Counter-Strike 2

Counter-Strike 2

Construction (WIP)
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Actualizare: 19 iun. 2022 @ 8:16

Todays update contains changes based on recent playtesting sessions. Thank you to all participants!

// CHANGELOG [v18e] //

- Mid
-- Made topmid easier to traverse
-- Enlarged T sniper window by another 12 units
-- Added a balcony to break visual simplicity
-- Blocked small gaps near hut around the electricity pole
-- Optimized world geometry rendering
- House
-- Changed garage floor material
-- Adjusted attic wall angles to lessen failed grenade throws
-- Added dust particles to carpet room
- A site
-- Stone walls are now completely wallbang-resistent
-- Fixed red tarp interfering with the crate
- B site
-- Moved palette so it can be climbed without being seen
-- Concrete pipes are now harder to penetrate
-- Adjusted crane geometry
- B connector
-- Chainlink fence no longer eats up bullets
-- Highered clipping above fence to make it feel less enclosed
- General
-- Removed ambient glow from street lamps
-- Minor clipping adjustments
-- Rebuilt cubemaps

Actualizare: 17 mai 2022 @ 14:53

// CHANGELOG [v18d] //

- CT spawn
-- Added grenade clips to the hedges near arch
-- Added additional cover to obstruct sightlines between arch and basketball
-- Removed collision from vases
-- Diminished firewood corner
-- Roofed the arch building
-- Added a SWAT van
-- Flipped street sign
- House
-- Fixed oneway wallbang in carpet room
-- Added visual indication to where the carpet room window is located
-- Added a bookshelf and a lamp
-- Lower floor window glass no longer shatters
- Mid
-- Fixed scaffolding clipping
-- Fixed Wingman mode clipping not extending far enough
- General
-- Added 40 new deathmatch spawnpoints
-- Clipping adjustments
-- Fixed missing decals
-- Various minor fixes
-- Rebuilt cubemaps

Actualizare: 30 mart. 2022 @ 14:55

// CHANGELOG [v18c] //

- Mid
-- Reworked brickwork roof
-- Added lots of new details
-- Lowered brickwork ceiling height
-- Made scaffolding climb clearer
-- Added an elevated, walkable part to scaffolding
-- Removed angled clipping at scaffolding
-- Detailed cubby next to brickwork
-- Widened sandpit path next to hut
-- Fixed a pixelgap towards T spawn
-- Fixed jittering movement when walking over scaffolding
- House
-- Increased ceiling height in garage
-- Improved level of detail at garage and carpet room
-- Added a chimney prop
- CT spawn
-- Reinterpreted and beautified spawn area
-- Partly replaced dark square wall with hedges
-- Brightened remaining wall portion
-- More detailed house walls
- T spawn
-- Made clipping along backside more precise
-- Added chainlink blocks to the fences
- Alley
-- Clipping fixes
- General
-- Deactivated Arms Race mode
-- Various clipping flag adjustments
-- Decal adjustments
-- Radar improvements
-- Rebuilt cubemaps

Actualizare: 23 mart. 2022 @ 15:27

Todays small update finally adds bot support to Wingman. Enjoy!

// CHANGELOG [v17g] //

- Updated workshop page images
- Added navblockers for Wingman gamemode
- Pallet at brickwork is not accessible at all anymore
- Removed wooden wall next to metal support at back of B
- Added and redid decals here and there
- Clipping adjustments
- Rebuilt cubemaps

Actualizare: 22 mart. 2022 @ 7:58

// CHANGELOG [v17f] //

- B connector
-- Added a crate near sniper fence
-- Blocked direct sightline from basketball to B long
-- Clipping adjustments
- House
-- Added audio cues for the window wallbang
-- Lowered nade window at stairs by a few units
-- World geometry will not be rendered anymore when terrace door is closed
- Mid
-- Sandbags at brickwork can now be climbed
-- Pallets at brickwork cannot be climbed by only one player
-- Removed overpowered sightline
- A site
-- Changed T balcony floor material to metal
-- Significantly reduced rendered world geometry (aka increased FPS)
- General
-- Added official place names
-- Updated navmeshes
-- Rebuilt cubemaps

Actualizare: 9 mart. 2022 @ 12:26

The changes in todays update are mostly based on playtesting and are suggestions by playtesters. Timings on both bombsites have changed, Terrorists are now significantly faster on A and almost 1 second later on B, which should allow CTs to set themselves up better.
Besides that, many small visibility and QoL changes were made. Have fun!

// CHANGELOG [v17e] //

- A site
-- Extended planting zone to the whole length
-- Made trespassable part of arch smaller
-- Added camping spots next to arch
-- Clipped off the top of arch
-- Retextured "A building" to enable more advanced nade lineups
-- Applied paint to stone wall for better visibility
-- Removed z-fighting
- House
-- Window wallbang towards Alley can now be performed even with pistols
-- Thickened the wall next to trash chute to make it harder to penetrate
-- Differentiated wall colors near dining room
-- Blocked doorways more obvious
- Mid
-- Lowered catwalk wall to allow trespassing without jumping
-- Extended ramp to whole width in sandpit at top mid
-- Adjusted water area to make it more trespassable
-- Blocked porta-potty more obvious
- CT spawn
-- Removed 50/50 peek when approaching from mid
-- Shifted spawn priorities towards front area
-- Moved some spawnpoints 50 units towards B (0.2 seconds faster)
-- Fixed props fading out early
- B site
-- Shrunk bombsite to remove a camping plant spot
-- Made scaffolding cubby less deep
-- Eliminated headshot angle at sheetrock stack
- B connector
-- Enlarged market back entrance slightly
-- Removed part of the wooden support in market as it was blocking player movement
- Underpass
-- Removed clutter to enable better peeking angles from below
-- Enlarged CT entrance by 10 units
- T spawn
-- Moved all spawnpoints 150 units towards A (0.6 seconds faster)
- Alley
-- Moved leaves out of the way
- General
-- Increased skybox boundaries everywhere (except B site)
-- Updated navmeshes
-- Added dozens of cubemaps
-- Changed minor details

Actualizare: 14 febr. 2022 @ 11:28

This update removes all remaining dev textures. B site got majorly overhauled and features an incredibly big shell building and lots of new details!
Today marks the first milestone - no more dev textures means this map creeps closer and closer towards the finish line. Prepare for lots of updates beautifying the map in the future!

