Sorry everybody, yet another boring update video.
Previously, on this channel:
Keeping up with CS:GO’s updates at the moment is a fulltime job. We’ve had 5 updates in
under 2 weeks!
I don’t know why they bother, CS:GO’s a dead game. We need 128 tick and anti-cheat
instead. Given the choice between making another update video or playing Half Life 2 again
I’d rather stare at Dr Breen’s arse. This spam of changes is just Valve arresting development
of Half Life 3.
So let’s try and hold off the changes for a while.
Please please please pleasssseeee
…Today, Valve released another update, filled with map changes for Vertigo and Abbey.
I’m sure we’re all bored of Vertigo by now so let’s begin with Abbey. For once!
The glowy sprites have been removed from certain lights, such as the glowsticks in gatehouse,
and the lights in underpass. This change will make them appear less bright, and perhaps
a little less distracting.
This one was interesting. P95 sent me this cryptic picture from CT spawn.
There were many questions I had about this picture. Many.
But after speaking with him, it transpired that the wall had an invisible spiky metal
top to it that wasn’t being drawn! (But that you could still stand on).
The map-makers were already aware of this, and it’s been added back in with this update.
But thank you, P95, for mentioning it. Another crate has been added to this already
impressive stack of crates near ivy. I don’t know for sure why, but it could be to enable
certain grenade-throws from underpass. Or it could just be to make the stack of crates
even more impressive. A flowerpot has been removed near B. Great.
So I went on a merry hunt for missing flowerpots. I took many beautiful pictures! And eventually
I found it: it’s the one on the corner between CT spawn and bombsite B, as before it may
have obstructed attackers’ views for a fraction of a second, allowing people at the site to
snipe them. The same kind of thing has been done at A
to this flower pot, and probably for the same reasons. Moral of the story, mappers: keep
walls and corners flat from head-height down, if you want it to be fair!
TINY gaps between crates on both bombsites have been closed up to prevent players from
sniping through them whilst remaining hidden themselves.
Although there’s still a tiny gap at the bottom of the crate on bombsite A.
And last was this: ‘Replaced pinky box’. What pinky box?
I went on a merry hunt around the whole map, looking for what this could be.
…This must be pinky box.
Because it’s been replaced with THIS!
I’d be interested to know why this was done. Maybe it blocked grenades, or maybe at some
point somebody leapt off the balcony and had their jump blocked by it and were all like
‘oh Valve please fix’.
Well, it’s gone now.
Not mentioned in the patchnotes were 2 other changes: the doorframe and ground has been
adjusted at long B.
And this boost has been shifted EVER SO SLIGHTLY!
Also, I have a confession: as a Youtuber, it’s a lot easier to try and hide when I’m
wrong than it is to admit to it. But I’ve made a big mistake and wish to correct it.
Watch this older video of mine and see if you can spot the error:
PREVIOUSLY ON THIS CHANNEL: Everything now seems to be splattered in white paint Kind
of reminds me of the new Tomb Raider game.
Urgh, older content of mine is always so cringey to watch. Any way: I was right about paint
being on this sign, but the benches in palace are actually clean!
Cleaner than I could have imagined! I mistook shine from a cubemap for paint, so I should
have instead said that the CUBEMAPS have been updated in palace. I am very sorry to all
the people I mislead with this.
Onto Vertigo. Valve clearly thought that for a map of this
size, the C4 was too dangerous, so they have reduced the distance it will hurt you from.
To my knowledge, this is the first time a C4 has been anything but the default 500 value…
though I haven’t checked the mappool for this since 2015. And the radius is normally
1750, not 500. 500 is usually the default maximum DAMAGE dealt. But we get it, the C4
has been made less powerful in some way. It goes to show how compact the map is that they’ve
chosen to do this. Here’s an example of the same spot, before
and after the change. I was surprised by how big a difference this
made. You can now survive SO CLOSE to the bomb! It feels so wrong.
Also, what’s this Valve? Please fix. Wingman has gone back to bombsite B again,
perhaps to test the latest changes and how the new CT spawn affects things there. It
looks as though Valve is using the wingman gamemode to bug-test and balance a map’s
bombsites for use in the rest of the game’s modes!
They’ve used that lovely shiny looking concrete material in several places around the top
floor. Footsteps sound a bit different on these surfaces, so if you master this map
and where these surfaces are, you’ll be able to pinpoint players’ locations without
even having to see them! The terrorist route to mid, and CT routes to A all have rooms
with this new material. We have Nuke to thank for this- as a map with multiple levels to
it, sometimes the direction of the footstep isn’t enough to know their whereabouts.
CS:GO has had several upgrades to its audio, both to help with direction and whether things
are coming from behind walls or not, but it doesn’t hurt to have different footstep
sounds as well. The ‘safety’ catwalk at B has been extended
slightly to allow terrorists to reach it a bit sooner. And more safely!
And in case you missed it from that comparison, the big white metal things have been made
bigger! The patchnotes say ‘slightly’, but I think they should patch the patchnotes
to say MUCH bigger. I mean, come on. That’s like 3 times the area. They’re almost ready
to begin constructing the 52nd floor! More railings have been added to bombsite
A. You’d have to be really stupid to fall off this area now!
Elevator room has been made a bit brighter. This has been done by plonking a phantom light
just here- which is easy to see when you know about it.
The clipping on these large fan things at B was a bit off before, which let players
boost and look over. The clipping brushes have been shifted over slightly to fix this.
Grenade clips have been added to above the vents on the lower floor. You could previously
chuck molotovs up there and they’d hurt people on the floor above!
The sign at Terrorist spawn has been changed to an ‘accident’ counter. Jump off the
side of the level, and when the next round begins, it will add it to the number of deaths.
I scientifically tested this and everything. Bonna97 has been keeping a long list of problems
with the game, and has received thanks for various clipping issues and C4 stuck spots
that he has been compiling. …And lastly…
Previously, on this channel:
Some metal things have been added to this wall. But I don’t think they serve any purpose
other than to look nice. And you can lose weapons down the side here.
Valve please fix. Valve, Valve please fix. Valve, please fix. The framerate, isn’t
good Valve. V V Valve, please fix.
Tomb, Raider. Tomb Raider. ‘Grenade’
…and it seems they listened! Because it’s now been fixed. Thanks, Valve.
No more updates for a while now.
Pretty please