Counter-Strike 2

Counter-Strike 2

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Update: Feb 18, 2017 @ 6:08am

Overall:

- Continued visual overhaul (some changes are temporary).

- Minimap updated.

- Workshop screenshots updated.

- Optimizations all over the map.

- Added back in missing decals to indicate bombsite locations.

- Various lighting and visibility changes.

- Adjusted spawn shape, size and timings.

A-Site:

- Added a balcony near CT spawn (CT->Upper entrance) that overlooks Mid->A and parts of Mid.

- Reshaped various aspects of the Mid->A entrances including: vision lines, walls, entrance shapes, etc.

- Completely reworked the upper A building (Long A) for much more interesting gameplay, and more options for CTs.

- Adjusted the wooden catwalk, the wallbang wood in Long A upper, and added a crane holding a roof section (for nade usage).

- Reworked arches entrance/Short A (eliminated 3rd set of pillars, and subsequentially shrunk the site and map accordingly).

- Narrowed rotation times.

- Changed some sizing of site.

- General sizing changes to all upper rooms.

- Reshaped underpass (both the interrior and exterrior).

- The underpass boost window has been adjusted for nading (can nade the boxes by arches) and vision purposes (can no longer see T side of mid as well while boosting).

- Reworked the cover on A site, and added tarps to some of the boxes for visibility reasons.

- Adjusted the Boxes and Truck (Long A) to matchup with other aforementioned changes.

B-Site:

- Adjusted various aspects of bombsite.

- Added double box stack near T ramp.

- Adjusted the shape, size and cover on "Platform" (formerly "Well")

- Reshaped sniper hole boxes.

- Made CT lobby and backhall entrance paths narrower and quicker.

- Made CT back hall be an elevated one-way balcony entrance to site (can not view T ramp, should provide an interesting option for CTs, rather than an overpowered one).

- Made the ceiling of "B" glass.

- Changed T approach barrels to a tipped over table.

Mid:

- Removed pillars from cat (indent still exists).

- Narrowed T side of mid (even more than last update).

- Cut off the T's B-side enterance to middle with a wall. (Can be boosted over).

- Added "L Connector", a small L shaped tunnel to mid on T side.

- Removed a box stack from T side of mid (to make "L connector" be uncovered).

- Added a hole to the garage door over the Mid->B entrance.

- Adjusted sizing of CT Window Room a bit, along with adding and repositioning the barrels.

- Slight changes to catwalk indent for vision angles.

CT Spawn:

- Changed size/shape of spawn

- Adjusted the flow between sites for quicker and safer rotations between sites.

- Added a forklift near spawn (with adjusted clipping for smooth walking surface).

- Adjusted walls and boxes in CT->B lobby provide cover while rotating through CT spawn.

- Added "Ticketbooth" near one of the CT spawn ramps (could potentially be pointless, but could also allow for some sneaky plays).

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*This was a huge update, so I might have left out some changes. I will add them if I remember them.*
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Upcoming changes to consider:

- Further changes to visuals on A-site to avoid visually distractions to an already busy site.

- Further changes to Mid->Entrances.

- Further changes to B site to make sure gameplay is interesting.

- Further changes to T Spawn, and generally T Side of map

Update: Feb 18, 2017 @ 5:38am

Update: Feb 18, 2017 @ 4:54am

Update: Feb 5, 2017 @ 4:26pm

Overall:

- Begun thematic overhaul (B-site and Mid are mostly the only locations affected so far).

B-Site:

- Redesigned sniper window into a stack of shipping crates.

- Added some peekable cover (crates) next to old sniper window.

- Changed Well to be a a trifecta of rolling carts and put server racks behind it to match the theme of the map (slight changes to the practical use of the cover, and less vision impeding than the roof of the well).

- Added "front desk" near CT spawn.

- Added forklift near backhall.

- Adjusted lighting in both CT and T side approaches.

Middle:

- Added fence to mid window to disallow entrance.

- Narrowed T side of middle using boxes.

- Added pillar/walkway to cat.

- Added some cover mid for CTs to use aggresively.

- Adjusted some lighting mid.

A-Site:

- Adjusted dimensions of long A room and cover walls (upper).

- Adjusted underpass boost spot dimensions.

- Adjusted long A ramp dimensions.

