Counter-Strike 2

Counter-Strike 2

Construction (WIP)
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Actualización: 10 DIC 2021 a las 13:28

// HOTFIX [v15e1] //

- Packed custom models into the .bsp file which should (!) prevent map crashes

Actualización: 9 DIC 2021 a las 14:37

Todays big update works on the environment of Construction. For example, roads will actually have a destination!
Besides that outer B long got rid of its dev textures - not too long before this map is entirely free of them!

// CHANGELOG [v15e] //

- House
-- Reworked the room overlooking Alley into a studio
-- Added detail to upper anteroom
-- Multiple tiles flaked off at patio
-- Adjusted clipping at patio to offer more space
-- Patio parasol is no longer solid and will not block any nades anymore
-- Changed the window wallbang
-- Furnished the living room
-- Optimization on lower floor
-- Increased FPS in and around garage
- T spawn
-- Added more detail and scenery
-- Extended and finished building the walkway
-- Rebuilt on the theme and rethought course of the road
-- Improved world geometry around T sniper window
-- Removed "cut off buildings" caused by skybox interceptions
- CT spawn
-- Added more scenery towards B connector (e.g. the road now actually leads somewhere!)
-- Rethought spawn priorities and angles
-- Enlarged buyzone to the whole gravel area
-- Removed possibility to boost out of bounds
- B long
-- Added a beautiful scenery (not finished)
-- Added cover to block sightline between B long and T spawn
-- Adjusted clipping at concrete step
-- Added lore to the concrete area
- B connector
-- Doubled basketball CT entrance in width
-- Fixed props fading out while in sight
-- Fixed a small visual gap at sandbags
- Mid
-- Swapped ledge at T sniper window for a wider plank
-- Detailed T mid
-- Clipping adjustments
- Road
-- Construction area will be known as Road from now on
-- Lowered alt Alley entrance and beautified it
- General
-- Added 5 more spawnpoints for both teams to ensure a total of 20 spawnpoints per team in casual matches
-- Minor 2D-skybox changes
-- Changed asphalt texture at all remaining places
-- Fixed rooftile orientation on some roofs
-- Clipped various bomb stuck spots
-- Updated navmeshes
-- Rebuilt and added more cubemaps

Actualización: 21 NOV 2021 a las 14:12

It seems like there has been a rave in underpass and those gangsters have stolen lots of sand! They left a ton of garbage though and they - built a pipe!?
They might have escaped through the gate at B site next to market. By the way, those guys can handle spray cans pretty well.

// CHANGELOG [v15b] //

- Underpass
-- Widened alley entrance
-- Shut off one of the floodlights
-- Eliminated ceiling height difference
-- Adjusted sand occurence
-- Added markers to lead the way
-- Added cubemaps
-- Detailed the area
-- Adjusted clipping
- B site
-- Enlarged playable area around bombsite
-- Added more and diverse cover
-- Remodeled the floor on the whole site to eliminate unintended ledges
-- Added parts of the scenery
-- Resized plantable area to line up with the visual borders
- Alley
-- Decreased gravel pile in size
-- Made construction cones less annoying
-- Gutter is not solid anymore
-- Intensified arrow color
-- Small vertex adjustments
- Mid
-- Fixed a bomb stuck spot at scaffolding
- General
-- Updated navmeshes
-- Rebuilt cubemaps

Actualización: 17 OCT 2021 a las 11:11

// CHANGELOG [v14g] //

- B connector
-- Added a visblocker between market entrance and concrete pipes
-- Adjusted some render distances
-- Moved paint bucket
- Mid
-- Changed the prop at scaffolding to be wider and easier to climb
- Underpass
-- Widened ladder hole and added a wooden plank
-- Clipping adjustments
- General
-- Updated navmeshes
-- Re-added missing cubemaps

Actualización: 24 AGO 2021 a las 11:07

Todays update removes almost every possibility to die in water. It seems that areas resulting in instant death should not be put in key locations on the map, so now the newly added rebar will protect you.
Besides that there were many weird and cheeky angles through and between the railing and the bridge in total. These should now be gone as well. One could say mid becomes more friendly, or as I like to put it: More competitive. Have fun!

