Counter-Strike 2

Counter-Strike 2

Season [OLD]
ted  [developer] Feb 9, 2014 @ 7:15pm
Update 2.0 Bugs
Post any Theme 2.0 bugs here and I will get to the ASAP
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Showing 1-15 of 27 comments
marvelous Feb 12, 2014 @ 12:02am 
hey,
i have every new round this error:
class C_PhysPropClientside 'models/props_junk/propanecanister001a.mdl' has a base specified as 'Metal.PropaneTank', but there is no matching entry in propdata.txt.
and here some boostpoints ... some are useful, some not, some are useful with a smoke:
http://imgur.com/a/IgWTR#0
good work, though.
Last edited by marvelous; Feb 12, 2014 @ 12:10am
burning Feb 12, 2014 @ 2:31pm 
- first person CT arms don't match with SWAT 3rd person skins
- flat board on the ground has player collision
http://i.imgur.com/aDg5gCi.jpg
- exit signs are usually red :)
- gap in the wall
http://i.imgur.com/OaHM8t4.jpg
- maybe these stairs should be clipped?
http://i.imgur.com/FL5CHKG.jpg
http://i.imgur.com/daLNuK0.jpg
- don't think it should take 2 jumps to get into ducts from the B pathway



- I still think the visuals can still be worked on, the mid and non-playable space is kind of underwhelming:
- areas outside of the map (especially on the right, right out of T-spawn), kind of just looks like a mess
- the mid area (area and terrain around that lone box, and the walls which the red ladder is attached to are pretty lackluster) I just think that the terrain texture there looks really boring, just a mix of light green and white
- the area between T-steps and mid doesn't really match the visual theme at all, a stack of tires, 2 garage doors (where would the vehicles go?)

- other than that I think making the overhead map, radar map, and map description more in line with the stock maps would also leave a more polished and complete feeling, although most players wouldn't really notice it too much
Last edited by burning; Feb 12, 2014 @ 3:10pm
ReaLL ™ Feb 12, 2014 @ 3:28pm 
Change ct 3rd person skin
WAve Feb 12, 2014 @ 5:25pm 
Really really really minor bug?... but shouldn't the T Spawn greenhouses be labelled greenhouse 5 and greenhouse 6 (instead of 1 and 2). You pass by 2 more greenhouses on the way to bombsite B (where greenhouse 1 and 2 are). Or vice versa.
ted  [developer] Feb 12, 2014 @ 8:20pm 
adds another texture. simple that way
Last edited by ted; Feb 12, 2014 @ 8:20pm
ted  [developer] Feb 13, 2014 @ 8:30pm 
addressing MID area http://imgur.com/a/Xjq0J
burning Feb 14, 2014 @ 2:33pm 
one more incredibly minor thing I left out
- little gap
http://i.imgur.com/PEdOzp6.jpg

mid area looks really nice!
burning Feb 15, 2014 @ 7:19pm 
One more:
- gap in wall by horseshoe
http://i.imgur.com/0c6JvCn.jpg

Also noticed in a pug a player clipping through the door after opening the door from mid and hiding in the corner behind it. Maybe the door interaction can be changed to the way the source version handled it? Opening the door from mid is kinda weird.
ted  [developer] Feb 15, 2014 @ 9:18pm 
derp... I saw that before releasing and forgot about it. CSS handled the same I thought. pretty sure I had it 1 way
burning Feb 16, 2014 @ 8:52am 
I dunno I just checked and source had it 2 ways with the door hinge on the opposite side. It's pretty minor I guess
ted  [developer] Feb 16, 2014 @ 10:18am 
ok ill look into swapping it
Kodorieg Feb 16, 2014 @ 6:22pm 
TR mid box is black.
http://i.imgur.com/f8Vrx2X.jpg
Last edited by Kodorieg; Feb 16, 2014 @ 6:41pm
marvelous Feb 18, 2014 @ 3:00am 
you can stand on the most doorframes
burning Feb 20, 2014 @ 6:52pm 
Some more:
-able to peek through the door
http://i.imgur.com/tzLeibc.jpg
-can see a gap between the road and parking lot
http://i.imgur.com/FnacVwr.jpg
- stairs at alley from CT to upper A are not clipped
http://i.imgur.com/UAlBR7v.jpg
ICS⭐ Mar 14, 2014 @ 3:34am 
Just something that caught my eye, on bombsite A, there are 2 ventilation units at the higher balcony without any rotor. I bet a lot of people won't notice a thing though.
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