Update: Oct 25, 2016 @ 7:40pm

Mid:

- Reshaped cat, by mid window (45 degree cut at end)

- Added a spot below window (and a barrel to boost onto it)

- Reshaped and narrowed Mid->A Connector stairs

- Added fence to "second window" so you can not jump through it

- Raised the height of the rectangle box at the top of mid (so CTs can crouch behind it undetected)

- Added another barrel to stand on top of in snipers nest to see players going B connector and A connector.

A site:

- Added an 18-wheeler to the Long A approach (and adjusted double box position)

- Turned the barrels at the top of Long A into a half wall (and made full wall wider)

- Overhauled upper A
* Added cover watching balcony (sawhorse and pallette)
* Added pallette stacks
* Adjusted size of stairs
* Added a lone barrel on A balcony

- Made "Flower" a double planter

- Added double barrels near Flower

- Added "Graffiti Wall" to make T side call outs less generalized

- Adjusted the pre-nade slit to underpass A approach, and added a boost box for faster CT rotates.

- Changed stairs on A-plat to be an invisible slope rather than stairs that bob your vision.

- Added some double barrels outside of A pillars for CTs to hold an alternate angle while playing aggressive.


B site:

- Added pallette stack and boost box at CT->B intersection

- Added numerous barrels in CT B<-->A passages

- Added a "Goose" spray to the back alley CT side B approach. (Back alley can now be called out as "Goose alley")

- Added double barrels Long B approach for T.

- Squared off Mid/T-spawn ->B walls


Next up:

- Update mini-map/overview to reflect changes from past two updates

- More optimization

Eventually:

- Overhaul visuals

Update: Oct 18, 2016 @ 4:36am

Change Log:

Mid:

- Completely reworked CT side "Mid Building/Window Room" and adjacent area

- Added flowerbox at "A connector" intersection

- Reworked walls and stairs to make "A connector" more open and less confined

- Added second entrance to Mid Building and relocated other entrance

- Giant box and "broken wall" spot at mid building created for watching cat and mid from an alternative angle

- Added crates and barrels inside Mid Building for peeking over smokes and walls

- Shifted and adjusted size of mid window to prevent one-way smokes

- Added second rectangular box mid for CT pushes.

- Widened lower mid to make "Mid to B" movement feel less claustrophobic

A site:

- Closed off quick T side passage to A underpass (has a window slot for prenading however)

- Reworked the CT "Long A" upper building (specifically where CTs defend from)

- Lowered the CT boost window so you can peek through it before entering

- Added a small barrel to the back of A site

- Raised the box near A entrance to prevent boost spot

- Added barrel between A and T side of mid

- Adjusted vision lines from "Upper A" to CT spawn

B site:

- Added a barrel boost on "B Balcony" so you can jump up from bottom of stairs

- Elongated "B approach" wall to make CT's "B Balcony" peek safer

- Repositioned "Castle" so there is potential combat between Balcony and Castle

- Extended bombsite so you can plant behind "Well" (only on CT side of Well)

- Lowered small wall on B site so you can peek over it while crouching

Amongst other various fixes, small adjustments and optimizations.

Next up:

- Update mini-map/overview to reflect changes from past two updates

- More optimization

Eventually:

- Overhaul visuals

Update: Oct 15, 2016 @ 6:10pm

Change log:

Mid:

-Made mid narrower amongst other small geometric changes.

-Added box for boosting onto cat (quicker B-to-A rotation)

-Removed ability to peek over big box.
Adjusted vision lines and depth of T side boxes.

-Added a jut out in cat's wall for a minimal cover while pushing cat.

B-Bombsite:

-Narrowed stairs to funnel T push more.

-Added a ledge for CTs to push out on (allowing more aggressive stair defense by CTs).

-Fixed some slight asymmetries.

A-Bombsite:

-Made the "lone pillar" taller with the intention of nerfing balcony AWPing.

CT Spawn:

-Shrunk size to eliminate excess space.

Overall:

-Begun optimizing map ("no draw" textures, consolidating brushes, etc) starting with B side.

-Moved bombsites closer together for faster CT rotates (with the space eliminated by narrowing mid)

Upcoming:

-Continue to optimize map.

-Continue to confine map's passages (currently too wide open)

-Overhaul T Spawn, T side of mid, and T side approaches.

-Consider options for making CT retakes of A easier.

-Consider options for quicker CT rotations.

-Overhaul visual aesthetic of map.

Update: Oct 11, 2016 @ 6:35pm

Update: Oct 11, 2016 @ 6:20pm

Update: Updated balcony boxes and shortened rotate routes on CT side.

Update: Oct 6, 2016 @ 3:38pm