Counter-Strike 2

Counter-Strike 2

Bu öğe Counter-Strike 2 ile uyumsuz. Bu öğenin neden Counter-Strike 2 ile uyumsuz olabileceğini öğrenmek için talimatlar sayfasına göz atın.
46 oy
Vertigo (Update Suggestion)
   
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26.203 MB
4 Ara 2019 @ 7:40
31 Mar 2020 @ 9:39
2 Değişiklik Notu ( görüntüle )

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Vertigo (Update Suggestion)

kabanod1m #NotoToxicity tarafından 1 koleksiyonda
WLBServerCol
9 öğe
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Now I'm serious.

Things changed:

[-] Improved sound navigation throughout the map:
- Floor before the A ramp (closer to T spawn) is now entirely wooden, so it's not mistaken for back of ramp and catwalk.
- Floor on upper mid (T and CT contact point) swapped with floor at lower, where Terrorists approach B ramp (so floor near B ramp now does those weird concrete (NOT CONCRETE!! THAT WAS RUBBER ALL THE TIME I DIDN'T KNOW) sounds when stepped on now), so it's not confused with top mid anymore.
- All wooden things (like palettes), metal things (like fences) and others received appropriate material clipping. This means that, for example, a wooden palette won't make the default footstep sound when walked on, but, instead, the game will play wooden footstep sound.

[-] Improved visibility:
- Improved visibility by resetting the player models back to default. I don't understand why Valve use yellow/orange terrorist models for yellow-ish maps, and white terrorist models for white maps.
- Adjusted colors of props, making some more vivid, and other less vivid.
- Some lighting adjustments were made, but as it affects mostly the whole map, it's hard to describe every area.

[-] Moving towards competitiveness:
- [EXPERIMENTAL FEATURE] Added a room to the West of mid entrance from T that has a window, previously used for nades, so Terrorists can boost each other and gain a peek on B site. Just like Counter-Terrorists can boost up on red crates to gain a peek on middle in the actual version of the map (12/4/2019).
- Reduced the amount of weird angles, like checking "Corner" from beneath of the B site. Now, there is a forklift holding a crate with arabic text written on it right above the abyss. Gives you thrills when you stand on it! Don't look down. Also, you can use this forklift as an alternative way to come up.
- Reduced amount of weird corners on A ramp (yes, these fences with a clip)
- On mid, Counter-Terrorists have their wooden crate shifted just a bit, so they have to choose whether to play out of defense and wait for enemy pushes in cover, or leave their cover and play aggressive. There is another bit of cover just 2 meters in front, anyway.
- On mid, entrance to Ladder Room was shifted like 2 meters towards East. This led to reducing the size of the Ladder Room itself, and also Terrorists can now choose where to go from when they push mid.
- Ladder brush of the ladder in the Ladder Room is now more reliable, so you can just walk into the ladder from the top and grab the ladder easier than before, rather than falling off the ladder.
- Removed 2 weird iron fences on B platforms, as they are not needed, and were only blocking movement basically.
- Easier ascent on "Yellow" from T A ramp
- Removed an annoying cone, blocking the view from B to B ramp.


Well, that's all that I remember I have done. Please provide any feedback you've got.
3 Yorum
nOEn 18 Ağu 2020 @ 5:27 
старая карта
kabanod1m #NotoToxicity  [yaratıcı] 8 Mar 2020 @ 12:56 
@T1mure Thank you for your feedback! I didn't think someone would ever find this map already...

About that forklift thingy — in this... well... remake, I kind of tried to replicate the trend going on in the entire game — less "weird" angles, more competitiveness, and so on. Yes, I could just edit that prop so it's not translucent and it's almost not possible to shoot it through, but I got carried away and made an entire new route to upper B ><

Also sorry for removing your favorite spots accidentally...

And, once again, thank you for trying it out! ^^
Master of All I Survey 8 Mar 2020 @ 12:37 
Great map! As a proffesional vertiglobal I see the sense in all the changes, really like that self boost on box in mid, the floor in room before A. Also the new trims on bottom of walls in mid are cute. One thing I disagree with is the forklift balancing crate thingy, yes if valve is going to remove the angle that is there usually its gonna look better and less messy but i actually consider it a defining feature of the B site and imho its important to keep it. Other than that in B stairs you removed my favourite hiding spot with a clip block. So yeah, quality suggestion, really enjoyed checking it out!