Tag: CS:GO

Release Notes for 6/3/2020

[RENDERING] – Texture streaming now loads textures flagged with no mip maps or no lod at full initial resolution. [MAPS] Chlorine -Added missing glowy eyes texture Anubis -Fixed many minor issues such as z fighting, prop reflections and invisible faces -Improved player readability at canal -Improved performance -Redesigned B main path & entrance -Moved up […]

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Release Note for 6/1/2020

[ GAMEPLAY ] – Grenades can no longer apply impact damage more than once.

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Release Notes for 5/27/2020

[ GAMEPLAY ] – The killfeed now displays players that are killed by C4 explosions in all game modes. – Players that are frozen by game logic no longer take damage. – Players are less likely to become stuck on mid-air grenades, and are now able to stand up when crouched on top of another […]

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Pre-release Notes for 5/13/2020

A new build (“texture_streaming_beta”) is now available in the CS:GO beta depot. This build is compatible with public matchmaking. For instructions on how to opt into a CS:GO beta depot build, visit the following page: https://support.steampowered.com/kb_article.php?ref=9847-WHXC-7326 [MISC] Texture Compositor – Optimized texture generation by giving composite textures destined for models that are already rendering higher […]

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Release Notes for 5/11/2020

[GAMEPLAY] – Improved reliability of picking up weapons with +use when nearby dropped grenades are present. (Thanks birkir!) – Explosive grenade damage around small obstacles such as stairs will now apply damage to players more reliably. – Hostages will no longer obscure flashbang traces, allowing players behind them to be blinded. – Players that start […]

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Beginner’s guide to CS:GO’s economy

Counter-Strike might look like a moderately simplistic game. But once you start watching and playing more, you’ll begin to see its intricacies. It has a complex economic system that requires a good sense of mental math and critical thinking, along with the bread and butter gameplay mechanics—moving, aiming, fragging, and, of course, winning.  You have to […]

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Release Notes for 5/4/2020

[GAMEPLAY] – Added kill feed icons for blind shooter, kills through smoke, and no scope sniper kills; all kill feed icons feature the bullet on the same line. – When spawn immunity time is set to a negative value then spawning players will not have immunity even during warmup period. – Fully disabled player immunity […]

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Release Notes for 4/23/2020

[ MAPS ] Chlorine: —Changed default CT faction to FBI. Anubis: —Latest version of radar. Cache: —Improved visibility map-wide. —Brightened hiding spot near sandbags. —Brightened A Main. —Brightened B Main. —Brightened target placed in corner under B Heaven. —Reduced visual noise. —Reduced foliage clutter. —Speculative fix to ragdolls floating on the A Bombsite. —Optimizations. —Adjusted […]

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The legacy of fy_iceworld, Counter-Strike’s divisive and hugely popular custom map

I remember playing a Counter-Strike map in 2001 called fy_iceworld. It was a small simple grey killbox of a map that virtually anyone could’ve made within the first few hours of downloading the editor tools. fy_iceworld quickly became one of the most popular and divisive CS maps at my school. I was, of course, one of the […]

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Team Fortress 2 and Counter-Strike: Global Offensive source code has been leaked

Looks like there’s a drip somewhere in Valve’s spigot. Source code for both Team Fortress 2 and Counter-Strike: Global Offensive has apparently been made public. The files appear to be from years ago, though that may not prevent present troublemakers from doing their thing. Some fan servers are worried enough that they’ve gone offline until they can assure that […]

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