Counter-Strike 2

Counter-Strike 2

Zen (Alpha)
Showing 1-10 of 16 entries
< 1  2 >
Update: 29 Aug, 2016 @ 10:35am

-Detailed mid
-Detailed Left-Side T-Building
-Detailed a small part of T-Aproach to B
-Detailed CT-A
-Propped several detail structures (Thanks again τhe ЯαZZeR Δρρ!)
-Updated clip brushes
-Created a few new custom textures
-Tons of visual improvements and bug fixes

Update: 13 Aug, 2016 @ 6:07pm

-Re-Packed all the custom textures and props into the BSP (Whoops!)

Update: 13 Aug, 2016 @ 5:57pm

*Sorry for the long wait! I've been in the process of moving for a while. I'm settled in to the new house now. As a little gift im pushing a pretty big update!

-Detailed the living hell out of the T-Spawn area

-Added moderate detail to A-Site and A-Site Aproach. This is what i'm currently working on!

-Improved a few clips to be a bit smoother

Update: 31 Jul, 2016 @ 4:22pm

-Converted all roofs into props. Wouldn't be possible without the help of τhe ЯαZZeR Δρρ. Thanks a million! Now I have double the space to detail the level, which means it's gonna look good ;)

-Re-added soundscapes, now with less glitches and nicer sounds

-Updated the Radar to show all the changes the map has gone through, as well as properly display positions

-Fixed a few bugs that were brought to my attention in the comments

* From here on out, I will be adding detail to the level and making it into a real map! These past few weeks have been amazing for Zen. It never would have gotten to this point without all of you! The gameplay is reaching a polished state. Now I just need to fix up the last few bugs and exploits. I'll be scratching things off the list and adding detail. Slowly, Zen will reach completion. I want to make sure it looks as good as possible, so expect updates to be a bit more spread out. Dont worry though, Zen is my priority, and it's gonna be awesome, I promise!

Update: 28 Jul, 2016 @ 11:22am

-Lengthened mid. As a result, there is no more ridiculous sightline from B-Connector to A-Site. Also, fast mid plays will be less common, and mid will be a little bit more toned down on the chaos

-Widened CT-Aproach to A

-Pushed B's back of site back more

-Fixed a boost where players could strafe jump onto the ledge just before the stairs leading up to B. This spot would allow snipers to get easy picks on attacking T's

-De_Zen's layout is getting very near to a complete state. There are no more major changes I currently wish to make. The plan now is to sort out any bugs, then build it into an immersive and beautiful environment. No more dev textures, yay! (But that won't be for a while)

Update: 27 Jul, 2016 @ 6:23pm

-Pushed the entire cliffside on A Site/ A Site aproach back a considerable amount. This gives players a lot more room to work with, making the site feel less claustrophobic

-Added a new passageway to get to the T-Side dojo through B. Now T-Snipers have an option of either going towards A or B to reach their sniper position to take mid control

-Closed the T-Side dojo's large doors. This prevents mid playing CT's from picking of T's in T-Spawn. I'm much more on board with this design of the T-Spawn area. Now T-Snipers have two safe ways of getting to their mid control positions, and all the other T's are safe from attack from Mid Window

-Moved the A-Aproach building's door a little to prevent a ridiculously long sightline

-Packed my custom textures into the .bsp file. Hopefully everyone can see these textures now, and not black nothingness!

-Updated bot navmesh, it still isn't very good, but i'll pay attention to it more once the layout of the map is sorted

-Fixed a TON of boost spots and exploits, including:
-A boost to get on the boxes at B-Site
-A boost to get on top of the arch thingy in mid
-Another boost in mid, where players could boost on top of the generator and peek A-Site
-A hilarious boost where players could maneuvre their way up the lamposts at A-Site, then making a jump to the branches of a tree
-A few boosts where players could get on top of door frames
-Basically every boost/exploit involving indoor furniture
-I'm probally forgetting a few, but there were a lot


THANK YOU millions:
digerhappy
SiLveR
Tiny Goolygong ░▒
 Mr. Wolfie
Catt
| HKS
....For all your inputs, suggestions, and bugs that you brought to my attention!

Update: 26 Jul, 2016 @ 7:11pm

-Fixed the last extremely overpowered boost spot. It was done by boosing up on the bridge connecting T-Side Mid and A-Site aproach. This boost would give the boosted player a view of mid window and almost the entirety of mid. It is still possible to do this boost, but the top player would be forced to crouch, greatly limiting what they are able to do. A boosted player can now see the entrance of B connector, but thats it. If this proves to still be overpowered I will ensure that boosted players can't see B connector at all.
-Added smoothing clips to almost all stairs in the level, no more bumping up and down!
-Fixed T players occasionally spawning outside the buyzone

Update: 26 Jul, 2016 @ 4:20pm

-Fixed the invisible block thingy in B site for good (Thanks creamy meme!)

Update: 26 Jul, 2016 @ 4:02pm

-Extended a roof to a wall on the B-Site aproach
-Fixed one of the worst boost spots. Terrorists could boost up to see over the T-Spawn fence. Enabling them to pick off a CT in mid window. A sturdy and vision inhibiting wall has been added to prevent this. CT's can't scout players heading to the B-Site aproach as a result, which was also extremly overpowered.
-Fixed a few clipping objects that looked ugly

Update: 26 Jul, 2016 @ 12:35pm

-Removed the invisible block in B-Site
-Extended part of the A-Site T aproach to provide more cover