Counter-Strike 2

Counter-Strike 2

Riviera (greybox v0.4) no cubemaps
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Update: 18 Dec, 2016 @ 4:38pm

Update to version 0.18 "Gameplay improvements":

-To a popular demand, I removed a huge part of 2nd floor of wine shop. Balcony is not usable.
-Middle was seperated, V-mid splits to two parts.
-Removed 2 out of 3 windows in wine shop.
-Removed many camping positions, including in D apps, R marketplace - near battlefield, near Pillars, Inner market.
-Removed very OP boost in yards stairs (near mountain and wave).
- E-platform fence was improved and made more realistic.
-Long was heavily changed, added some cover.
-Marketplace near pillars placement was changed, it got bigger ;D.
-Rabbit removed, table placement was changed.
-Added cover in Northern part of F building.
-Connector area was improved - now it's possible to shoort through the 2nd market. I removed the ability to jump on connector markets.
-Increased the size of G-N box.
-Added a box near Wine shop to make a possible boost and peak towards wine shop.
-Removed the clip from lower archway closed gateway.
-Changed mid cover for CTs.
-Improved the base of the statue.
-C marketplace table were made more higher to give better cover.
-Closed stairs area in D apps.
-Added a truck in cafe yard.
-Improved connector carper.
-Improved the textile over connector.
-Further func_detail, no draw optimisation.
-Cubemaps updated.
-HQ radar with basic callouts added.
-With extra detail, added more clips to block player movement.

HUGE THANKS TO CHROX for reviewing my map for over 3 hours and finding many possible abuses and possible additions to the layout. Thanks to Rytis, Cobble, Cebus for helping to test the map before updating.

Update: 15 Dec, 2016 @ 2:35pm

Update to v0.17-4:

-Replaced pickup truck with Ape car (still placeholder).
-Added an experimental roof on E building.
-Added an extra cover in library for "-".
-Small playerclip adjustments.
-Improved the geometry of E building.
-Updated the preview image on workshop.

Update: 7 Dec, 2016 @ 3:43pm

Update to v0.17

-Improved some brush alignment.
-Removed triple boxes near bakery, instead of cart added a car.
-Improved inner market (no camp spot behind the doors, market "bench" is more realistic)
-MADE A HILL near library (took 6 hours to make it).
-Improved cafe.
-Library was improved (removed sofas, added better positions for Terrorists, made it look more realistic + made book registration office thingy with details.
-Made the skybox bigger (because of hill, the tree behind cafe and etc.)
-Added a brick to make a possiblity to jump on the E-platform without going to ramp.
-Market cloth over lower middle was made more realistic thus giving a better awping view from balcony.
-Redesigned D apps structure to make it more tactically beneficial for CTs in the second phase of the game.
-Added cloth in connector market (closed one).
-Made the hostage resce zone in ground, which later on will have different types of bricks, perhaps even different in colour.
-Updated radar (HQ + basic callouts).
-Added cubemaps.

Update: 6 Nov, 2016 @ 1:54pm

Update to v0.16'5

-Improved HDR effect.
-Removed the roof from rabbit market.
-Added playerclip in library's connector.
-Fixed coast cart position.
-Added light in yard.
-Fixed some brushes in T spawn and yard.
-Improved the selling table in wine shop (added cash machine and a placeholder glass brush).
-Made extra part of the F building.
-In the north of G building added placeholder brush for cover.
-Added a box in yard for cover.
-Finally updated radar to 0.16'5 version ;D
-Cubemaps loaded.

