Counter-Strike 2

Counter-Strike 2

Rush (hostage/rescue)
Invalid nick  [developer] 26 Jun, 2014 @ 8:12pm
cs_rush change log
Update: Aug 6
- added a cover at SecondMid (should benefit CT's taking the water path towards hostages, should benefit CT's carrying hostages towards the rescue zone)
- moved double crates outside Vault (allowing more cover for CT when coming from SideAlley, nerf sniping defenders from FarSide)
- removed some clutter from the playable area (less visual noise)
- updated draw distance for various models
- updated hints
- change value of pet population to 1 (was 10), Berta should now the only free roaming chicken in casual/mm
- removed a fence near Water outside StorageRoom (for a more direct path for T rushing SecondMid)
- slightly pushed out rocks/foliage into the non-playable area at SecondMid (allowing easier movement in the water near the new cover)
- removed possibility to see through the wooden fence outside Sniper's Nest
- removed possibility to see players through the planks under the houses
- added branches behind the wall at TopOfMid (allow easier timing when flashing)
- added a few occluders
- changed value of water_lod_control to 600/1200 (was 1000/2000)
- change value of HostageSpawnRandomFactor for hostage in Sniper's Nest to 2 (was 1)
- increased visibility at dark spot outside Vault
- increased wall height outside Garage (no longer possible for T to peek over the wall when defending Garage hostage)
- extended wall at Side (should benefit CT attacks from Side, via bridge, should nerf T defense from SideAlley)
- extended wall at TopOfMid (should nerf defensive sniping from Sniper's Nest)
- removed/moved a few bushes/plants to ease readability

Update: Jun 26
tinted houses:
-main house, washed white/gray, white roof
-garage, washed yellow
-storageroom, washed red, white roof
-snipersnest, washed white
-vault, natural wood
-ct-house, washed white/gray, white roof
changes to layout:
-removed tarps and the ladder in the alley (Sideyard), still possible to access bridge by jumping up the boxes
-removed tarps at (farside) by snipersnest, replaced with similar cover (this is where they keep the drugs before shipping it up the river)
-removed visibility from a few houses by blocking off the windows
-added door into the small shed by T-spawn
-removed one mirage-tarp at (entryway) and replaced with a "garage"-extension
-removed possibility to jump up near coca-tables at (backway)
added theme to houses
-Vault - where they keep their drug money
-Garage, connected to the backside by T-spawn
-StorageRoom, where they usually keep some stuff (by toilets)
-Interegation room, where they interogate people
-Main house, where the enforcers sleep
-House by ct-spawn, where the "drugmakers" sleep (on ♥♥♥♥ty madrasses)
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Update: Jun 23
-made water more shallow by team spawn
-added covers to ct spawn
-added covers to river path
-tweaked navmesh
-updated radar img
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Update: Jun 3
-minor cleanup to radar
-deleted a table
-fixed bad collision
-removed annoying table from t-side main house
-removed callout names from spectator view img
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Update: Jan 30
-occluders now work
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Update: Jan 29
-added more spawns (now has 12 on each team)
-tweaked placement of hostage spawn
-tweaked size of rescue zone
-added lights to unnecessary dark areas
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Update: Jan 24
fixed clip issues
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Added: Jan 21
Last edited by Invalid nick; 6 Aug, 2014 @ 4:01pm