Counter-Strike 2

Counter-Strike 2

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Update: 24 Apr, 2015 @ 9:27am

- Major layout changes to streamline gameplay with almost 20-25% of the map made of newly added areas.
- Added 2 new hostage rooms/areas.
- 1st hostage room on lower floor to the left of T spawn; 2nd hostage room on upper level to the right of T spawn. The idea was to spread the zones more like 2 bombsites to enhance gameplay and give CTs a better chance of rescuing the hostages. Each room has 3 access points (2 from upper level and one from lower level).
- Backhall area (where the hostages were originally located) is extended and now serves as a quick connector between the 2 new hostage areas.
- Added a new connector to upper hostage room from Tsidelower.
- Reworked the area outside sidehall (long hall with arches) and made it playable (part of the playable area of the map).
- Added a new connector between the newly created sideyard and the lower level hostage room for additional access point for CTs.
- Removed the long hall in the cellar that had an unbroken line of sight and added a curved wider connector further towards Tcorridor (down from armor hall). This will put more emphasis on the Tcorridor area and give it viability as an alternate route to upper hostage area.
- Added a 3rd CT entrance in CT spawn giving quick access to side hall and providing an extra route when extracting hostages.
- Opened the sky between mid and T spawn to allow for grenades/flashes/smokes tactics.

- Reworked the clip brushes of most of the arches to avoid the see-through effect.
- Replaced 2 arches in T spawn with different models.
- Replaced the tree in T spawn for better visibility.
- Clipped the tree trunk in CT spawn to avoid unfair potential camping/boosting spot.
- Made all T spawns on the same level for easier teammates visual contact (no more T spawning on balconies).
- Made all CT spawns on the same level for easier teammates visual contact (no more CT spawning on bridge).
- Updated the optimization system to compensate for the layout changes and new added areas.
- Updated the texturing and detailing of several buildings across the map (especially mid and sideyard).
- Revised lighting across the map.
- Modified castle lighting to light orange tint (subtle) to enhance colors in hallways and rooms and differentiate it from environmental lighting.

Update: 10 Mar, 2015 @ 2:30am