The latest update does all sorts of things, like fixing the first person arm model to
look more like the characters they’re representing, to fix a double star exploit if you do a double-star
guardian mission if you have just one star left before beating a week’s 6-star quota,
AND to fix that 15 metre error that I covered recently. But I guess we’ll never know for
sure what caused it.
The new service medals for 2021 have been rolled out, which you can get one of, should
you reach / be at level 40 at some point next year.
There’s a new ‘donate’ weapon feature to help you drop weapons to a teammate. No
longer will you have to toss a weapon to a friend- holding down ctrl when you buy it
will automatically launch it in the direction you’re looking, without it ever replacing
the weapon that’s already in your inventory. In practice, this tossed weapon won’t behave
any differently from how throwing it across the map manually did. Like, it doesn’t immediately
get placed in the inventory of the person requesting the weapon drop or anything like
that. The real change is that the person donating the weapon WON’T have to drop the weapon
that’s already in their inventory. Because say you had an AWP, and wanted to drop another
player an AK. Before this donate feature, you had to drop your AWP on the floor, toss
the AK to a friend and then pick the AWP back up again. This lead to horrible situations
where another teammate would steal your AWP, which discouraged donating weapons to other
players, and weird behaviour where a teammate would toss the weapon that they wanted to
use into a nearby hedge or whatever so that they could ensure they’d be the first to
reach it when buy time ended. I always got offended when I was stood next to players
doing like, like they saw me as a thief or something.
So the donate feature simplifies matters somewhat by allowing you to keep hold of the weapon
that YOU want to use that round.
And of course, with this change comes YET ANOTHER control added to the already long
list of them in the game’s menus. It’s getting so complicated, in fact, that they’ve
added a SEARCH option so you can quickly find the keybind you’re looking for. On this
search page is also a list of the latest new options to be added, which is handy too.
You can now buy a total of 5 zeuses a round instead of just 1. I guess the reason for
this is to drop for all teammates if you wanted to.
And then there are map changes to Elysion, Apollo and Anubis.
Elysion is a map that was apparently the victim of people trying their hardest to exploit,
since all sorts of boosts and pixel walks have been fixed. These include…
…Being able to walk above the doorway outside. Standing on the edges of the umbrella, outside.
Standing on the top of the ‘A’ sign on the bombsite.
Double-boosting onto the top of the palmtree thing here. Which I think is pretty cool,
but whatever. You could also apparently boost onto the Elysion
sign on this bombsite, but this wasn’t something I was able to pull off before.
Most doorframes could also be pixel-walked on.
This ladder has been taken away- I think its only purpose was to block a camping spot,
but it’s now cool to hide here. People were able to boost up on top of this
grassy verge outside to peer into the bombsite. There was already a clip brush above this
area to stop this, but it’s been extended further out in all directions to ensure it
can no longer been done. The grass on this verge has been shrunk to
improve visibility, since it was obstructing sight-lines before. Though I still think it
can, from the right angles. And the waterfalls have been removed from
the white walls, since they were apparently making the smoke from smoke grenades see-through.
But it seems like the waterfalls are still in the map?
And a run-boost could be done on the railing near A site, but it looks like it still can
be. So let this serve as a lesson to all map makers
everywhere! Clip everything off, even if you don’t think you need to.
Apollo’s maker has very kindly shouted out all of the people in the patchnotes who helped
to improve the map. Dogman15 pointed out a LOT of small grammatical
stuff like commas and capital letters. He also found a few things that wouldn’t have
been the way they were had it been an actual place, like how, in the map’s legend, they
have a ‘food’ icon, yet nowhere on the map where it was actually being used. And
he pointed out that this diagram here was not to scale. And so on. https://steamcommunity.com/id/dogman15/screenshots/?appid=730
CT spawn has had a few of its corners cordoned off and the globe in the middle shrunk to
make this a less scary place to attack, which will help players carrying a hostage to safety
at the end of the round. Nothing has changed to look at here, but the
model shuttles will be nicer to walk over now.
CF-166 highlighted problems with unintentional, sneaky head-peek spots, like at T spawn over
this wall here. It’s been made taller to prevent this.
This car just outside of CT spawn had weird see-through parts to it, which has been patched
up. The radar’s design has been condensed down
into a single, more readable image that now conforms with the style of the other radar
images in the game. This palm tree has been rotated to prevent
it from obstructing vision between these two areas.
The map has followed in Ancient’s footsteps by having fewer drawn details on low settings,
which should help players on slower PCs when playing this map. Shavitush to thank for this,
though his name is misspelt in the patchnotes. And last is Anubis. Which is special! Because
I’m mentioned. I’m not just saying this because I’ve
been mentioned, but I like how Anubis is already a good map, yet isn’t afraid to make considerable
changes to its design. The updates listed all involve bombsite A,
which has had about half of it totally redone to reduce the number of camping spots. The
main entrance has been widened, walls have been taken away, and camping spots reduced
or removed. The same applies to the entrance from middle.
There’s now no longer cover from site- it’s just a large, bare, exposed platform which
should significantly reduce the number of spots players have to check when clearing
the site out. And then we get into the last bit: ‘Some
other minor things 3kliksphilip will probably find out’. Nice. I’ve had lots of people
telling me that Valve have mentioned me in the patchnotes, but this was just copy+pasted
from the notes that Anubis’s maker typed. In honour of this mention, however, I will
be dedicating an entire video to find whatever else has changed on this map. Just this once.
I will end this video by saying that, while I do make the effort to search for changes,
I’m not omnipotent. Yet. I do have a time budget for these kinds of videos so I do use
the patchnotes as a guide of what I should investigate, so if a map maker only talks
about changes they’ve made to bombsite A, I won’t notice anything that’s changed
in bombsite B which could be quite embarrassing if people rely on me to cover all changes.
So please, map makers, DO try to include all of your map changes in the patchnotes! It’s
not like I inspect every corner of every map that’s updated in the game, just for the
fun of it.
(OR DO I)