Counter-Strike 2

Counter-Strike 2

De_AZTech (early beta)
Showing 1-9 of 9 entries
Update: 19 Sep, 2016 @ 2:13am

-Added player clips to trainways to they wont fall in
-Tweaked helicopter volume (still needs work on fadeout)
-Small tweaks to a couple textures for re-alignment
-Fixed a couple faulty prop fadeouts
-Added more lights above white catwalk area

Update: 25 Aug, 2016 @ 5:12am

-Added grenade clips to trainways so smokes wont fall in
-Lowered helicopter volume again
-Fixed some no-draw areas on bridge models
-Added and tweaked player clips to prevent unintended boosts onto buildings and trains (find more plz)
-Tweaked small server placement in red room so you can't see thru the crack behind it
-Fixed visible void in floor of underpass areas
-Added additional soundscapes
-Fixed doubled up train in decorative area

Update: 4 Jul, 2016 @ 1:12am

-fixed tiny gaps on squeeky door
-lowered volume of helicopter based on feedback
-Added "skydomes" for moving clouds, plus other small tweaks to the skybox
-minor visual fixes
-slightly tweaked generator locations near CT spawn
-decoration of 'side-areas' continues

Update: 3 Jul, 2016 @ 4:28am

-lowered volume of helicopter based on feedback
-Added "skydomes" for moving clouds, plus other small tweaks to the skybox
-minor visual fixes
-slightly tweaked generator locations near CT spawn
-decoration of 'side-areas' continues

Update: 2 Jul, 2016 @ 1:27pm

-minor visual bug fixes
-re-aligned a couple of walls to add 'breaks' between buildings

Update: 28 Jun, 2016 @ 1:52pm

-fixed a nodraw texture in kitchen

Update: 27 Jun, 2016 @ 11:47pm

GAMEPLAY:
-copied a small office from de_train to underpass area to replace the fork lift (offers much more cover, looks awesome; thanks Valve for linking a decompiler on your dev community!)
-Added I-beam, re-arranged a couple boxes, added step leading into hut at underpass to cut the shot from hut door to T side of blue bridge
-Added false wood bottoms to T side underpass trains to add in ease of passage and also to differentiate sounds
-added a server to allow for an easier team-boost (or self boost to semi-skilled jumpers) to on top of main 'computer' in red-room

BUG FIXES:
-fixed some 'dark fog' effects
-fixed some dev textures
-fixed a lot of hidden brushes to have nodraw
-fixed many texture misalignments

AESTHETICS:
-continued with some garage door details
-started prototyping exterior windows
-added additional 'decorative areas' along borders of playable areas
-continued to dig out additional trainways
-added birds to the sky

BEHIND THE SCENES:
-first pass on cubemaps (some reflections will look bad until I track them down to fix them)
-added a very basic placeholder soundscape (from de_train) to build off of, wouldn't even call it first pass
-first pass on prop fades, area portals and hint brushes to help with performance
-added some more player clips to aid in navigation

Update: 21 Jun, 2016 @ 4:36am

-built up and added skybox, including 3D
-fixed gold vents being openable
-numerous visual fixes (nodraws, misaligned textures)
-added first pass on radar overview including seperate spectator version
-added Cedar Creek decals to bomb targets
-properly sealed level from all leaks

Update: 15 Jun, 2016 @ 3:43pm

First version, no skybox, no cubemaps, many bugs, used for testing timings.