The game is about to get its second-to-last week of operation challenges, so if you’re
interested in completing them all… get on with it. But as well as this, the game has
seen a bigger update, 600 MB large! Check out the crosshair options menu, which
will let you customise your crosshair to your heart’s content. And you can even share
them with others using this handy little code, which will save players the hassle of all
those console commands you used to have to do. Despite players swearing by them for years,
I’m not sure if there are types of crosshair that will considerably improve your ability,
but there definitely are some that will make you worse- which this new tool will help you
to avoid by letting you test your crosshair’s visibility across the most popular maps, like
Office… and Aztec. Though I personally think these images could do with a bit of AI upscaling.
But what would I know. The new custom player models can be further
customised with PATCHES, which are kind of like stickers only instead of applying them
to weapon skins, you smear it on any CUSTOM player models you own, placed in one of 3
pre-chosen locations. Openable packs of these patches can be bought, and they come in various
quality grades- though all seem to have the same fabric finish. So no pearlescent shiny
ones just yet. Once applied, you can remove them again but you lose the patch in the process,
and it can’t be scratched off in stages like stickers can.
As well as making your character look more unique, this may also double as a next-gen
strat by Valve to improve player model visibility. Let’s consider the possibilities! Top-tier
teams could get their own logo patches so you can literally see who they are from their
players’ models in gameplay clips in tournaments. Also, customisable patches is one step closer
to my dream of being able to customise my player’s FACE, which I prophesised about
12 years ago and still cling to. The buy menu has had an overhaul. Upon opening
it, your crosshair is transported to the middle of it which means that with a quick flick
and click in any direction you can jump closer to buying your desired equipment. Though this
does mean thousands of hours of muscle memory wasted, which I suspect will be the witty
top comment in the comments section by the time you watch this video. And I’m still
a fan of using the number buttons myself. You’ll even be able to see what you can
and cannot buy before needing to click a thing, since there are now small icons for each item,
with those you’re unable to afford being blacked out. You’ll see your customised
character model awkwardly holding whichever weapon you have selected so you can see how
AWESOME you’ll look when running about in-game. I suspect this was added to give increased
value to the game’s custom skins and models. The default maximum framerate has been upped
from 300 to 400. This is dictated by the console command ‘fps_max’. You might be asking
yourself if it’s worth changing from the default value, and the answer is ‘no’…
unless you’re going to run a benchmark where your framerate might jump above it, in which
case replace it with ‘0’ to remove the framerate cap. I don’t think the vast majority
of players are going to notice the increase from 300 to 400, but with faster PCs and higher
refresh-rate monitors coming to market, it’s a token gesture from the game to stay ahead
of things. Though I’d have preferred a number like 480, which is divisible by all sorts.
Bit like 240! Upon firing the AWP while crouch-moving, your
movement speed used to immediately jump to the maximum of 68 units a second, but now
climbs gradually, restricting player acceleration to how it should be. I highly doubt there
were any major exploits that could be done from this bug, but it was a bug so it was
patched. Again, Valve staying on top of things. As well as this, Breach and Studio have had
small changes which I’ve enjoyed hunting for.
BREACH’s are mostly clipping. The window in mid has been clipped to stop weapons and
bombs from being chucked through it. That bit at the bottom of the stairs in middle
has been clipped. The wall with the door at the back of middle has been clipped.
At Long A, you could rest the bomb and guns on the top of this sign, but the clipping
now extends all the way up to space! Guns could poke through this wall in the office
near A, but not any more. It’s been clipped. The ambient occlusion has gone from the world-
I think maybe different compile settings were used.
And last, my favourite- one of the clips for wingman didn’t work before, so you could
run through it to T spawn and to the rest of the map, escaping from the match!
And for Studio, something very strange has happened. A lot of the patchnotes seem to
refer to updates that were already featured in the game! So I’ll be comparing 3 versions
of studio here. A few adjustments to props and bomb decals
were added to bombsite A. You can see that a few clip brushes have shifted about as well.
Then in the latest update, the poly-count of the curved wall was reduced for some reason.
In Bombsite B, the bomb decal was added, and then in the latest update they closed up the
office overlooking B, presumably to improve framerates and to give workers a bit more
privacy. Road markings have been added to the outside
to make it look nicer. Also, a new tree made its way into this map- I assume it’s one
of them removed from Cache recently. A broken deathmatch spawn in the gymnasium
has been fixed. Apparently the C4 explosion wouldn’t always
inflict damage. BUT IT WILL NOW. And there was also a way for players to boost
out of the map, though I couldn’t find it. As far as I could see, the map has been pretty
well clipped for a while. And that’s it have fun
Also check out 2kliksphilip’s channel for some of my older videos, which were part of
his recent upscaling project. He’s been working on it non-stop for weeks. It drove
him insane. At one point he even started referring to himself in the third person!