Counter-Strike 2

Counter-Strike 2

Regime
Showing 1-10 of 12 entries
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Update: 29 Jun, 2016 @ 9:41am

CT-Spawn revamped; Counter-Terrorist spawn has recieved a new layout, garage interior has been removed and added couple of buildings and a fence that has a SWAT car backed into it and spawnpoints for the CT's has been properly placed to fix the timings of the chokepoints to favour neither side with the exception of the few spawnpoints that gives either side a head start to certain positions.
Added a new entrance to Bombsite B, wich can be entered through "alley".
Bombzone at Bombsite B has been adjusted to compensate for the new entrance.
Added a cover at the Mid to A-site area, wich can be used to peek "forklift" and to jump into Main through the window.
Added more detail to the ceiling of A-Main double door section and "lockers".
Left side of T's entrance to Mid has been blocked off and the red container has more detail.
Replaced the window in Main wich was used to see if a player is at "boost" with non-transperant blinds.
Replaced the texture of the brick wall at the T's-entrance to "long hall" with a newer texture.
Removed some unneccesary props and overlays to increase framerate.
Reduced brightness of the lights at T-Spawn.
Fixed 3 bomb-stucks spots. (Thanks, Snake)
Fixed the significant drop in framerate at "long hall".
Fixed a bug that caused a part of the ground at T-Spawn to appear invisible.
Increased framerate for smoother gameplay, but there are some places where it might dip in framerate. This is countered by having the Multicore-Rendering enabled in the "Video Settings".

Update: 17 Jun, 2016 @ 3:16pm

Fixed the minimap not showing the upper layer of the radar when you are at Bombsite A, A-Main, Balcony or Heaven.

Update: 17 Jun, 2016 @ 4:54am

After a playtest hosted by /r/GlobalOffensive Community Night and watching the demo replays, these are the changes made to the map in respone to the feedback and analyzation of the demos.

Decreased the brightness of the map lighting and increased the brightness of the shadows, also reduced the post-process effect that caused a sun-blinding effect.
CT's spawnpoint has been moved back to prevent them from getting easy Mid control.
T's spawnpoint has been strategically placed that makes 2 possible spawnpoints available to let them have a head-start advantage if they get that spawn.
Added an alternate route for terrorists to get to A-Long slightly quicker then the old route.
Reconfigured the T's entrance to A-Long.
Added a new section to the Vents.
Added a new room in Terrorists entrance of A-Main where the Terrorist can boost up to the new section of Vents.
Closed down one of the sectional doors at Storage Room and opened the other one and changed the size of the room.
Removed the green and grey metal crate in A-Main.
Reconfigured the Mid entrance to A-Main.
Changed the texture of the windows at A-Main.
Added another window for the A-Main building.
Neutralized corner when entering Bombsite A via door.
Moved the forklift closer towards the A-Main building.
Removed the small crate cover on Bombsite A.
Concrete railing at Short has lowered to prevent headshot only.
Mid to A-site has been changed to concrete stairs.
Reconfigured the cover on the blue container at Mid.
Mid to B-Long alley has been closed off to prevent CT's to rotate too fast to B.
Added a new area that connects B-Long and Mid.
Removed the crates at Roof and rotated the truck to prevent the T's easy access and advantage.
Added more cover to B-Long.
Railings for one of the bushes at B-Long have been slanted.
Neutralized corner in Lobby.
Added a lot of crates and a truck to Bombsite B that neutralizes annoying spots such as a corner that the T's had to clear that caused them to be heavily vulnerable and a spot where the CT's could use the AWP and shoot through a gap.
Reduced the opacity of the steam effect in Connector.
Radar has now 2-layers with one showing T's entrance to A-Main, under Balcony and Office, the other showing all of A-Main, Balcony and Heaven.
Nav mesh has been properly edited and callouts have been corrected.
Map has been optimized further, this should decrease the drop of frame rates and increase the average frame rate for most people.

Update: 2 Jun, 2016 @ 12:55pm

Removed the wooden crate at electric box at "Z" and replaced it with a AC Vent box.
Removed 2 stacks of the shells at Middle and covered the rest with tarp.
Size and scale of "vents" has been reduced.
Added a white paint to the wall at the bottom of "stairs" to reduce visual noise.
Added a breakable vents in "corridor" to be able to flashbang into "cashier"
Added detail to the "shop" building.
Added significant detail to "corridor" and "cashier".
Added a overhang awning to the CT-Side entrance to "connector".
Corrected the footstep sound in "Z".
Fixed a bad clipping at "Z" and at "heaven".
Fixed a bad lighting at "toxic".
Radar updated.

Update: 26 May, 2016 @ 11:58am

Added more detail to "z".
Added white paint to "stairs" to reduce visual noise.
Smoother clipping to the curb leading from CT spawn to Bombsite A.
Decreased the steam effect in "connector".

Update: 24 May, 2016 @ 6:13am

Added a new area in Connector that goes straight to Short.
Fixed 2 illegal boosts at "toxic" and Bombsite B.
Wooden crate at "triple" has been moved sligthly forwards and the door at "hut" is now open halfway to make it possible to smoke out the entrance to Bombsite B.
Connector has more detail; Metal grating has been adjusted and added a steam effect, Crates has been removed, Office entrance has been changed by extracting the wall a bit out.
Replaced the barrel at the big dumpster at "port" with a pallet.
Clipped the forklift at Bombsite A properly, metal shells at "stack" at Bombsite B and the railing with the bush at Sidewalk.
Music on the radio at "hut" will now be turned off when the radio has taken damage.
Radar and Place Names has been properly edited.

Update: 13 May, 2016 @ 9:31am

Optimized the map for smoother gameplay.
Revamped the building at "toxic" at Bombsite A.

Update: 11 May, 2016 @ 4:46am

Fixed a fade-out props at T-Spawn.
Replaced the wooden crates at "storage" with metal crates.
Replaced the metal crates and the shells at Bombsite A with newer models.
Skybox fixed, caused a part of the "lobby" building to be invisible from "toxic".

Update: 10 May, 2016 @ 9:08am

Fixed a bug that caused 2 textures to appear pitch black.

Update: 10 May, 2016 @ 8:13am

Fixed a stuck glitch at Bombsite A.