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OPERATION BLOODHOUND

Discussion in 'Counter-Strike 2 Chat' started by WalshY, May 27, 2015.

  1. WalshY
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    WalshY Veteran Member
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    Release Notes for 5/26/2015
    26 May 2015 - [​IMG]

    [OPERATION BLOODHOUND]
    – Launched Operation Bloodhound, available until September 30th, 2015.
    – Six community maps available for free to ALL CS:GO PLAYERS on official servers via the Operation Bloodhound map group: Agency, Resort, Zoo, Log, Rails, and Season
    – The Operation Bloodhound Access Pass is now available for purchase. It provides:
    — The upgradable Operation Bloodhound Challenge Coin, which can be displayed on your profile and in the scoreboard.
    — The Operation Bloodhound Journal, complete with Friends Leaderboards to track your Active Duty and Operation Competitive performance.
    — Two all-new campaigns, with 62 missions rewarding additional XP throughout the Operation.
    — Earned weapon drops will come from the Operation Bloodhound exclusive weapon collections: Cobblestone, Cache, Overpass, and all-new collections Gods and Monsters, The Rising Sun, and Chop Shop.
    — Exclusive access to the Falchion Case, containing 16 community-designed weapon finishes and the all-new Falchion Knife.
    — Added two new Mission types, Assassination and Guardian Co-op which are playable via campaign missions in the Operation.

    [PROFILE RANKS]
    – Introducing Profile Ranks, viewable in-game on your CS:GO profile.
    – Play on official servers to earn XP and rank up your CS:GO Profile Rank.
    — In Competitive Mode, your earned XP is determined by your rounds won.
    — In all other modes, your earned XP is determined by your score.
    — You can earn additional XP by completing Operation Bloodhound Missions.
    – In addition to increasing your CS:GO Profile Rank, your first Rank earned each week will reward you with an earned weapon drop. If you own an Operation Bloodhound Access Pass, your weapon will come from one of the exclusive Operation Bloodhound weapon collections.

    [CASUAL]
    – Reduced Round timer from 3:00 to 2:15.
    – Increased warmup time from 30 to 90 seconds.
    – Disabled vote to restart match.
    – Vote to change level is disabled after a team has reached match point.

    [UI]
    – Fixed sometimes (but rarely) seeing health of players on the other team in the mini scoreboard.
    – Fixed the freeze panel sometimes getting stuck on and staying on even after the player is alive.

    [MISC]
    – Added trace-based visibility checks to prevent networking invisible enemy players.
    – Updated CSGO engine to the latest Steam API SDK.
    – Improved support for integrated web browser MOTD popups.
    – Fixed several server-crashing exploits.
    – Fixed voice chat echo in lobby.
    – Re-enabled a bunch of player model variants including the much missed Balkan “Ido” model, otherwise known as tm_balkan_variantC.
    – Added a convar (sv_disable_immunity_alpha) that when set, allows mods to handle their own alpha on players.
    – Limited support for FBX in studiomdl.
    – Added sv_vote_to_changelevel_before_match_point (default 0, vote is never disallowed). When set to 1, the vote to change level is disabled after a team has reached match point.

    [MAPS]
    -Cache
    –Fixed multiple bomb-stuck spots
    –Fixed an issue where saving CTs could be seen on radar from outside spawn
    –Fixed an annoying issue where grenades would collide with ground geometry map-wide
    –Deleted a problematic glass pane in mid (thanks RoF Anders)
    –Ensured tarps on crates are actually spammable

    -Season
    –Reduced width of Upper B T-side and long A to their CS:Source dimensions
    –Fixed every “white on white” corner to improve visibility (Thanks Shahzam)
    –Added a railing on catwalk to ensure that T’s don’t rush A site without potential punishment from pit
    –Fixed an angle at B lower to ensure that defensive grenades can be bounced off a wall easily and properly, as was the case in CS:Source
    –Made squeeky door louder
    –Bug fix: fixed metal sounds being made on all surfaces throughout the map.

    -Mirage
    –Fixed some spots where C4 could get stuck
    –Fixed some spots where players could get stuck on walls

    [​IMG] [​IMG]
    Release Notes for 4/28/2015
    28 Apr 2015 - [​IMG]

    [GAMEPLAY]
    – Fixed a few cases where reserve ammo was shared between multiple weapons. All weapons now individually handle their own reserve ammo.
    – sv_autobuyammo now defaults to 0.
    – If a player spawns with a smoke grenade in classic competitive, it counts toward their maximum smoke grenade purchases for that round (i.e., they cannot purchase a second smoke grenade).
    – Fixed HE grenade particle system drawing improperly sometimes with other particle systems (like smokes volumes).

