Counter-Strike 2

Counter-Strike 2

Opal
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Update: 7 Dec, 2018 @ 6:56am

v1.16

- Replaced all out-of-bounds houses by models (they were previously Instances, which caused a multitude of problems)
- Fix a lot of "bad shadow on brush surface" issue all across the map
- Started replacing brushes uses to make buildings by displacements - It should be done for all buildings in v1.17
- Replaced the dark, ugly rock cliffs near TS with much a better model
- Replaced water material with a much better looking one
- Color correction is now done using a LUT instead of a .raw file

Update: 7 Nov, 2018 @ 6:47am

v1.15
-

Update: 17 Aug, 2018 @ 11:40pm

Update: 5 Aug, 2018 @ 11:24pm

v1.13

Update: 2 Apr, 2018 @ 8:53pm

v1.12

Gameplay
-Added slope clip brushes around benches on BSA, to step on them instead of getting stuck
-Remove clip brushes on pots on BSA, and moved them in a way that makes players that crouched on top of it more visible
-Removed collisions on some ceiling props in the underground areas, since we could knock our head against when jumping
-Fixed an issue where player could plant bombs on top and under benches on BSA

Visuals
-Improved lighting in "staircase room" near T-spawn
-Improved lighting in "storage room" near CPB
-Fixed some rendering distance issue with some static props
-Added a gate in an alley in mid
-Replaced textures in CPB room
-Improved look of some house facades
-Added tire tracks on road in certain areas
-Fixed a shading issue in room that leads to BSB, CT-side
-Fixed some shadowed "black surface" issue on certain brushes
-Fixed an issue where a sign near CT-spawn had mirrored lettering on one side

Update: 20 Mar, 2018 @ 5:59pm

v1.11

Gameplay
- Re-shaped the "memorial plaque" cover on bombsite-A
- Added a another cover on bombsite-A, facing chokepoint-A (the platform with the 2 stairs)
- Moved up a ceiling vent in storage room, since we could knock our head against it when climb on top of objects
- Reshaped ceiling at chokepoint-B to make slightly easier to chuck grenades
- Fixed an issue where we could stand on the border of a planter in a corner of bombsite-A

Visuals
- Fixed some smoothing issues on some rounded surfaces
- Fixed some surfaces that appeared too dark around the town area
- Added windows on buildings on the CT-side of Mid
- Replaced chairs at seacliff with new custom chairs
- Fixed minor shading issues on several white "planter" structures
- Added details on each step of T-stairs
- Added 1 more step to the stair in Mid that leads to high-mid
- Added details to the entrance of a house at the center of Mid
- Reworked roof of building that leads to the metal stairs room and connects Mid to bombsite-B
- Added minor details and decals to buildings all around the town area
- Reworked the CT-spawn side of the wood promenade floor at seacliff
- Fixed a minor shadow flickering issue on the top arch of A-ramp

Others
- Max render distance pass on props in the Mid and Alley areas, to help with performance
- Re-Added places names - These names will be used to describe certain areas in change notes from now on
- New ambient sfx on electric boxes in the underground areas
- New ambient sfx on some ceiling lights in the underground areas
- New ambient sfx on pipes in the underground areas
- New ambient sfx on the "observation room" at bombsite-B
- New room tone sfx in several underground areas
- Added more seagul ambient sfx on T-spawn

Update: 7 Mar, 2018 @ 5:29am

v1.10 quickfix

Update: 6 Mar, 2018 @ 7:03pm

v1.10

Gameplay
- Removed small gap between stairs and building on the A-site side of the CPA platform
- Removed "pipe" shape on CPA platform, reducing the effectiveness of Ts on chokepoint A
- Removed a cover on B-site (forklift with stacks of barrels), makes for less angles to check when defending the site
- Players can no longer climb on top of barrel stack on B-site, except by boosting (collisions are smoother)
- Removed chest-high metal poles around room on B-site, (they didn't bring anything interesting to gameplay)
- Slightly rotated a stack of crate on B-site, to get rid of a small exploitable gap that had LOS on the center of the site
- Made the wall in the corridor that leads CTs to B-site simpler visually, to improve readability
- Fixed an issue where we would snag when sliding along walls on Mid to A-site alley
- Fixed an issue where we would snag when sliding along walls on B-site
- Improved shape of the round balcony on A-site, to reduce the effectiveness of the Mid to A-site alley
- Lowered bushes that are in the "vespa planter", on the CT side of Mid, to improve readability
- Lifted ceiling in Mid interior house by about a meter, to ease movement (allow jumping on furniture...)
- Added a bit of lighting in vent crawl-space area near B-site
- Removed some props in the "metal staircase" room that leads to B-site, to make the area less cramped
- Fixed an issue where bots could get stuck and keep jumping in an area of the Mid interior house


