Counter-Strike 2

Counter-Strike 2

Rails
Deh0lise  [kehittäjä] 2.9.2014 klo 9.20
Update 02/09/2014
VISUAL
-Added $detail on some textures. Now they look better when the player see them close (v.g snow ground has small shiny dots like real snow)
-Improved the 3D skybox. Now there are mountains in the background, a subtle mist and more buildings. Lit buildings are better placed and can be seen from all main routes (A,B,Main)
-Detailed some ceilings (v.g pipes, vents, trims...) & rooms (v.g A connector and main A).
-Modified few props.
-Reduced lightmapsize in skylight room to B. Light below is turned off (thanks for the idea leplubodeslapin). Players wont get confused thinking that is a playable area. The area has been re-clipped to improve movement. One metal plank has been removed (was useless, now you can jump on the other one to control breakable wood route).
-Added some green cloth covering to few crates to make the area more vivid & interesting.
-Added some details in spawn CT.
-Minor details (v.g bottom stairs wall@ bombsite A; platform A...).
-Updated the radar + added some graphs to the spectator radar.
-Subtle fog adjustment.
-Added a small platform in B where the bomb should be planted. Raised all elements on it (light & box).

GAMEPLAY
-Removed physics from handrail props.
-The box in bomsite B has been elevated a bit. Now TS can hide completely behind the crate in certain angles.
-Added a pipe in A connector. This will make harder to control connector from far (before the gap was too big).
-Modified bombsite A: new metal plank for more cover (fulfilled a common demand); substituted big crates for fence+crates (one less spot to control for Ts entering upper A).
-New wood plank in the middle window in windows@ bomsite A. This will reduce visibility for CTs
-Placed a new crate close to main A entrance and simplified the platform in the front. Now Ts have better movement while CTs can make close attacks.
-Removed physics from metal structure on the wood ramp in the bombsite A (improved movement)
-Added func_clip_vphysics to places where weapons could be droped but not picked up (skylight room, spawn ct, B ramp...)
-Removed particles over the machine in middle (gave advantage to CTs because of fade distance)
-Tunnels have now a number (1&2) so they can be called out. Notice you can call them lit/dark or something different.
-Windows@A have a decal over them so players can use them as callouts (A1 & A2). Notice you could call them drop-window, stairs-window before, now they have shorter callouts.
-Lightened up windows room@A. Ts will be able to spot CTs faster.

OTHER
-Filled one container with rubbish in T spawn so its use is clear. Now, some players may not feel they need to get inside.
-Added a "police line" in T spawn so Ts don't try to run away and get confused by the noclip brush.