// CHANGELOG [v14f] //

- Mid
-- Added more detail to the area next to hut
-- Doubled the crate at lower mid in height
-- Replaced the ramp at lower mid with stairs
-- Changed lower mid ground texture to look more "temporary" and dirty
-- Changed asphalt texture
-- Installed rebar meshes above water to prevent tragic fatalities
-- Halved the amount of cement pylons
-- Made the whole water area easier to traverse:
--- Lowered parts of the concrete wall
--- Shortened brick wall and removed railing
--- Downgraded the bridge to an exposed wooden plank
--- Piled up more sand at the concrete bags
--- Adjusted electricity post position and clipping
--- Widened hut pathways
- A site
-- Nades no longer get stuck above the big building with the 'A' spray on it
-- Wallbangs through said building are no longer possible
-- Subtle visual changes
- CT spawn
-- Replaced forklift prop with a better clipped one
-- Metal crates are now less saturated and dont look unnatural anymore
- Underpass
-- Weapons will float on the water instead of go missing
- B site
-- Changed asphalt texture
- General
-- Optimization
-- Clipping fixes
-- Added various decals
-- Updated navmeshes
-- Rebuilt cubemaps

Actualización: 17 AGO 2021 a las 14:58

// CHANGELOG [v14d] //

- Workshop
-- Added a video comparing some of the older versions with newer ones to show the amount of progress that has already been made
-- Updated radar image
- Radar
-- Fixed cover not being drawn
-- Fixed masked out pathways
-- Fixed A balcony extending too far
-- Fixed various problems with and around B site
- General
-- Updated navmeshes
-- Rebuilt cubemaps

Actualización: 28 JUL 2021 a las 10:50

// CHANGELOG [v14c] //

- Mid
-- Covered up the railing next to the tree to remove some cheeky sightlines
-- Blocked cubby behind stairs at hut
-- Cleaned up lower mid geometry to allow for more versatile player navigation
-- Moved mailbox from stair entrance to scaffolding entrance
-- Water area faced some changes:
--- Falling into the water will result in instant death
--- Removed treadles because a way to escape is no longer needed
--- Removed those weird ledges players could partially hide
--- Damage will now only be dealt if players are actually touching the water
--- Fixed rare cases of bomb not teleporting out of the water when a player dies
--- Changed water texture to be the same as in underpass
--- Changed signs to be more specific about the awaiting danger
- B connector
-- Moved scaffolding roughly 80 units back
-- Moved crate cover from next to the hoop to the fence
-- Added some areaportals to market back entrance and garage for better optimization
-- Adjusted fading distance of some props
-- Added more paint next to garage
- B site
-- Added a small camping corner near crane
-- Added a truck next to garage
-- Removed dev-textures on the inner site of the area
-- Any possibility of boosting out of bounds has been removed
- House
-- Adjusted grenade clipping at the attic to lessen failed grenade throws
-- FPS optimization on lower level
-- Redid terrace floor tiles to support blended textures
- T spawn
-- Added lore about the arrival of the terrorists
-- Extended skybox to give players a feeling to be less enclosed
- General
-- Fixed radar mixing up the bombsites
-- Major clipping improvements
-- Updated navmeshes
-- Rebuilt cubemaps-

Actualización: 15 JUL 2021 a las 7:09

Todays update is MASSIVE. B site, B long and B connector all got major overhauls to hopefully make this bombsite a more valuable target. Hop into the map and just playtest the map - trust me, its worth it!
Besides that Construction got itself a few bugfixes and QoL changes, i.e. nades thrown into B site will actually arrive! Whew.


