Counter-Strike 2

Counter-Strike 2

de_harbor beta
Showing 1-4 of 4 entries
Update: 4 Aug, 2017 @ 6:56pm

Re-uploading because version was built on "Fast" preset with the issue where props don't render properly

Update: 4 Aug, 2017 @ 4:10pm

v0.5 is here!!

Biggest changes with this version:

- Slightly altered shape and position of place-holder props (orange boxes)
- Added a new path from CT-spawn to Bombsite B, to give an additional option to CTs when rotating (vent crouch space)
- First pass of detail brushes - started adding trims, stairs, roofs, balconies, etc.
- Applied texture on all large elements inside the play area - next, the environment around the map!
- Added a ton of invisible brushes to smooth out some snaggy areas - like stairs for instance
- Replaced sky and light with something that look more like a sunny day in Greece (this might change again in the future)

Thanks for playing, have fun!

Update: 6 May, 2017 @ 10:20am

version 0.3 changes:

- Made paths to choke points shorter (now takes 10-11 seconds to reach, depending on the spawn point)
- Improved mid, added a "room" on the second floor
- Added connector between Mid and choke point A, to shorten rotation times
- Added connector between Mid and choke point B, to shorten rotation times
- Deleted navmesh on the side of all slopes, to fix an issue where bots would get stuck

Thanks for playing!

Update: 18 Apr, 2017 @ 9:47pm

Hmm?

I just realized the change notes I've been writing in the "workshop_publish" tool didn't get through somehow...

So I'll start writing them directly here!

version 0.2 changes:

- Increased length of T-to-chokepoint-B, and CT-to-chokepoint-B, so that it takes exactly the same time to reach chokepoint A or B, for any team (12 seconds with the knife)
- Reduced length of T-to-chokepoint-A, and CT-to-chokepoint-A, so that it takes exactly the same time to reach chokepoint A or B, for any team (12 seconds with the knife)
- Improved layout in Mid (broken the symmetry, and slightly shifted it towards CT side, so both teams reach the chokepoint in Mid at the exact same time)
- Added space in the room with the ramp, in the tunnel near T-spawn, to slightly increase the speed of rotations to bombsite B
- Added crouch section near CT that ends up on bombsite B, to give an alternative angle for CTs when they rotate to (slower than the main path)
- Added slightly more covers and a pillar on bombsite B
- Added more covers on bombsite A

- Added bombsite direction decals, and bombsite plant area decals (will probably remove them at some point, I hate those)
- Added water surface with place-holder shader
- Cleared up some buildings in the direction where the vista will be (towards the ocean)
- Fixed an issue where some interior areas where too dark

Thanks for playing the map! Many more improvements are on the way! :)