Visuals
- Added more dirt decals in some areas, while making sure to keep the "clean" easthetic
- Fixed an issue where the top part of the tower on A-site would sometimes disappear based on camera angle
- Re-shaped some arches to make them rounder
- Added more wires in front of buildings
- Fixed an issue where some brushes surfaces would appear darker than they should, based on lighting
- Replaced skybox houses that were made out of brushes by new models
- Added more sprite trees and houses to the skybox
- Fixed an issue where some houses would touch the sky brushes around the map, creating bad shadows in the area
- Added more electric cables that hang over streets
- Fixed an issue where the "warning stripes" decals on some of the rollup doors on B-site would not render
- Fixed an issue where some of the cliff rock models in the sea cliff area would disappear based on camera position
- Fixed an issue where a side surface of a building was missing, which was visible from CT-spawn
- Removed more "stone edges" on house facades by props, which look a lot better
- Fixed an issue where the "chalkboard menu" prop on CT-spawn would not render correctly (z-depth issue)
- Added an animated ceiling fan prop on Mid interior house
- Improved visuals on B-site by cleaning up the area, re-coloring some props, and removing some pipes
- Added more details to front area of police station on CT-spawn


Performance
- Improved shape of basic brushes all around the map, to help with performance (vis-leaves generate properly)
- "End fade dist" pass on more props, to make them stop rendering when they are far enough
- Removed area that was splitting the whole map, caused more overhead than it was helping reducing
- Greatly reduced number of brushes used to created some areas


Audio
- Added music to radio prop on Mid Interior house, with low volume so that it never interferes with gameplay

Update: 15 Feb, 2018 @ 8:50pm

v1.09

Gameplay:
-Added more clip brushes to smooth out surfaces where we would snag, in several areas
-Fixed some issues where we could stand on trims in front of some houses by using the boost jump technique
-Added logic that plays a sfx when shooting on bells, on the tower near the T side of Mid

Visuals:
-Reworked arches and gave them a better shape, (e.g. the arch over the street in Mid)
-Replaced railings on some balconies, to have a better variety around the map
-Slightly reworked the appearance of T-stairs
-Reworked ramp tunnel that goes up to SiteA
-Reworked Mid-SiteB connector (the small ramp corridor that leads straight to the site)
-Added more windows on houses that are outside the play area (some of them still had none...)
-Updated text on Greek street sign props (Thank you @Mackatozis for the amazing help)
-Added more trees in skybox
-Added props to the end of hanging electric cables, instead of them going directly into the surface of the wall
-Added more detail overlays all around the map
-Added more custom shop sign props
-Added a new lighthouse prop
-Added displacements to some planters grassy top surface, to make them look more organic
-Fixed some bad shading on the side of some planters, the white part
-Fixed an issue where part of a wall trim would appear on a wall inside the navigable Mid house

Performance:
-Added a wall of areaportals that cuts roughly a third of the map, "isolates" it, and helps with performance. More will be added in v1.10
-Added more "corner hints", to create more fragments in the visleaves and improve culling
-Distance-culling pass on props (particularly the expensive ones, like cars, boats and trees)
-Reworked the shape of basic brushes, to help with issues where we are rendering parts of the map we don't actually have a LOS onto
-Greatly reduced the amount of brushes used to create small detailed shapes around the map, namely planters (with no cost on aesthetics)

Others:
-Reduced file size on the workshop from roughly 250mb, to 24mb (yep... 10 times smaller)

Update: 30 Jan, 2018 @ 5:54pm