    [MISC]
    – Added 10 new community sticker offers, and a new community sticker capsule featuring work by Enfu.
    – Added support for alternative voice communication codecs. While running a server, use +sv_voicecodec vaudio_celt to use the CELT voice codec, instead of the Speex codec which is used by default.
    – Added support for Phong on world materials. See Train for examples of such materials.

    [​IMG] [​IMG]
    Release Notes for 4/15/2015
    15 Apr 2015 - [​IMG]

    [GAMEPLAY]
    – Fixed a bug that affected crouched movement speed.

    [MISC]
    – Added the Chroma 2 Case.

    [MAPS]
    Dust2
    – Fixed a bug where a spot in Long A had the wrong radar name.

    [​IMG] [​IMG]
    Release Notes for 3/31/2015
    31 Mar 2015 - [​IMG]

    [OPERATION VANGUARD]
    – Operation Vanguard has come to a close.

    [MAP GROUPS]
    – Train has been added to the Active Duty map pool.
    – Nuke has been moved to the Reserve map pool.

    [GAMEPLAY]
    – Smoke grenades are now more reliably kept track of on the client to prevent mismatches between smoke particle visuals and screen overlay visuals.
    – Fixed players being able to double stack inside a smoke to peek out of the top (and be really hard to see from outside the smoke).
    – Updated expiration of the smoke screen overlay to match more closely to the visuals of when the third person particles expire and vice versa.
    – Updated the vertical position slightly of the smoke particles to reduce seeing though edges of the smoke (particularly at the bottom).
    – Fixed spectator sometimes not getting the smoke overlay for the player they are spectating when that alive player is inside smoke.
    – Improved spawnpoint selection code to not spawn at occupied spawn points or spawn points of a different team.
    – Tagging values have been tweaked slightly to increase tagging on higher mobility weapons, and updated values for tagging on multiple hits to make it more effective (Added a guide to explain how tagging works: http://steamcommunity.com/sharedfiles/filedetails/?id=412879303
    – Increased price of the M4A1-Silencer from 3100 to 3200 to align the weapon’s price with its utility.
    – Increased Tec-9’s damage fall-off to reward players that close engagement distance.
    – Lowered Tec-9’s magazine size to 24 to reward more discriminate firing.
    – Lowered scoped movement values for AWP and Autosnipers.
    – The accuracy of the MP9, MP7, and Mac-10 have been improved.

    [STATRAK]
    – Trade up contracts work on StatTrak weapons.
    – There is now a StatTrak swap tool available for purchase. It swaps the StatTrak value between two of the same weapon.

    [SERVER BROWSER]
    – Fixed the server browser showing the map workshop path in the “Map” column.
    – Added a sortable column to the server browser to display whether a server is running a map from the workshop or not.
    – Added a sortable column to the server broswer that displays icons for popular game mods running on that server.
    – Server browser will save the layout changes made between game sessions.
    – Updated the first time server browser pop up message.

    [UI]
    – Fixed scoreboard hiding at match end when you bring up a player’s Steam profile.
    – Added a game option in team options section to control whether lobbies get created with public access or private requiring invites for friends.
    – Added Flavor Text to the Bank collection.

    [MISC]
    – Add surround sound support (quad/5.1) on Linux.
    – Marked nav commands as a cheat to protect against potential server exploits.
    – Chicken kills are now logged in CS event logs on game servers including attacker and weapon information.
    – HE grenade detonations are now logged in CS event logs prior to logging player deaths from corresponding HE grenade explosion.
    – Added sv_reliableavatardata 2 game server setting for LAN tournaments production. In this mode the game server will load player avatars from corresponding csgo/avatars/76512345678-.rgb files (or csgo/avatars/default.rgb if the corresponding SteamID avatar is missing), and avatars will be recorded in GOTV demos. To produce avatars rgb files tournament operators can place 64×64 png player avatars as csgo/avatars/76512345678-.png and run the client-side command cl_avatar_convert_rgb to convert all 64×64 png files into rgb format.
    – Optimized the process of logging in players to matchmaking backend during game updates.

