Another week, another CS2 update.
Valve has been coming thick and fast with these updates to their new game, and we couldn't be happier with all the love that Counter-Strike is getting from them.
This update seems to be ironing out many kinks and bugs in maps, but there is one notable change to Inferno that could be meta-changing.
Halls pop, anyone?
Allow us to set the scene for you:
You're on the Inferno T side, you're down a couple of rounds, and you're on eco. You really need a round, but the economic disadvantage will make that hard.
What do you do? You Halls pop.
![cs2 inferno](https://cdn.sanity.io/images/6znhzi10/production/6c7e42ca1e4c4a4e7a959709609c2ecf7092ed2a-2048x858.jpg?w=736&auto=format)
A tried and tested strat, all five members of your team will run through Apps and burst out of the balcony to cause mayhem on the A site.
The only issue? You're going to have to jump over the awful balcony railing.
Well, not anymore.
With the new update, part of the railing has been removed, so now you'll be able to just run out and cause mayhem without dealing with any jumping inaccuracy. Fantastic.
Elsewhere there is
- "Improved bomb visibility when planted in fountain on bombsite B",
- "Improved grenade bounce behavior on roof and stone models to make it more predictable",
and - "Adjusted garage door on bombsite A to improve player readability and clipping", so it seems like Inferno has been a big focus in this update.
On the other maps, there seems to be a focus on fixing clipping and collisions, as well as changes to lighting and bullet penetration.
All release notes for 10/25/2023
[ MAPS ]
Various bug fixes and tweaks:
- Inferno
- Improved bomb visibility when planted in fountain on bombsite B
- Improved grenade bounce behavior on roof and stone models to make it more predictable
- Removed part of railing on balcony
- Adjusted garage door on bombsite A to improve player readability and clipping
- Fixed lighting bug on Inferno workshop map
- Fixed various micro-gaps
- Overall clipping / movement polish
- Overpass
- Removed or tweaked models and textures to improve player readability
- Adjusted lighting in certain areas to improve player readability
- Adjusted grenade clipping in various areas
- Nuke
- Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
- Fixed collision on doorways from ramp to bombsite B to be more accurate
- Improved player readability against container on bombsite B
- Fixed some cases where players clipped through garage door at lobby
- Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
- Fixed various holes in world
- Overall clipping / movement polish
- Dust2
- Fixed micro-cracks in crate models
- Anubis
- Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
- Fixed multiple cases where dropped weapons clipped through world geometry
- Fixed multiple holes and cracks in world.
- Fixed missing collision on geometry where c4 could be thrown out of the map
- Clipped multiple areas where players could stack, providing an unfair vantage point
- Fixed lightmap issues around CT spawn water
- Improved player readability in mid
- Improved CT team intro position
- Overall clipping / movement polish
- Office
- Improved player readability at CT spawn around swat van
- Fixed gaps in some cubemaps which were causing lighting issues
- Fixed some lighting artifacts on crates at low settings
- Disabled motion on vending machine
- Overall clipping / movement polish
- Vertigo
- Fixed ladder collision blocking bullets and grenades
- Fixed steel beams having incorrect surface property
- Overall clipping / movement polish
- Mirage
- Fixed various bullet penetration issues
- Overall clipping / movement polish
- Ancient
- Made fog adjustments to improve player readability
- Fixed micro-cracks in crate models
- Fixed multiple holes and cracks in the world
- Made visibility adjustments to donut area
- Fixed bullet penetration issues through wood panels near bombsite B
- Fixed material properties on some tarp models
- Overall clipping / movement polish
[ MISC ]
- Fixed some cases where weapons could fall out of the world
- Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
- Improved performance for muzzle flashes and HE grenade effects
- Various bug fixes and tweaks to weapon finishes and stickers
- Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
- Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.