Another small update today. So small in fact
that I only felt justified in making this
video because I bothered to upscale the fridge
gif. Gif. Jpeg. Nasa. Link to the upscaled
version in the description.
THE BIG news is Anubis’s new entrance to
B site. It’s been all shifted around and
feels a lot more open and a bit less scary
to rush. There just seem to be fewer places
to check, no matter where you’re stood.
Which I prefer.
This section is now a lot shorter, which means
that terrorists will reach the site quite
a bit sooner. But this might not change the
balance as much as you might think, since
it seems like the CT spawns have also been
shifted, up to the top platform. An unintended
side-effect of this will be on bombsite A,
but further testing will be needed to know
the specifics. But I feel like it will take
less time for the teams to meet each other
now, leading to conflict sooner in each round.
Back to the B changes, it’s affected almost
every sightline imaginable. I’m talking
here to give you time to look at these before-and-after
comparisons, but you’ll really have to boot
it up and play it for yourself to know the
specifics of how it’ll change the site’s
balance.
The Texture Streaming will now be less blobby
by loading certain textures in at full-resolution,
unless a lower quality version has been intentionally
made. My thorough testing of this involved
booting up the benchmark map and seeing if
it looked blobby at the very start of it.
And it did still look blobby. And so did one
of the hieroglyphs on Anubis, which popped
in as I spawned as a CT. Hmm. I wouldn’t
get too excited unless you’re gaming on
a calculator from 1995.
I thought the patchnote for Chlorine looked
familiar. In early April it got the same fix,
something to do with the glowy eyes at bombsite
B not being included. When you plant the bomb
at B they’re supposed to light up like this.
Which they now do again.
And last are a number of small fixes to Anubis.
Trying to find such trivial things would normally
give me hours of fun, but there was no need
since the fixes mostly seem to be in response
to suggestions on the workshop page from members
of the community.
Z fighting’s a fun problem- it’s when
there are two textures in the same place and
the game doesn’t know which one to show,
so it instead shows both, flickering violently.
That might have been the case with some of
the props and surfaces on this map, but Luminouscus
showed it happened to the props on this wall
in A when the place had been molotov’d.
It still happens a bit, but you have to be
further away. And it’s a bit less noticeable.
Hentie deserves special mention here. He has
been posting all sorts of bugs and suggestions
over on Anubis’s original workshop page.
He pointed out that water could be seen down
the side of this prop just outside of A. Which
has been fixed.
The clipping around this corner near T spawn
has been made more reliable. An upside down
table you used to be able to stand on has
been taken away, and you can now stand around
the base of the tree… should you really
want to.
The transitions between props can sometimes
be abrupt, as is the case in this corner here.
I don’t think there’s any easy fix to
this, so a light has simply been placed in
front of it to try and brighten everything
up.
This prop used to be too dark, but now appears
to be lit correctly.
Probably a remnant from an older map version,
there were some irrelevant clip brushes here
in middle which have been taken away, which
should smooth movement around this corner.
And as can be seen from this picture, it used
to be very hard to spot CT’s stood here
in water. So it’s been simplified and brightened
to help matters.
This stack of stuff has been made even bigger
so people don’t think they can boost up
onto it.
As was so kindly pointed out to me on Reddit,
the graffiti pre-dates the hieroglyphics.
If you want the upscaled, 60 fps fridge JIFF
then you can find it linked to in the video’s
description. Jpheg. Nairsa.
