Counter-Strike 2

Counter-Strike 2

Zen
Showing 1-7 of 7 entries
Update: 31 Oct, 2016 @ 2:35pm

Version 1.7

-Prevented all weapons from being able to wallbang T-doors except the awp. There are very few ways to make a working bullet stopper, and despite my best efforts, the awp is still going to be able to wallbang that position. I may think of a better solution in the future.

-Fixed a few spots where the bomb could be dropped and unable to be retrieved.

-Fixed a few overpowered boost spots. (Thank you ChL and cDJ!)

-Small optimization changes.

Update: 31 Oct, 2016 @ 8:30am

Version 1.6

-Added Meurglis3's amazing custom navmesh. Just type nav_edit 1 into console on a private server, just to appreciate the time he put into creating a masterpiece of a navmesh. Thank you sir :)

-Fixed a couple more bugs, such as the power box/post boost to see over mid to terrorist B-aproach. (Thank you again Chl!)

-Smoothed out a couple more places where players could get caught on sticking out geometry. (Thanks for pointing out a few Chl!)

Update: 29 Oct, 2016 @ 12:12pm

Version 1.5

-Added smoothing clips.

-Fixed a boost where players could get on top of two lamposts.

-Fixed a glitchy wall along the B-aproach.

-Fixed a glitchy clip in CT-spawn.

-Fixed a few see-through walls.

-Fixed an overpowered sniper spot for CT's.

-Fixed a roof boost spot on B-aproach.

-Thank you Chl for bringing almost all these bugs to my attention!

Update: 27 Oct, 2016 @ 11:23am

Version 1.4

-Fixed several unfair boosts in which players could boost on top of doorframes. (Thanks Chl!)

-Fixed a boost in which players could boost on top of a small roof ledge. (Thanks Chl!)

-Minor fixes to FPS. I toned down the particle effects on the coastline a lot. Flying around the map watching my FPS, I can see that when I look inward, towards the majority of the map, my frames dip significantly. In a future update I may add area portals, which prevent everything from being rendered at once. This will only render props that the player can see, vastly improving frames. It'll be a bit of a process, however.

-Fixed several navigation bugs. Terrorists wanted to get through that damn door so much because i accidentally left that as their only path. I somehow managed to break their navigation meshes on the left and right sides of t-spawn, preventing bots to cross these areas. Well, now it's fixed. Bots should work a little better now. My only concern left with bots is that they love to rush into the house with the opening/closing door in it when playing b-site. I'll try and find a way in the future to make them prioritize the open-space b-aproach instead of the tighter confines of the interiors. (Thanks Flakwave and HYP3X!)

-Changed a few ground textures from wood to stone textures. The wood sound gives away a player's position too easily. The less wood-sounding footsteps the better. Plus, it looks nicer.

-Freed up some interior spaces a bit. I removed some clip brushes. Now you can jump onto a few more objects. Before, things that one would presume they could jump on would stop them dead in their tracks. I didn't free anything up unreasonably, but it's a bit nicer. (Thanks for the suggestion Chl!)

-A few more really minor graphical bug fixes.

Update: 26 Oct, 2016 @ 4:19pm

Version 1.3

-Fixed the buggy stair clip in mid.

-improved other minor clip bugs.

-Minor visual improvements.

-Re-built cubemaps.

Update: 24 Oct, 2016 @ 5:18pm

Version 1.2

-Fixed the extremly broken deathmatch spawns. Now there won't be any more spawning outside the map!

-Added a little something by the hole in the wall by B. Just for you Str0nk. ( ͡° ͜ʖ ͡°)

-Fixed a few clip brushes and and added a few others.

-Made the boiler around B solid, bullets now hit it.

Update: 20 Oct, 2016 @ 11:38am

Version 1.1

-First Release!