Counter-Strike 2

Counter-Strike 2

Cobblestone United (CS2)
Showing 11-20 of 21 entries
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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.

Update: 3 May @ 5:44am

Gameplay:
- Restored broken roof on Mid building.
- Slightly raised the recently added archway in Mid building to make players not get stuck while walking on the bench.
- Moved the tree on CT Spawn and changed its model (to not create awkward visual cover).
- Removed the crates on B Long.
- Restored old position and tweaked size of the wooden structure on B Long.
- Removed the wooden wall in Lower Drop.
- Closed off the area under former Tower.

Visuals:
- Minor lighting and texturing tweaks.
- Fixed bugged light propagation from omni-directional lights.
- Removed the autoexposure postprocessing effect.
- Reimported all the materials and models from CSGO - fixes broken PBR and missing details (thanks to me for recently fixing the multibillion dollar company's import scripts for free, I guess).

Update: 29 Apr @ 5:53am

Gameplay:
- Swapped out the building on Mid for an archway (to reduce number of hard to clear angles).
- Restored the wall in Danger from the first versions of the official map.
- Changed the model of and geometry surrounding the window in Upper Drop, and allowed players to once again move through it.
- Further lowered the cover wall near Bombsite B.
- Added stairs leading to Lower Drop, near the Tree area on Bombsite B.
- Clipped out the haystack and trashcan on T Ramp.
- Nerfed a deep corner by Mid archway on CT Ramp.

Visuals:
- Increased resolution of compiled lightmaps.
- Increased coverage and accuracy of lighting on dynamic objects.
- Switched to linear tone mapping and tweaked its parameters to not sacrifice contrast and visual clarity for overexposure reduction.
- Reduced strength of glowing effect on lamps.
- Removed a broken particle effect near T Spawn.

Bot support:
- Fixed bots disrespecting standard-mode-only props and geometry (seeing through them and not treating them as obstacles).
- Bots should now be able to properly navigate to bombsites.

Misc:
- VIS contributing geometry is now made out of quads instead of brushes (makes VIS much more predictable and efficient).
- Removed tools-only and legacy files from the map package.

Update: 6 Apr @ 5:14pm

- Fixed bright light appearing from under the map on lower parts of some ground level props and geometry.
- Fixed broken clipping on some stairs.
- Updated the radar overview image.
- Increased mass of physics props.
- Fixed some microholes in geometry.

Update: 5 Apr @ 3:01pm

Added missing postprocess file (I placed it in a wrong subfolder, resulting in the tools not automatically packing it to the workshop in previous update). Fixes all textures completely breaking after the round freeze time.

Update: 5 Apr @ 2:00pm

Gameplay:
- Tweaked the spawns and their initial rotation.
- Restored the CSGO layout of window in Drop with tweaked cover.
- Made window in upper Drop smaller and prevented moving through it.
- Removed the archway on B Long, near upper Drop window, and tweaked layout of crates nearby.
- New method of preventing players from boosting on trees (keeps their decals and bullet penetration values).
- Moved the tree on CT Spawn (to not block important sightlines).
- Removed wooden railing on A Balcony (to simplify movement).
- Extended the fountain and improved clipping of it.
- Restored original haystack near the fountain.
- Reopened the archway on T Ramp.
- Tweaked haystacks and barrels on Long A (to mimic the pre-halloween update).

Lighting:
- Changed the sun angle back to the original.
- Tweaked layout, intensity, shape, spread and saturation of lighting throughout the map.
- Fixed missing lightprobes in some corner areas.
- Disabled shadow casting on lamps.

Postprocessing:
- Applied warm lighting tint.
- Reduced sharpness of lit textures.
- Limited light exposure (to reduce the "flashbang effect" on surfaces).
- Tweaked the contrast and edge highlighting to make player models easier to spot.

Other visuals:
- Implemented proper sky texture in the skybox.
- Tweaked fog types and parameters to create more natural looking fog.
- Fixed some more visual bugs and inconsistencies.

Known bugs:
- The radar overview does not match current layout (I lost the RadGen visgroups while rebuilding the map in a new file - for now, it is too much work to repopulate them).

Update: 22 Mar @ 10:54am

General:
- Reduced glow effect on lamps.
- Added water to the fountain.
- Geometry, lighting and clipping tweaks in multiple areas.

Middle:
- Removed the water channel.
- Restored barrels from the halloween update.
- Players can now self-boost onto "the building" using the aforementioned barrels.

A Long:
- Removed the upper-left haystack to reallow jumping on the bottom one.

Wingman Mode:
- Tweaks to props and geometry isolating inaccessible areas.
- Changed position of the T-side intro.

Update: 17 Mar @ 3:28am

General:
- Fixed players spawning on T/CT spawns in Deathmatch mode.
- Fixed old screenshots still showing up during the map's loading.
- Fixed positions of sticking out models.
- Restored crows in the sky.
- Restored glow particles on lamp models.
- Minor map-wide clipping and visual tweaks.

T Spawn:
- A part of the upper walkway (on top of the gate) is now accessible.
- Added new map geometry to better convey which parts of the map are unreachable.

Update: 14 Mar @ 1:43pm

General:
- Lowered the yellow tint of outside lighting.
- Fixed the sun being invisible and matched its position with the light environment.
- Restored original soundscapes.
- Lowered density of distant fog.
- Tweaked collisions and clipping on the trees in playable area to disallow boosting onto them.
- Fixed more instances of holes in the map geometry.
- Fixed inconsistencies in the radar overview.
- Performance improvements.

Bombsite B:
- Restored the 2015 layout of the backsite wall.
- Lowered the cover between Tree and the Bombsite, and tweaked the terrain height around it.
- Swapped the Chicken Coop to the scannable version.
- Slightly changed positions of the Bombsite B and Chicken Coop.
- Tweaked position of a corner wall trim near B Doors to eliminate a pixel-sightline.

Drop:
- Changed layout of some barrels in Drop to disallow self-boosting from walking.

Danger:
- Fixed broken culling while looking into A Long.
- Visual tweaks.

Toilets:
- Changed geometry sealing off the Garden area to close hard to see through sightlines.
- Further improved clipping near toilets.

T Spawn:
- Fixed missing reflections and broken lighting.

Update: 3 Mar @ 8:42am

- Disabled support for the Arms Race mode.
- Forced usage of only manually placed spawns in Deathmatch mode.
- Tweaked positions of team match start intros to get rid of visual clipping.
- Fixed noticed instances of visible holes in map geometry.
- Improved lighting in darker parts of the map.
- Clipped out terrain in front of the toilet doors to make them properly push out players and able to fully open.
- Added some screenshots that are shown while the map is loading.
- Fixed stuttering on round start (due to an unwanted reference to a non-existing material).
- Lowered accuracy of lighting and number of visibility clusters generated in out of bounds areas to improve performance.