Counter-Strike 2

Counter-Strike 2

de_Shoothouse Beta3
Showing 1-7 of 7 entries
Update: 13 Nov, 2017 @ 3:04am

Cosmetic props added, spots where bomb could be tossed out of bounds fixed.

Update: 12 Nov, 2017 @ 10:29pm

Large visual updates, start of map optimization, minor changes to layout.

Update: 28 Jan, 2016 @ 6:24am

B lighting tweaked further, made far less dark.

Extensive brush work to ShootHouse. Ceiling raised up to correct level, dev textured areas mostly finished off.

Lots of continuity and brushwork done throughout the map, only minor changes to actual layout. Should be out of Alpha after this version.

Level properly listed as Classic instead of Demolition.

Update: 25 Jan, 2016 @ 4:44am

Made B bomb lights brighter still. Also added in an illuminated exit sign because even I was having trouble finding that exit. T-site of B bombsite should be much more visually clear.

A bomb site recieved some minor brush work.

T spawn moved to the west to alter timings. Please give any input on this decision you have.

Cleaned up a few areas around T-Spawn to make them visually more appealing as we get closer to leaving Alpha.

Made center shoot-house more logically consistent layout-wise.

Partially implemented new style of building entrances. Seeing if they affect gameplay.

Fixed a couple nodraw textures missed from last update's brushwork.

Getting close to leaving the Alpha stage. Any and all feedback you can give would be greatly appreciated.

Update: 24 Jan, 2016 @ 2:48am

Lots of brush work changes.

Retooled T approach to B bombsite to be much shorter and direct, allowing for better encounter timings. Still looking at this area, may radically adjust map / T spawn if it is still CT Sided.

Major Brush-work around A Bombsite to open up the map to both tactical nades and allow a better idea of the final product.

Lots of continuity brushwork (one side of the buildings were visually much shorter on the outside than the other) and to make it clearer there are 2 large warehouses involved. Also made external textures of each warehouse more unique to further the point they were different buidings.

Tweaked the lights a tad in B bombsite to make the area brighter.

Adjusted stairway from shoot house leading in to A bomb site to be more portal friendly for future updates. Also follows a more realistic building design.

place-holder walls and cargo containers added to replace dev-texture blocks. Will change appearance to something less horrid when I can think of something visually more appealing but still in line with what a government run training facility would use.

Update: 23 Jan, 2016 @ 6:47pm

Heavily Retooled both A and B bombsites.

A made more forgiving for CTs retaking the site, B gives more movement for either side.

Large amounts of brushwork throughout the map to get rid of some generic dev texture squares and give a clearer view of the final product.

Update: 22 Jan, 2016 @ 2:55pm