// CHANGELOG [v17b] //

- B site
-- Added a massive shell building outside of the playable area
-- Added new cubbies around site
-- Encased the site with scaffolding
-- Added a new cover spot inside the scaffolding
-- Enlarged T area to enable more advanced strategies
-- Blocked sightline from hut to market back entrance
-- Added multiple possible bounce spots for nades
-- Changed site wall cover to be noticably smaller
-- Removed remaining dev textures
-- Added scenery
- Mid
-- Added a new cubby at lower mid
-- Added concrete bags to allow moving towards T mid without the need to jump
-- Added a wooden plank above water to further lessen dangerous falls into it
-- Lowered parts of the wall to permit more versatile player movement
- B long
-- Fixed a pixelgap
-- Extended scenery (not finished)
- Wingman mode
-- Moved spawnpoints to the normal spawn area
-- Opened up mid to allow for more versatile plays
-- Discontinued and deleted separate Wingman map workshop version
- General
-- Fixed clipping exploits
-- Tweaked radar coloring (thanks LeFlamel!)
-- Updated navmeshes
-- Rebuilt cubemaps

Actualizare: 3 febr. 2022 @ 13:09

// CHANGELOG [v16d] //

- Radar
-- Reworked color coding (before: Purple - Reddish Brown - Light Brown, now: Indigo - Slate Blue - Mellow Yellow)
-- Reduced ambient occlusion to a tenth which results in sharper edges
-- Cleaned up the overall appearence
-- Darkened cover colors
-- Highlighted bombsites even more
-- Fixed small issues
- Alley
-- Smoothed sand ramp
-- Added small details
- B site
-- Added a pallet at site
- B connector
-- Lowered corrugated metal sheet to prevent headglitching
- General
-- Updated navmeshes
-- Rebuilt cubemaps
- Workshop
-- Updated radar image

Actualizare: 12 ian. 2022 @ 13:44

It became windy. Besides that, this update mainly focuses on details in and outside the playable area, but there are some gameplay changes as well! Read the full changelog below to find out.

// CHANGELOG [v16c] //

- CT spawn
-- Expanded area around CT balcony entrance
-- Flattened the hills behind CT spawn
-- Reworked and added scenery
-- Lowered stone wall significantly
-- Fixed a nodraw issue at arch
- B site
-- Blocked sightlines through crane
-- Added white paint inside hut
-- Unified hut sprite offset
- Mid
-- Angled sandbags wall at CT brickwork
- Alley
-- Angled a small part of the red building to allow for nade throws
-- Removed a visual bug in the sky
- B connector
-- Partly blocked the chainlink fence with corrugated metal to allow for CTs to get to market unseen
- General
-- Added wind and gusts
-- Updated navmeshes
-- Rebuilt cubemaps

Actualizare: 21 dec. 2021 @ 8:40

The electricians visited Construction and wired up the town. They planted many new electricity poles and swapped some lamps - oh, and they fixed the lamps being on while the sun is shining. By the way, where did they get their electricity from when the cables just arrived? A mystery.
The workers also did a good job at the brickwork in mid and shuffled all of the cover, though the porta potty is still locked...
All other changes are as always listed below. Merry Christmas!

// CHANGELOG [v16a] //

- Alley
-- Renewed some of the roofs experimentally to give them a new touch
-- Reduced blue windows in number and removed collision
-- Shrunk foliage to interfere less with player skins
-- Added a new street lamp
-- Fixed minor graphical issues
-- Optimization
- Mid
-- Obstructed vision between CT spawn and mid scaffolding
-- Shuffled cover inside CT brickwork
-- Moved back wall at CT brickwork to create more space
-- Enlarged T sniper window by 12 units
-- Various fixes
-- Optimization
- A site
-- CT balcony got itself a hole in the roof - beware of nades!
-- Moved plywood above underpass exit out of the way to allow for more grenade throws
-- Made the wall near house entrance bangable to discourage camping
-- Reskinned pit to be more fitting
- House
-- Installed a satellite dish on the roof for better grenade lineups
-- Swapped TV static for a test screen
-- Reverted window wallbang to how it was before
- B long
-- Added another electricity pole
-- Made movement around the concrete barrier easier
-- Closed the windows
- T spawn
-- Moved spawnpoints 50 units towards A
-- Removed collision from wooden wall supports
-- Added a few details
- CT spawn
-- Pushed spawnpoints 50 units back
-- Decluttered spawnpoints
- B site
-- Shifted planting area slightly
- B connector
-- Fixed sandbags collision
- General
-- Added electricity cables
-- Various clipping adjustments all over the map
-- Added map lore in the workshop description
-- Replaced all out-of-sight dev textures with nodraw
-- Updated navmeshes
-- Rebuilt cubemaps