    [MAPS]
    -Dust2
    –Opened up skybox around Long A double doors, Catwalk and Short
    –Improved visibility around blue car in Long A
    –Fixed render distance on a crate in CT spawn

    -Mirage
    –Opened up skybox around back of apartments
    –Simplified sides of CT sniper window in mid
    –Raised cover slightly in upper mid
    –Fixed visibility through a crate in Bombsite A

    -Overpass
    –Opened up and simplified Bombsite A
    –Added back stairs to pit near Bombsite A
    –Opened up semi-open door in bathrooms, fountain side

    -Cobblestone
    –Smoothed out movement in Bombsite B
    –Removed corner on left side of T tunnel into Bombsite B
    –Haystack near Long A now requires a jump to get on top

    -Train (Thanks c0tton and adreN!)
    –Various optimizations
    –Removed collision at top of ladders
    –Pushed Bombsite A further back towards CT side
    –Added a third train car to A site to reduce amount of long sightlines
    –Added a peek-position inside T main
    –Opened up area on the left side of T main exit
    –Moved dumpsters in Ivy
    –Raised crane in Bombsite A
    –Blocked extremely tight angle from lower CT ramp towards T ramp in Bombsite B
    –Prioritized CT spawn positions

    -Cache
    –Fixed an exploit boost at A
    –Added a decal indicating the boundaries of the A bombsite’s plantzone
    –Made white tarps on crates more spammable (Thanks Mod645!)
    –Fixed shadows casting into A main shed from boost spot
    –Improved readability from middle to A site container

    -Shorttrain
    –Added back to map rotation

    [​IMG] [​IMG]
    Release Notes for 3/5/2015
    5 Mar 2015 - [​IMG]

    [UI]
    – Added round result history visuals to the scoreboard for Competitive games.
    – Spectators/casters can now use SHIFT when drawing on the map overview which will show the approximate time it takes to travel that (2D) distance.
    – Drawing on the overview map can now be done in two colors using left and right mouse buttons.
    – Lines drawn on the overview map are now smoothed.
    – The map overview drawing is now a bit cheaper to render.
    – Added a WIP “Grid” option to allow drawing to snap to a standard grid (that can be accessed for spectators if “mapoverview_allow_grid_usage” is 1).

    [TOURNAMENT]
    – Added server event logging for match start which also includes the team names playing as CT and T.
    – Added server event logging details for kills that occur with penetration, domination, and revenge modifiers similar to how the headshot modifier was logged previously.

    [MISC]
    – Fixed the round stats sometimes reporting that the round ended by time running out when the bomb was defused.
    – Fixed a very rare case when Ts could kill a defusing CT, win the round, and a dead CT could still score a bomb defusal and earn defuse money bonus after the round was already over.
    – Added flavor text to Operation Phoenix collection weapons.



    http://blog.counter-strike.net/index.php/category/updates/
     
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  2. PSnake
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    PSnake Senior Member

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    i've played two maps zoo and resort and resort is pretty ct sided i think and zoo is a bit less ct sided
     
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  3. Randyman <3
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    Randyman <3 Member
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    Zoo is the most CT sided map ever. Resort idk cus I have only played on DM.
     
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  4. WalshY
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    WalshY Veteran Member
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    I only play the league maps pal and I don't know if I will buy the season pass yet. theres a nice new knife sound too lol.
     
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  5. DaNiNeX
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    DaNiNeX The Experienced

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    the knife sound if fking weird! O_O
    And alot of hate is going around for the new knife dunno why :p
     
    #5
  6. Ollie
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    Ollie Veteran Member
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    They failed at disabling the restarting match on casual... Still get the noobs spamming it...
     
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  7. Remix Benji
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    Remix Benji Member

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    Zoo is hilarious, not too keen on rails though and I'm yet to play on the others.

    I'm going to try and fully complete the missions for this operation as they are actually pretty fun :)
     
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  8. DaNiNeX
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    DaNiNeX The Experienced

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    #NoMoreZoo
     
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  9. aniq
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    aniq Member
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    yo
    wats these missions how do i do em?
     
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  10. DaNiNeX
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    DaNiNeX The Experienced

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    buy the pass :)
     
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  11. Vinpascal
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    Vinpascal Senior Member
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    Zoo and Log are both smoke at start maps for a good head start.

    Rails is...meh a bit too big, I bet allot of camp is involved.

    Others I have yet to check propper.
     
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  12. iCeMan!
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    iCeMan! Member

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    The maps on the operations are always just good looking,no value on playing competitively on them
     
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  13. Kill
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    Kill Veteran Member
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    Dude, zoo is way too bad, it's too long.
     
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  14. reJected#
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    i think zoo is not CT sided even though I havent played competitive on it yet,
     
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  15. WalshY
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    WalshY Veteran Member
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    Call of duty maps
     
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  16. reJected#
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    reJected# Member

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    only thing missing is showing an X after you tagged/killed someone
     
    #16