Today, CS:GO gets a new case full of weapon skins, a few behind-the-scenes improvements,
and a load of map changes to the 3 newest community-made inclusions in the game.
Until I make a proper showcase video about it, The FRACTURE CASE has a perfectly acceptable
showcase of all 17 weapons just here, together with who made them. Link to it is in the description.
I’m seeing a lot of familiar names here, but also some new ones so if you’re making
skins in the hope that one day yours will be featured, there’s still a chance! Albeit
a very slim one. Valve has discontinued the ‘untrusted’
launch option, so now if you want to run CS:GO with lots of third party programs and a lower
trust-factor you’ll need to type the much longer ‘-allow_third_party_software’ command
instead… which you can copy+paste from in this video’s description.
Networking has received ‘multiple improvements’. There have been many reports recently regarding
connection issues and the like so hopefully this sorts them. But I’m hoping it removes
the UK conspiracy which I still believe puts a half-second delay on information as it crosses
the channel. I’ll be checking it out. And last are the map changes!
Anubis has had ANU5TART by opening up the ruins leading to B site to allow for grenades
again. The doors in middle have been given a loving, map-themed makeover in the form
of an ankh symbol and a more reddish colour of wood with some lovely grain patterns. And
the palm tree’s shadow just here has been removed I assume for visibility reasons. And
as well as these things there have been a number of small changes that would be more
effort than they’re worth to find. And from reading about on the workshop’s forums,
I learned that the map’s makers are considering making further changes to A!
Mutiny has had ALL sorts of updates. It seems they’ve taken the time to significantly
improve the framerates by optimising everything, adding more hint brushes to keep hidden parts
of the map un-rendered, and fading more props out at a distance so inevitably there will
be a bush somewhere that will disappear as you step away from it. The whole map feels
lighter, and the props, better lit. There’s quite a lot less contrast than there was before,
but since the game puts such a high priority on good visibility this is probably for the
best. They’ve also added bomb teleports to numerous
places- LIKE THE SEA- so if a bomb or dove is ‘accidentally’ tossed into the ocean,
it will now teleport back from whence it came. I’m pretty sure I tested this before and
it worked already, but it’s likely even more robust in its implementation now.
Since I expect it to become a callout, ‘squid’ I assume refers to the building in middle
that, at a glance, looks a bit like squidward or his house from spongebob squarepants. Though
to me it looks kind of like a villager from Minecraft or that horribly large, dry shit
I forced out yesterday. They’ve improved how this looks, too.
Bombsite A has been opened up. Not just with this lowered wall bit here, but the clip brushes
have been raised, allowing players to walk all over the top of this site which I think
is a really cool- possibly even overpowered- dynamic.
And the stones at long A have been swapped out for a wall to make grenade bounces more
predictable. You can see that the cover at the mouth of
long A has been shifted about, and some crates obstructing vision to catwalk have been removed
entirely. There were numerous small changes and adjustments
across the map. One of the bugged deathmatch spawns at A was changed as well, probably
where players would spawn stuck in the ceiling or something. But while many bugs have been
fixed, there’s still a problem with the stained glass. See if you can spot what it
is.
And lastly, Swamp. Much like Mutiny’s optimisations, the patchnotes claim that this map as well
now has ‘GREAT FPS’. The wall with the saw blades on has been removed
to prevent camping in that corner, and the T entrance has been widened to give THEM some
more spots to hide in instead. A light’s been added to the entrance of B to improve
visibility, and there have been lots of small prop adjustments like to these shelves, the
removal of this one specific duct tape in particular. It also looks like a few of the
trees have sunk into the swamp a bit. But I know what you’re all thinking- the
biggest (and best) change this map has had is to its water! The bog in this map was hardly
bad looking before, but it’s been given such a wonderful make-over it looks delightfully
inviting now, brain eating amoeba be damned! I even went and recorded some high quality
fly-bys to celebrate how great this looks now. Sit back
and enjoy.