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Counter-Strike: Global Offensive Beta Update Released


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  • Management

Gameplay:

• Reduced the amount of stepwise variation in the weapon recoil patterns so they are smoother and easier to learn and control.

• The recoil jump on the xm1014 has been lowered.

• The recoil on the ak47 has been lowered to be more in line with other weapons.

• The ak47 recoil pattern has also been adjusted.

• The cash reward for defusing bomb has been raised to $3500.

• Added multiple T spawn points to Dust2.

 

 

UI:

• The number of seconds to delay showing the player id when crosshairs are hovered over a player has been increased from 0.1 to 0.5.

• Updated the mini-scoreboard for Arms Race to show the weapon for each player.

• All of the players who are in the lead now show what weapon they are leading with in the mini-scoreboard.

• The “YOU ARE ON TEAM” and old weapon leader messages have been removed.

• Added a weapon progression panel in Demolition mode that shows the full array of weapons and your current progress.

• Scoreboard will now instantly appear when triggered.

• Easier to see who is alive by darkening the dead players.

• Updated weapon icons.

• Updated AUG small icon.

• Updated MAG7 small icon.

• Removed suppressor and extended stock from MP7 outline icon.

• Added extended stock to MP9 outline icon.

 

Maps:

• Shoots

- Adjusted fog settings.

- Adjusted light_environment settings.

- Adjusted local contrast settings (turned off blur effect).

- Adjusted bloom scale (turned down effect).

- Raised light levels.

- Adjusted fade distance on bicycle.

- Adjusted fade distance on light/glow.

- Readjusted some wood textures.

- Fixed some mismatched wood textures on steps.

- Added missing faces on wood planks.

- Adjusted fade distance on poster inside hut.

- Adjusted fade distance on rice basket in huts.

- Adjusted texture and position of wood railing model.

- Added player clips to sniper shack to prevent players from getting stuck.

 

• Dust

- Added some back faces to the geometry where players could see out of the map.

- Fix for an environment light effect that could be seen through a building as well as smoke grenade effect.

- Added a cubemap and updated a floor material for a noticeably dark door.

 

• Office

- Adjusted position of boxes so player can run past easily.

- Updated the counter prop objects to be prop_physics_multiplayer, and marked as debris.

- Turned off collision on pipes and lamp at Backway stairwell to prevent camping there.

- Adjusted light map resolution just inside the stairwell to help it blend better.

- Removed garbage models that were causing collision issues.

- Added additional light behind CT Spawn so the lighting will look more consistent on the player models.

- Removed half submerged pop cans from desk at entrance stairwell.

- Made all of the monitors and keyboards physics objects.

- Fixed missing trim at the main entrance stairwell ceiling.

- Added player clip brushes to windows at Snipers Nest to make jumping through them easier.

- Set the objects without physics hulls to non solid.

- Adjusted the fade distance on the trash can near the building entrance at the back courtyard, as well as a number of others that were popping into view.

- Adjusting local-contrast settings (made less blurry)

- Tuned tonemap controller values to be more consistent with other levels.

 

• Inferno

- Fix for players getting out of the map at T spawn.

 

• Safehouse

- Fix for being able to jump on fence on edge of map.

- Fix for missing faces by bathtub.

 

• Italy

- Turned down local_contrast setting.

 

• Aztec

- Updated the helicopter animation.

- Fixed a bug with particles not reliably turning off.

 

• Bank

- Replaced skybox trees models with simple cards.

- Disabled CSM on foliage and chain-link fence.

- Adjusted fog settings to match more closely to other maps.

 

• Nuke

- Reduced bloom scale.

 

• Sugarcane

- Tuned fog and prop fades.

- Deleted a vista props outside of player space.

 

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