Counter-Strike 2

Counter-Strike 2

de_eeb4
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Update: 3 Mar, 2015 @ 10:20am

Changes :
- Complete (almost) visual rework of bobsite B, now with a secret bomb hiding society theme. I didn't say it had to make sense.
- Lighting changes
- Optimisations tweks

Update: 1 Mar, 2015 @ 1:41pm

Changes :
- Updated the vent ared (textured + added some vents)
- Overall lightning changes
- Misplaced Door fixed
- Various visual bugs

Update: 28 Feb, 2015 @ 10:21am

Patch notes :
- MAP UPDATED :
--- uptaded the minimap, I repositioned the minimap, added the Spawn points, and the bomb sites. Overall polished the minimap.

- Replaced the doors with a better looking prop. Overall map changes. Little bug fixes.

The map is starting to come to a finish point. The only thing i would change would be to remake the exterior of the A building (its kinda uglyish). I'm waiting for feedback so i know what people think. I hope you like the map as much as i do.

Update: 26 Feb, 2015 @ 1:02pm

Patch notes :
-Updated the navigation mesh. (added the ladders)

Update: 26 Feb, 2015 @ 12:47pm

Patch Notes :
-Bombsite B layout change :
1) I added a little upper section on the bomb site in which the terrorists can plant the bomb.
2) Added a wall between the pillar and the wall next to it
3) Added a vent which can be accesed by breaking it on the stairs, which leads to a small storage room on the Ct's side of the site. (its a dangerous move, because you fall down the vent, you are commited and can't go back, if aproached correctly it can be verry powerfull, being in the back line of the Ct's defenses, from that spot you can see all the cover areas of the Ct's. You can get out of there by a door).

Thoes changes will help the Ct's, giving them more options to hide, more spots for the Terrorists to check. This will balance the fact that terrorists can rotate extreamly quick from 1 area to an other, making the Ct's stonger in defending Bombsite B.

Other Changes :
-light adjustements
-texture adjustements
-removed unecessary props
-added an obstacle on Long Halls to B, so snipers can't kill you from across the map
-added ambiental sounds in all the zones.
-small bug fixes

I hope you guys enjoy this map as much as i do, its a really cool experience for me and i learn a lot. It would be great if i could get consistant feedback, so i can improve even more. :D

Update: 22 Feb, 2015 @ 12:38pm

Whoops, fixed a wall in the underground section, no more NODRAW walls. (sorry)

Update: 22 Feb, 2015 @ 12:01pm

Change Notes :
- completly rework of the Bombsite A, i think its a big improvement + it looks really nice now!
- couple of retextured objects
- i decided to make a default navigation mesh and to name all the places afterwards(because nav mesh is an annoying *****)

Known problems: The minimap is out of place, but like the nav mesh, it will be updated at the end.

Let me know what you think about the update and give me feedback on the bombsite A. (better, worse, what can i change?)

Update: 19 Feb, 2015 @ 1:23pm

Fix : -Fixed the navigation mesh (the bots refused to go B, i think they might be asians)
-texture bugs

Update: 19 Feb, 2015 @ 12:00pm

Patch Notes:
-fixed some light bugs
-numerous props, and details added
-fixed some light adjustment
-new navigation mesh (+ new names)
-changes some textures
-deleted uselles props or overlays
-Bombsite B' heaven looks different. (changed
the layout of B building a bit.)
-radar updated (the minimap its still
missplaced, trying to fix that asap!)
-added an unaccesable classrom on LongHalls.
-added a breakable glass window in the
StorageRoom
-minor fixes

notes : the B building is complete, maybe some details could be added but it looks good for now. The only thing that needs a slight rework is the A bombsite and the A heaven.

Update: 17 Feb, 2015 @ 8:50am