Counter-Strike 2

Counter-Strike 2

de_nuke_revamp
This topic has been locked
EvilGoodGuy  [developer] 8 Feb, 2015 @ 6:29am
V2.0 Update Changes/Discussion/Ideas
This is where the discussion regarding all the recent changes and additions to V2.0 should take place.

Major changes in 2.0 are:
-Catwalk on T silo
-Blocked off side entrance wall of rafters
-Bombsite A props re-arranged again
-Bombsite B light additions and glass for railings
-T spawn travel distance shortened

known minor bug on my to-fix list: I forgot to turn a brush in bombsite B into a func_dustmotes entity, so you can see the brush below a ceiling spotlight over ramp.

**For a full list of changes see the change notes**
< >
Showing 1-15 of 19 comments
psoblackjack 8 Feb, 2015 @ 9:41pm 
If you like cookies then you will like this map. Because I like cookies and I like this map
EvilGoodGuy  [developer] 9 Feb, 2015 @ 5:45am 
Lol that's some sound logic!

Version 2.5 coming soon!
•more lights at bombsite B to light up some of the darker corners and also make the area look even more fancy shmancy
•physics clip added to bottom of radiation pool (so the bomb can't fall between the edges)
•working on changing the damage sound of the pool so it's not as annoying
•reducing damage of pool a little bit more

•roof ladder (currently at radio) removed entirely
•skylight added to radio room
•skylight glass breaks in 1 hit/damage instead of 3 shots (still does not break on grenade impact though)

•hatch moved to top of roof vent access. It's not necessary and doesn't add a ton of value but its kind of a cool option :P

•hut props moved to allow for better wall bangs
•clips/invisible walls on some props in hut to prevent losing the bomb/flaming the roof with Molotov's

•skinny crate placed next to toxic vent in A site. Forces that hiding location to be accessed by boost only.
•top of toxic vent in A raised so that there is 0% chance anyone can get on top of it
•more evenly spread red light in toxic vent




psoblackjack 9 Feb, 2015 @ 9:30am 
Some great changes coming, I just really hope the changes you make on B site lighting wise don't change the amazing gloomy look. Keep up the good work!
sdk 9 Feb, 2015 @ 9:46am 
Some Suggestions
For one there are some dark spots on the map where CTs would be invisible.

Examples:
http://i.imgur.com/JDvy8bi.jpg
http://i.imgur.com/JOySvse.jpg

Then too many angles to watch outside now:
http://i.imgur.com/atD1kFB.jpg


Fix these and you got one hell of a map :)

Good work!
EvilGoodGuy  [developer] 9 Feb, 2015 @ 10:35am 
Don't worry, they don't :)
psoblackjack 9 Feb, 2015 @ 10:59am 
I will give you cookies
Simpleforthewin 10 Feb, 2015 @ 12:23am 
hi m8, here reporting, i found a little bug easy to fix, in b in one on the lamps you can see the trigger texture from hammer. well that's what i wanted to informate, keep up the good work!
EvilGoodGuy  [developer] 10 Feb, 2015 @ 5:26am 
Yep, already been noted in the first post, But thanks anyway :)
Uni 10 Feb, 2015 @ 5:50am 
Maybe this will be a big improvement?
Nice redesign of the old nuke map, I really like it. But something really important that should be re-added: As a T, you can't plant the bomb at the opposite side of vents on bombsite A. I think it would balance the T side more because the T's could defend the bomb from main then. Thanks for reading, I hope you'll consider that :)
EvilGoodGuy  [developer] 11 Feb, 2015 @ 11:25am 
I'm not sure I know what you mean. The bombsite planting area for A is almost exactly the same as in the original. Do you mean that you want me to make it so you can plant the bomb on the opposite side of bombsite A warehouse?
Jesus 14 Feb, 2015 @ 3:11pm 
it would be cool if you can open the doors on a (to ramp and to the storage)
maybe put a box on hut so t's can get to heaven without going around outside?
or a vent
That catwalk on silo isn't that good tbh, considering you can strafe on to silo. I would recommend that you either just add a ladder to silo, or remove it completely. I love the changes to most areas, yet I think outside and ramp should be less CT sided, so I think any hiding places to the right of the exit of the T side enterance to ramp should be removed, and replaced with a closer wall. Outside there should be less places the CTs can hide. On A site, the path on rafters above squeaky door should be removed, and the removed side made accessable again.
Dave 2 Apr, 2015 @ 7:43am 
i think when you would include the doors from roof to catwalk on ramp and from catwalk on ramp to a, maybe also with an ladder to the catwork from ramp but i dont know if it then would be to easy for the ct to retake a, it would give the t's the option to take ramp more easily and also the ct's cant rotate every 1 to b just because they are ramp. if you dicide not to do this, then you should atleast add the texture of the door from ramp to roof :D
< >
Showing 1-15 of 19 comments
Per page: 1530 50