Counter-Strike 2

Counter-Strike 2

Neutron
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Update: Jul 19, 2016 @ 7:16pm

## de_neutron ver 1.2 change log ##

# NEW AND IMPROVED
- Updated much of the map with new hr_nuke assets.
- Most of the maps custom textures have been tweaked, with higher resolution normal maps, detail maps, etc.
- Lots of miscellaneous pipes, cables, and widgets.
- Pushed the lockers-A-site doorway towards site.
- Added additional cover on A-site near the side platform.
- Removed some crates on A-site side platform.
- Rotated the stairs onto A-site.
- Blocked a sightline from yellow to lockers.
- Made the ground of CT and B-site into displacements, giving texturing and subtle geometry changes.
- Replaced some of the railings on A-site with computer consoles, which act as low cover.
- Changed the boost into A-site heaven. It is now slightly easier, and a self-boost is possible.
- Removed some cover at the back of heaven.
- Made the doorway between A-site and heaven less wide.
- Added a non-accessible 'toxic' room between CT and A-site.
- Restructured the cover at the back of B-site, players are now hidden when crouched.
- Changed the crate on B-site truck, to make it more accurately match the truck seen in a different map...
- Blocked the windows of the B-site truck, to stop a bad sniper angle.
- Slightly moved the pillar in cafe to give more safety to terrorists.
- Added trim to the big sign in T-spawn.
- Updated signage and player guidance in atrium.
- Changed the cover in lockers, MORE CRATES.
- Lighting and detail upgrades in vent.
- Added more cover under the bridge on A-site.
- Replaced existing cover with custom drink crates near vending machines.
- Updated lighting and geometry at servers.
- Added more detail to the ceiling of CT-mid.
- Changed factions to Phoenix and GSG9 to better suit the lore of the game, as de_nuke is no longer set in Germany, and de_overpass uses Phoenix.
- Planted many gardens in mid.
- Better use of colour in props, textures to guide players (orange A-site, green B-site).
- Other minor geometry changes and fixes.


# BUG AND EXPLOIT FIXES
- Gave many detail props more aggressive fade distances to improve performance across the map.
- Minor tweaks to lightmap scales and no-drawn faces.
- Did a no-collision pass of the map, hopefully fixing lots of pixelboosts.
- Lots of cubemap fixes.
- Minor soundscape volume tweaks.
- Updated clips on some crates on B-site.

Update: Aug 24, 2015 @ 3:28am

## de_neutron ver 1.1 change log ##

# NEW AND IMPROVED
- Redid the tops of the buildings around mid. Textured most of the surfaces, and added a selection of antennas, cables, and air conditioner units. Huge thanks to Squad and tomm from Mapcore.org for the inspiration.
- Completely rebuilt the 3D skybox. Is now larger, and uses a better texture.
- Improved the roofs around B site, with antennas, air conditioners, vents, etc.
- Rotated the double stack on A-site, and added some fallen cables.
- Put in an (inaccessible) room above cafeteria.
- Added a few more machines and cables around A-site, for prettiness.
- Rebuilt the entrance into A site from lockers for terrorists, also added pipes, cables, vents etc.
- Put in a few more props around B site, and modified the ones that are already there.
- Laid some carpet around lockers and heaven, to break up the concrete.
- Put a bit more colour around mid, particularly around mid connector.
- Prettied up the courtyard with some lights on the awning to the canteen.
- Moved a door from T-to-atrium, and added some more carpeting to the floor.
- Put in some lights above doorways between areas, to improve pathing.
- Built a few pipes and vents around vending/servers.
- Added a few more pipes, vents and greebles around lockers and radio.
- Put in some cute relaxing cafe music, to compliment your cappuccino.
- Added a set of spectator cameras.
- Put in some more cubemaps around mid to improve window reflections.
- Modified the soundscape around lockers/radio, added more sounds, changed those that were there.
- Added a few extra vents and pipes around CT spawn.
- Tweaked some texturing around B site and in atrium, to break up some vertical lines.
- Added a few sneaky easter eggs.



# BUG AND EXPLOIT FIXES
- The entire map has had a massive clip/noclip pass. Many thanks go out to Fnuggi and OneBit of the Mapcore.org community, as well as Phartona on the Steam Workshop, for pointing out most of these exploits.
- Fixed a number of floating, or otherwise misaligned props. Thanks again to OneBit!
- Textured the roof of the garage near B site.
- Fixed some brushwork in atrium to avoid seeing culled faces.
- The metal door at the back of hut should now show metal decals when shot.
- Fixed an overly loud pipe in lockers.
- Increased the reflectivity ($envmaptint) of all the black square windows.
- Fixed the phong on the laptop model.
- Properly aligned the plywood sign at A site.
- Fixed a glitching pipe in construction.
- Removed some vents in construction. They were just too difficult.
- Fixed reflectivity on the unbreakable glass texture.
- Removed an erroneous baseboard prop in T spawn.
- Fixed up some fade distances, for optimisaiton.
- Added another areaportal between CT-to-A and A-site.
- Fixed some cubemap faces around long hall, and in cafeteria.
- Did some minor prop and texture optimisations across the map.

Update: Jul 21, 2015 @ 2:07am

Version 1.0. Initial release.