// CHANGELOG [v13e] //

- B site
-- Completely rethought market and beautified the area massively
-- Moved planting zone right next to market behind the wooden wall
-- Replaced concrete forms on site with higher quality models
-- Renewed cover next to T mid connector
-- Reworked connector between mid hut and site
-- Removed the need to crouch jump onto the pallet next to scaffolding
-- Various clipping and collision adjustments at scaffolding
-- Changed T wood cover and added a way to climb on it
-- Nades thrown towards mid will now actually reach their destination
- B long
-- Reworked site entrance to be more concealed from snipers watching at basketball
-- Added an elevated platform at site entrance for players to battle for secondary angles
-- Added some large sandpiles and multiple sightblocking fences
-- Dev-textures between long and site have been removed
-- Changed world geometry around this area which will, inter alia, affect nade throws to be more predictable
- B connector
-- Added a direct path into market replacing the old basketball entrance
-- Removed the door and made parts of the area inaccessible
-- Moved crate cover to the other side of the basketball hoop
-- Opened up sniping fence
-- Lengthened rotation times using the basketball route
-- Added a wall for cover next to garage
-- Removed windows in garage and widened site entrance
-- Moved ladder out of garage to permit more versatile player navigation and make this area less fiddly
-- Clipping adjustments
- Mid
-- T sniper window entrance is now angled at 90 degrees to remove a powerful sightline
-- T sniper window and its surrounding areas are now extremely easy to penetrate even with pistols
-- Widened and brightened T sniper window entrance
-- Opened skybox towards B site to allow for better nade throws
- Underpass
-- Lengthened out-of-bounds sewers to make their end less obvious
- T spawn
-- Moved spawnpoints about 100 units towards A, and 50 units forward
-- Changed spawnpoint priorities to create good spawns for rushing both sites more often
- CT spawn
-- Changed spawnpoint rotations and spawn priorities
- General
-- Added bombsite indicators on various locations
-- Added a secret symbol somewhere on the map
-- Updated navmeshes
-- Rebuilt cubemaps
-- Removed "Training" mode

// KNOWN ISSUES //
- Radar shows bombsites with letters swapped
- Bad lighting may occur in some specific areas

Actualización: 6 JUL 2021 a las 9:09

Todays update will bring some quality of life changes to you! This includes better and more reliable clipping, less camping spots, better lighting, more detail and many more things. Have fun!

// CHANGELOG [v12f] //

- A site
-- Resized crate props to permit more versatile player navigation
-- Added an awning above T house exit to limit visibility into the stairwell
-- Lowered part of the roof next to terrace by about 100 units for more efficient nade plays
-- Moved computer cart forward by 40 units to discourage camping in that specific corner at garage
-- Blocked an unfavorable pixelgap below site crate
-- Small adjustments to smooth player experience
- B site
-- Added a crate next to scaffolding to allow Ts to climb up
- B connector
-- Removed collision of the ornate lamp
-- Added fade distances for various props
-- Changed ceiling clipping in garage
- CT spawn
-- Reworked arch cover to look and play better
-- Halved the width of the stairs leading to CT balcony
-- Added more detail
- Mid
-- Closed porta potty to reduce camping spots
-- Moved doorframe connecting CT and snipers nest slightly
- General
-- Added renderdetail while removing the ability to cast shadows for some bushes and vines
-- Recolored the windows at Alley, Construction and T spawn for more diversity
-- Removed shine from the streetlights (they still emit light, though their appearance might look unreal)
-- Updated navmeshes
-- Rebuilt cubemaps

Actualización: 9 JUN 2021 a las 14:55

Todays update reworks both bombsites in order to make them more balanced. The main goal of these changes is to allow for easier bombsite takes as well as to create safe plant spots, but also to ease the throw of retake nades on both sites. Besides that, I've worked on some smaller details. For more info, read the full changelog below.

// CHANGELOG [v12c] //

- A site
-- Changed the plantable area to allow for more diverse plants
-- Reskinned and moved some of the cover to minimize cheeky angles
-- Made it more difficult to jump into CT balcony from site boxes
-- Replaced one of the ramps leading to the planting site with a small crate
-- Added a small cubby next to the tree while removing the old one next to site
- B site
-- Changed site location and appearance slightly
-- Moved scaffolding 50 units back and recolored its tarp
-- Added the ability to self-boost on scaffolding from CT side
-- Dug out and repositioned T crate (and removed some of the sand while we were at it :D )
-- Added bombsite indicators and resized plant trigger to point out the plantable area more reliably
-- Added grenade clips to the crane
-- Brightened market and eliminated dev textures
- Mid
-- Changed color of the scaffolding tarps and industrial element
-- Lowered concrete bag stacks in snipers nest
-- Eliminated some dev textures
- Underpass
-- Moved electrical box back a little bit to allow for players to access the step
-- Changed corner roundness next to electrical box
-- Dimmed lighting
- General
-- Clipping adjustments all over the map
-- Updated navmeshes
-- Added and rebuilt cubemaps