Update: 27 Oct, 2016 @ 11:57am

Update to cs_market v0.16

-Removed the old entrance from yard to library.
-Re-adjusted the spawn points for a better choke points and timings.
-Added a new entrance from stairs to the back of the library's right corner.
-Added balcony near the center (instead of double doors), to block off terrorists, who are pushing from archway.
-Changed T spawn place to the ex-kitchen (the 4th building).
-Changed the size of bridge.
-Drop hole was made larger.
-Removed the old stairs from the wine shop and added new ones.
-Rabbit market got more orange dev textures and it was made easier to go through.
-D apps were re-adjusted and the entrance now is in DW.
-In mid arch added a fabric top over the street to block of the awp angle in AWP nest (T can still get intel, but not kill through the brush).
-Changed the lower mid street (between E and C building) it's wideness, now it's more narrow.
-Made the ambient more brighter - now the shadows aren't so bright.
-Drop now has some cover from 4th building.
-4th building was made larger.
-Doors in inner market were made to open very fast, to avoid door blocking and just to make the life easier. ;)
-Added cubemaps again, some extra lights.
-Radar not updated yet (final v0.15 still).


Big thanks for tophattwaffle's playtesting feedback for helping me to finally decide to do the changes I wished to do a very long time ago. Now I was certain, that they are a must (especially T spawn movement from wine shop more closer to the middle). Thanks also for Dosentti for helping me to test timings and just giving me tips. Now did a mapcore playtesting and will be changing rabbit market a bit more and I will continue updating cs_market v0.16 untill some other major changes.

Update: 23 Oct, 2016 @ 6:54pm

-Now in every side there is 16 spawns.
-Fixed the height of one brush (block).

Update: 21 Oct, 2016 @ 10:49pm

-Fixed the base of the tree to look more realistic.
-Adjusted the size of metal constructions in cafe.
-Improved V building. Changed the hostage market to a part of the building.
-Some minor texture optimisation.
-Changed the preview imagine on workshop.
-Added cubemaps.

Update: 17 Oct, 2016 @ 2:35pm

Update on cs_market v0.15 "Small adjustments".

-Library design upgraded.
-Long boxes positioning were changed for better gameplay.
-Added two fully working, random hostage spawns in library for dynamic gameplay.
-Applied textures on a few nodraw faces.
-Changed archway ramp texture, because of awful previous reflections.
-Added some lighting in Rabbit.
-Added playerclip for players to jump out of the map.
-Removed one OP position on the wave fence.
-Radar was updated (+ one more will be added with callouts in the gallery).

Update: 15 Oct, 2016 @ 11:45pm

CS_MARKET v0.15 update "A true greybox"

-The layout was simplified.
-Redesigned library from 0.
-Redesigned wine shop.
-Removed town hall.
-Added apartments complex on a hill.
-Marketplace theme was connected to the gameplay.
-Better optimised (with fully nodraw textures, func_detail).
-ADDED COVER IN MULTIPLE AREAS.
-Fixed some awkward angles.
-Instead of fountain, added a statue in the center, which will act as the core of two middles giving better gameplay opportunities and a far advanced cover in every situation.
-Inner market building was redesigned from 0.
-Outside of the playable area was made (still 3d skybox will play a huge role later on).
-Thanks to dosentti for helping with some questions concerning optimisation. A really good guy. He was the one, who made the arch wall on the left passage way from CT towards library.
-All markets were built in the map more in-detail (not just silly boxes).
-On the hill added a waving fence.
-Library now takes visual look of an ancient Roman Empires temple (it has a symbolic meaning, which will be clear in the end of the project ;) )
-ALL brushes were re-textured, greybox principle was highly used.
-Added and fixed many lights.
-From sniper's balcony one angle was removed (library's and more than half of yard entrance for gameplay balance reasons).
-Garage area was removed and redesigned interely from 0.
-Cafe was improved, added some glass instead of a wooden fence. Also made a "ceiling".
-Helicopter was removed because of optimisation and gameplay (also slightly visual context) difficulties it caused.
-Connecter was changed, two arches were made as support, drop hole was made more cleanly (later on I will make it realistic looking).
-Added some gamesense things to help players orientate around the map.
-In library second hostage option was added (still may need some fixing to work properly).
-Added buildings between markets for better and easier optimisation + that realism wouldn't fight with gameplay.
-Sky texture was changed to clear sunny day (I will do my own unique, but similiar texture later on).
-And much, much more work has been placed while I doubt many people would notice too much.
-Added cubemaps,
-Radar was updated.

***And ready for playtesting. :)

Update: 8 Jun, 2016 @ 6:12am