- Fixed seams between some lightprobe volumes.

Update: 5 Jun @ 2:01pm

- Applied new postprocessing parameters, which somehow didn't get automatically recompiled in previous updates - resulting in the workshop version of the map being a little (little...) too dim.

Update: 4 Jun @ 4:31pm

Misc:
- Fixed more cases of holes and overlaps in the map's geometry.

Visuals:
- Fixed insufficient lightprobe coverage (player models and viewmodels turning black) in B Halls.
- Fixed the "baked-in lighting tint" update not changing anything at all (because someone, definitely not me, forgot to actually change the lighting color values...)
- Lowered the strength of distant fog and made the players stand out more against it.

Update: 30 May @ 3:48am

Misc:
- Removed an unintended mesh on the recently added backsite building.
- Fixed several cases of holes in geometry and levtitating objects, resulting from the recent smoothing out of ground displacements.
- Clipping tweaks on some props.

Visuals:
- Applied smoother postprocessing settings, based on postprocessing from de_anubis.
- Correct lighting exposure and tint are now baked, instead of being applied in postprocessing.

UI:
- Updated the map loading images to reflect new changes.

Update: 28 May @ 4:06pm

The not-really-final updates are back. This one notably contains major layout changes on Bombsite B.

Bombsite B:
- Restored the 2015 layout of the bombsite.*
- Removed the cover wall.
- Added a building with an archway at the backsite (to provide additional cover and allow players to cut sightlines, especially multiple at once).

Wingman mode:
- Tweaked the size of the wall, restricting access into Dragon Lore, to not overextend into an unplayable area.
- Tweaked clipping on access-restricting geometry and props.

Visuals:
- Compiled the map with 8k final lightmap quality (what 32GB of RAM does not handle, a huge pagefile does - I guess).
- Major lighting and contrast tweaks in baked lighting and postprocesssing (map does not look weirdly dim anymore, while still producing acceptable image - on my setup, at least).
- Strengthened the contrast of players against surfaces, if the boost player contrast setting is turned on.
- Removed the cubemap fog and tweaked the gradient fog to appear closer, with slightly more strength.
- Removed a misplaced nodraw mesh in B Halls, which made one of the walls vanish at a distance.
- 3D skybox is now composed of pre-halloween update models and post-halloween update sky dome and clouds.

Misc:
- Smoothed out most important parts of ground displacements (to make tracking the enemies easier and grenade bounces more predictable).
- Fixed noticed instances of microholes and seams in the map's geometry.
- Disabled player collision with physics objects (to match CSGO).
- Updated the radar** and map loading images.

* The previous layout, while seems more interesting to me, is not really viable for the current bomb timer - CTs were often reaching the bombsite just when the bomb was already going to explode. The 2015 one gives them a few more seconds for a retake.
** The final image is as good as it gets when using quad geometry and original map displacements. I may recreate it properly in the future using the material-based workflow, but for now it is too much work that I do not have time for as of now.

Update: 11 May @ 6:09pm

The last update would truly be the last, if only I playtested the Wingman mode...

Wingman support:
- Swapped out the non-clipped and levitating tarp for the wall and doors from previous versions (moved them a little further into D Lore, though).
- Improved clipping of geometry, which prohibits players' access into the A Balcony area.

Visuals:
- Compiled the map with 4K final lightmap quality (as I have more free time now - why not).*
- Tweaked the parameters of tone mapping in postprocessing (to improve visual fidelity and make player models stand out more):
-- Improved overall color saturation.
-- Strengthened the contrast between light and dark spots.
-- Removed bright image smudging, resulting from the hable tone map preset.
-- Slightly boosted the exposure of lighting to brighten up the map, especially in directly lit areas.

Misc:
- Updated the radar image and fixed its positioning.

* I cannot compile the lightmaps in 8K resolution due to insufficient VRAM - yes, very sad... anyway.

Update: 9 May @ 3:47am

Visuals:
- Wrapped the whole map in a 2D skybox, with full visibility solve VIS preset (solves visibility issues from the previous update, while still producing very high framerates).*
- Slightly reduced shadows contrast (to make them appear less pitch-black on low gamma settings) and very slightly boosted the exposure of lit areas in postprocessing.
- Extended general lightprobes to areas outside of the map.
- Compiled the lightmaps with standard quality (due to time constraints).
- Fixed a prop's shadow visually creating black lighting on models in one of the corners of T Ramp.
- Fixed an overlay being drawn on a wrong wall in Chicken Coop.

I consider this to be the final update of the map (I have not observed additional issues and I am happy with the map's layout). I understand that me semi-often updating the map could be an inconvenience to some people, but I have treated this project as a way to learn the Source 2 map-making process, the engine's tools and features.

*: After many experiments throughout the updates, I conclude VIS experimentation on this combination. Contrary to my beliefs, VIS clusters in empty spaces do not seem to impact the FPS and the observed FPS fluctuations are also present on official maps - so it is either the fault of my laptop overheating in non-capped framerate scenario, that I was testing the FPS in, or just the well known game's instability.

Update: 4 May @ 1:51pm

Gameplay:
- Fixed a hole in geometry on Bombsite B.

Visuals:
- Slightly reduced gamma boost in postprocessing.
- Removed glow particles from lamps.
- Fixed wrong rotation of some lights, resulting in overluminance of nearby walls.
- Vastly reduced the quantity of unnecessary visleaves (improves performance stability due to faster visibility lookup, at the cost of very slight overall performance degradation).

Known bugs:
- Some props (I only noticed one instance of it on A Long) are vanishing, if a player's sightline goes through corner geometry.