Counter-Strike 2

Counter-Strike 2

Hotel Gellert
Showing 1-5 of 5 entries
Update: 15 Feb, 2024 @ 4:29pm

Graphical content:
-both staircases with rounded corners received clipping fix to prevent players stuck on geometry
-radar got boost plant highlight for site B
-rman id sound fx added

Update: 13 Feb, 2024 @ 1:28am

Graphical content:
-missing skybox fixed
-missing collection icon fix
-new spectate radar texture shows all 4 floors simultaneously as well as all 4 spawn groups
-all radar textures received a revision, now they show dimmed shilhouettes of vertically "out of range" floors

Update: 11 Feb, 2024 @ 4:52pm

VERSION 27
FINAL CS:GO RELEASE.

Personal:
Dreaded this for a long 10 yrs, I knew the amount of work it could bring on me again, but I managed to pull it off a little more than a month. After the release of CS2 there was a time frame, when my CS:GO maps were impossible to run. They literally took my entire legacy of level design away with one click. Than with the release of legacy mode, I decided to make a supercut showcase video out of all my works to avoid a situation like this in the future.
But this map was the oldest here on my workshop and boy it showed. Fired up V26 and quickly walked through it, while pointing out all the things to be fixed this time around. Aside from the very ugly shader issue on the fountain wall at site B and the loud ambient sound levels, I wanted to give it a new 'modern' style radar. Especially since 2016 when they added a feature for multiple vertical sections. Also realized I can add my custom map icons for the loading screen... all these little possibilities kept me motivated to do the harder parts.
I had two main goals. First, I wanted to use the knowledge I gained in 2015 by suffering through 1 yr of development hell for St. Gellert. So, I had to redesign almost all covers and the bombsites. V27 layout wise brings it closer to the competitive version, but also preserves the unique elements of the original. I struck a fair point, where all the iconic, spectacular areas are clean of clutter and it still provides good gameplay for a casual match.
I remember how different was my mindset back than about what needs to be done to the layout, to serve the experimental gameplay I've come up with. Spawning in V26 was designed not only to utilize the vertical size of the map, but to expand replayabily too. The way it was made it rendered a chaotic experience for new players. Second, to do a visual remaster which mainly included lighting and color grading improvements.

Layout changes:
-the four spawning areas got balanced out by the map's front line.
(In other words, CTs can only spawn from the bath side and Ts from the hotel side now. The engine decides randomly for each round if the far or closer spawn groups can be used for each teams. So there's no such instance where Ts got too much advantage in distance or when both teams spawn on the same side of supposed front line, causing a weird vertical staircase fight for site A and a huge disadvantage for side B for the CTs).
-the spawning fix allowed to preserve the original 4 floor design, only the fictional access route got cut from near site B with the elevator and the comically small second courtyard.
-complete cover layout overhaul for easy and simple game play meant the modification of many props.

Graphical content:
-every texture that had selfillum effect was tuned down the compensate the color correction files values.
-in tandem many light sources were also dimmed
-many textures received color grading, overall or black brightening.
-some texture sets got bigger resolutions like the bath statues.
-fixed fountain envmap shading bug
-the great mosaics floor under the dome got a new higher qualty envmap effect
-completely new, latest style radar textures for each four floors

Bot navigation:
-new nav file for all the great changes

Sound:
-new quiet values for all the ambient sounds
-many local sound effects also got quieter

Update: 7 Nov, 2015 @ 9:35pm

VERSION 26

Update: 17 Jan, 2015 @ 4:06am

Reupload after accidental deletion of original 2014 summer release.