Counter-Strike 2

Counter-Strike 2

Bastion2
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Update: 4 Apr, 2017 @ 4:52pm

* Removed Mid and replaced it with a boost
* Added gate to 2nd mid to make it easier to hold
* Added passage from 2nd mid to *former* mid
* Removed A window due to confusion during playtest
* Replaced boost pallet under A-platform with flowerpots
* Removed staircase window (B-staircase)
* Added additional room to A-long for CTs to hold
* Reworked 2nd-mid to make it more enjoyable to look at
* Changed villa inner courtyard texture to increase contrast
* Fixed lightning issues on skybox mountains
* Clipped boxes in back of villa
* Removed plywood from A-platform
* Readded box in front of Connector
* Fixed some minor misaligned textures

Update: 17 Jul, 2016 @ 11:44am

* Fixed model texture dependencies

Update: 16 Jul, 2016 @ 3:41pm

* Fixed minor bug

Update: 16 Jul, 2016 @ 3:22pm

* Fixed clip in T-Spawn (Thanks TigerDragonB)
* Added plywood to the villa ramp for the sake of logic (Thanks TigerDragonB)
* Fixed 6 spots where the bomb could get stuck (Thanks TigerDragonB)
* Fixed villa spot in which you could get stuck (Thanks TigerDragonB)
* Removed clips of boxes and barrels that should be climbable (Thanks TigerDragonB and RickSvK)
* Bridgepillars are now accessable (Thanks RickSvK)
* Improved VIS Leaf behaviour in mid, in front of T-Spawn and on A-Long (hopefully) (Thanks TigerDragonB)
* Fixed ligthning issue in Skybox
* Fixed misaligend displacement in T-Spawn
* Changed boostpalette clip under A-Platform to wood clip
* Connected cable in winecellar
* Changed radar to be more defined ingame
* Removed areas that were accessible according to radar but weren't ingame

Update: 5 Jul, 2016 @ 1:42am

* Fixed missing textures

Update: 4 Jul, 2016 @ 12:38pm

* Fixed broken dependencies

Update: 4 Jul, 2016 @ 9:16am

Major changes:
* Added Chickens (Important)
* Moved T-Spawn even further back (into/beyond the two arches at the back of old T-Spawn)
-> This will allow CT's to play more aggressively in mid and on A-Long
-> Added some more cover to mid to make aggressive play less punishing for CTs
* Increased width of window and readability in Sniper's Nest (making it easier to punish T peaks)
* Widdened A-Long aka 'Banana'
* Added table (similar to Dust2 B-Site) to back of A-Site to protect from A-Long
* Sealed off 'Quadhut' next to A-Short to make boosting more rewarding
* Added scaffolding to Mid-Tower to allow easier smoke offs

Minor changes:
* Bomb will no longer float on B-Site
* B-Library carpet is no longer cut off
* Wood support in A-Long is now gone and the corner has been cut
* Chairs in B-Palace have been clipped to prevent one-way-smokes
* Fixed bugged deathmatchspot on A
* Fixed villa weird bullet behaviour
* Fixed issue where you could get stuck in umbrellas at 2nd Mid
* Widdened CT overall spawnpositions to prevent blocking
* Changed connector doors to metal
* Fixed OP crack in staircase
* Cordened off ladder in Mid-Tower (Window) with grates
* Sealed off T-Stairs at fountain
* Lowered bridge railing even more
* Increased brightness B-Tunnels
* Removed box behind drawbridge to prevent solo jumpscouting
* Removed wall in tower staircase to make it less clunky
* Added boxes to mid to allow for solo jumping into villa
* Curved stairs in 2nd-Mid
* Removed spot where you could get stuck in 2nd-Mid (near barrel)
* Made jump to A-Platform from A easier
* Added tanks
* Reduced 'cobbleness' around the map
* Increased detail around the map
* Cleaned up brushwork (Optimised Portalflow)

Update: 6 Nov, 2015 @ 9:26am

Hotfix:
* Fixed a triple man boost that allowed you to exit the map
* Double checked all clips to make sure the map is not exitable
* Shifted back T-Spawn (Spawn priorities for spawns at the back are now higher)
-> This will allow 'topspawn' CT-Players to get a pick on Ts rushing the B-Bombsite
-> This also gives CT's more time to setup on all spots
* Added some more bombspot indicator decals
* Fixed a piece of wood sticking out of the tall tower
* Fixed the clipping of the arch (connecting Library with Window) (Thanks Tweak)
* Fixed a spot behind drawbridge (standing on the box) that allowed you to see and kill CTs in Connector
* Further optimisations (Thanks Andre Valera)

Update: 2 Nov, 2015 @ 9:29am

* Removed Sewer; Map has now less layers
* Sealed off Long A doors
* Added new path from Long A via old lockerroom to A
* Added details in Villa
* Villa double doors are now metal
* Added details and cover to A-Long
* BOTs should now be able to navigate the spiral staircase
* Released night version (link in description)
* Slightly adjusted ambient light (now warmer)
* Fixed some minor problems
* FPS fixes

Update: 30 Aug, 2015 @ 11:21pm

* Improved FPS
* Fixed skywalker problem
* Fixed various spots where you could get stuck
* Increased FPS and decreased skybox size (skybox over connector is now closed)
* Design improvements around bridge
* Added crates to boost on top of drawbridge
* Clipped A-platform stairs
* Added 64 Deathmatch Spawns