Despite looking big, most of CS:GO’s latest
update is describing changes to community-made
maps, Breach and Cache.
As you can see from Yanzl’s own submission
of Breach, they’ve copy+pasted the changes
he’s noted here.
But aside from some map changes, there are
some others worth mentioning as well. Skin
makers everywhere can rejoice! Valve has given
you an official line of communication. For
‘workshop feedback’ Just email them at
this email address, with the subject line
‘workshop’. I don’t think this is restricted
to people who have had a skin accepted, but
it will let you lucky people notify Valve
if something isn’t quite right how they’ve
been included.
The Mac10 UV and cavity maps have been updated,
which they claim will ‘fix wear pattern
discrepancies’. Comparing the silver anodized
version, the raised bars along the side were
previously ‘default texture’ but now have
the same silver sheen as the rest of the design.
And is it just me or is the fire-mode on the
reverse side missing on the older model as
well? On the Classic Crate design, the update
makes the lines on the mac10 wrap around to
the top of the gun more smoothly than they
did before. And I can’t for the life of
me describe what’s changed with the shape
of the raised bars, but they certainly look
different now as well.
To help point new players in the right direction,
Casual game mode is the default screen for
new players. And for myself, it seems. Seaside
has been dropped from scrimmage mode, with
Breach being added, allowing for unranked
matches on it to be played for people who
want the feel of a competitive game… but
without ruining their rank because they don’t
know the map that well!
Cache has received a number of updates and
optimisations that I hope to cover in more
depth some other time, so now I’ll move
onto Breach which has had quite substantial
changes to a number of locations.
Let’s start by walking from near T spawn
to bombsite A. This has all been shifted around
and changed, and the exit to the outside bit
has moved across as well. And as you step
out, you’ll realise that Long A has also
seen large changes, simplifying it down to
little more than an outside corridor! The
wall separating the site from long has gone,
and the pit has been blocked up, reducing
long A to a simple, straight path-way. There’s
a new wall that obstructs your view between
side entrance and locker room.
Into A itself and you’ll no longer be able
to stand on the top of the van- though you
can still jump up a bit around the front of
it.
And some blinds have been added to the office,
which interestingly will hide you from CT
spawn, but can be seen through from the long
A. The globe on the site has been raised-
before it was low enough that if you stood
on the wall then you could see people over
it.
And the camping spot named ‘hole’ has
been greatly filled.
Over at bombsite B, the vents have been taken
out and have been replaced with an electrical
room of sorts. I’ll just show a walk-through
before and after. The old vents had 3 openings,
while the new electric room has just 2, and
it comes out opposite the stairs as opposed
to around the corner from them.
The cover in the site itself has been reshuffled
slightly and the plastic flaps have been taken
away, I assume to improve visibility. The
servers are more brightly lit too. Let’s
face it, it was always difficult to see where
the bomb plant zone started, so the big red
floor details have been shifted to close to
the edges of the plantable zone, which I certainly
think helps.
The terrorists’ approach to middle has also
changed. The lower door has been blocked off.
To reach middle now you must go up the stairs
and through a glass window and drop. This
makes passing through the atrium later on
in the round just that little bit safer since
there’s one less entrance you have to look…
sort of.
Also, the approach to B from middle has been
shifted to be closer to the terrorists’
entrance, which gives them more chance of
reaching it alive in a rush and makes it less
of a CT-controlled route. Here’s a walk-through,
before and after, for you to appreciate all
of the changes. The door leading to the site
is also at a new angle. You could, in theory,
defend a planted bomb from here now. CT spawn
has been moved slightly closer to A, and the
2 smaller rooms have been connected to make
a larger one, with even more of those nice
white lights! This relocation also means it
takes them longer to reach mid, meaning terrorists
will have more time to control that part of
the map. Obviously.
The terrorist approach to B used to have a
big concrete wall here, but this has been
swapped for a chainlink fence so that we can
‘enjoy the view’! And why not.
…igni found that the corridor separating
mid from B didn’t stop enemies and the bomb
from showing up on the radar! Using this exploit,
CTs guarding middle could also detect a B
rush! This major bug has been fixed. Also,
the CT window they could do the exploit from
has been lowered slightly so it no longer
requires a jump to get through. And I really
dig this metal mesh- it’s 2 layers close
together which gives it a 3D appearance.
Yanzl told me the glitched viewpoint from
using the slide easter-egg at the end of the
round has been fixed. If you were sliding
down it as the next round started, your view
would get stuck at ground-level until the
game was restarted.
And last, there’s some improved clipping
and bombstuck spots that have been removed-
though I could still lose weapons down the
backs of these props, and you can still get
the bomb stuck on the top of the sign at A.
All-in-all, this was probably not the update
you were looking for, being just for minor
tweaks and adjustments to community-made content.
Compared with previous years, CS:GO has been
neglected this Halloween, but hopefully that’s
only because Valve has a super large update
almost ready to go.
Come on Valve, impress me.
