Counter-Strike 2

Counter-Strike 2

de_catacombs (alpha build) v14
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Update: 14 Jun, 2017 @ 3:02am

Version 14 Includes:
Alternate A has been repurposed. There are new routes to Long and A site.

New areas, house and hall, can be accessed via yard-shop, or long and shop.

Warehouse now has new entrances via gates. Shop has a route to warehouse, and the main door from warehouse to yard is lifted up to reveal interesting gameplay.

A sloped area has been added near boost to allow defending players to look under gates in warehouse.

T-spawn has been edited to allow a new access point.

Ct-spawn has been edited to make its appearance more realistic.

Roof of A site has been removed to allow more interesting gameplay.

Cat has been extended into mid and ct side to allow more grenades being useful and a new access route cat to A site.

Entrances of B-site have changed to allow more balanced gameplay.

Textures have been added.

Walls have been revised.

Minor clipping issues have been fixed.

Update: 9 Jun, 2017 @ 5:11pm

Version 13 Includes:

Texture Overhaul. Many aspects of the map are not colorized.

Long ramp has been raised for a much more decorated entrance to long.

T-Spawn has been moved back to the right farther to allow more space.

Market's roof has been lowered to allow a much more traditional roof.

Ct-side of long now has a distinguishable bell tower and bridge, to shape the map into it's Paris-esque style.

Window has been added to sniper's nest.

The original blocked off door of sniper's nest has been removed and relocated to the nearside of ladder to b-site.

A roof has been added to the connector between A-site and sniper's nest.

Doors of warehouse have been shifted a little bit for a more symmetrical appearance.

A roof over the exit of warehouse has been added.

The side of alley has been decorated to have an apartments-appearance.

More decorations have been added to fit the future appearance of the map.

Boost boxes in A-site to cat have been changed, fixing an issue involving getting stuck in a corner of the boxes as well as easier boosting.

Currently some walls have been resized, while others stay the same. Before I release into beta/WIP, I plan to get the right size for walls in the map.

Many issues involving map clipping has been fixed, but like normal, more issues have come up.

Current plans for Version 14 Include:

Fixing clipping issues, Resizing walls, repurposing alternate a-route between main and long, and much more.

Update: 7 Jun, 2017 @ 4:17pm

Version 11/12 Includes:

A longer cat that is more involved into A site.

Hangars have been moved to ct entrance of A site.

Door entrance to Sniper's Nest has been closed off, allowing more diverse gameplay with mid to ct.

Long has been shortened from side of A to nearby rafters to allow better movement and distance.

*Disclaimer* The reason Version 11 has been skipped is due to a blackout error within the map, causing the map to be all black with some lights and props visible. All the textures wouldn't work properly. Version 12.1 fixed this issue and added minor changes to the map.

Update: 7 Jun, 2017 @ 4:08pm

Added orange textures to map. (Obviously walls)

Update: 7 Jun, 2017 @ 3:12pm

Version 9 Includes:

New sloping of the map. Areas like t spawn, connector, alley, and mid have been sloped to create diversity for the map.

Decorations have been added.

Added a new area, shop that allows a longer route from alt a main to A site.

Update: 7 Jun, 2017 @ 2:58pm

Version 8 Includes:

Return of vents to sniper's nest. Now functional!

Decorations added to B site. (Coffins!)

Roof on A site was removed to avoid annoyance.

Added hangars to A site to add new gameplay.

Added fence between A alternate, rafters, and yard to allow more defensive playstyles and a longer route to A site.

Warehouse is now very symmetrical.

Removed bug that allowed bomb getting stuck between pool and wall.

Added more distinguished walls.

Fixed minor clipping issues.

Update: 7 Jun, 2017 @ 2:47pm

Version 7 Includes:

Functional bomb sites.

New ledge for boost. Allows players to hide under for possible sneak attacks.

Added cars in long for protection.

Added detail and lighting for sniper's nest. Removed vent until I learn how to make it function properly. Also removed door from sniper's nest to remove the door bug.

Added decals to direct bomb site locations.

Added decorations to shape map into later design.

More distinguished roofs.

Update: 7 Jun, 2017 @ 2:39pm

Version 6 Includes:

Lots of boxes to A site. Allows more cover angles for a site.

Added a new sniper's nest for middle.

New fountain for yard in front of A site.

Boost is now sloped to allow better access.

More distinguished walls.

Lighting added to A site.

Boost crate from yard to cat is moved to the wall of cat to allow easier boosting.

Added tomb to B site.

Update: 7 Jun, 2017 @ 2:25pm

Version 5 Includes:

A roofed A site. Shapes A site into what it is going to be.

Functional buyzones for both t and ct!

Railing and entrance to rafters. Entrance to A site below Sniper Deck on rafters. Allows another route possibility.

Windows to A site. This aspect takes from the original bombsite A, but allows only 1 particular access and defending area for A site.

Functional ladders.

Water to catacombs and added new callout for main access to B site: Pool. (Hence body of water in a pool, which does exist in catacombs)

Warehouse has identical garage door to allow penetratable walls.

Fixed minor clipping issues.

Update: 7 Jun, 2017 @ 2:12pm

Version 4 Includes:

A new A site. (From Church to warehouse due to churches being a place of holyness.) Allows more possibilities for the site instead of being heavily defended. The church can now be seen above B site/catacombs as a reference to the original site.

Cat now has an entrance that leads into A site.

New boost spot between connector and warehouse where it allows access to yard easily.

Catacombs/b site, connector, warehouse, and an entrance from A site to long now have roofs to enhance future design.

Lighting added to catacombs.