New CS2 update adds Train, makes big Overpass changes

After weeks of teasing, Valve has finally released Train in the new CS2 update. The release sees the return of a map that has been absent since the changeover from CS:GO, bringing a much-needed addition to the map selection. This isn’t the only major map alteration here, with Overpass also seeing interesting changes in the new CS2 update.

Train is back!

new CS2 update

We’ve waited long enough, but Train is finally back in CS2. It’s not just your regular old Train, either. The classic CS map has received a massive visual overhaul, giving it a dark and gloomy vibe this time around. There’s even rain! It’s a massive change that should keep it feeling fresh. That’s not to mention ladder room being removed – let’s see how it plays on a competitive level before making any big judgements here.

As of right now, the new CS2 update doesn’t add Train to the Active Duty map pool. Given the start of the PW Shanghai Major 2024 RMRs, a map pool change was never going to happen at this point in time. Still, we expect it to make its way into the pool after the Major’s conclusion in mid-December.

Community maps added in new CS2 update

new CS2 update

Credit: Valve

On top of the addition of Train, Valve has also added several new community maps to CS2. Thera, Mills, Assembly, and Memento – your time is over. Now, Basalt and Edin have been added to Competitive, Casual, and Deathmatch, while Palais and Whistle are available to play in Wingman mode.

Having played a bit of Basalt before its addition here, I can certainly vouch for it being tons of fun. Don’t be surprised to see this one stick around. Palais is also a solid map, although I can’t say I’ve played either Edin or Whistle.

Large Overpass changes

New CS2 update

While Overpass has not yet been added to the Active Duty map pool, it has received a host of big changes that suggest its full return could be on the horizon. Notably, water is gone from “water,” and B-site has seen a few visual changes, too. Heaven drop-down mechanics have seen a full rework, and there are tons of great visibility improvements all around.

Personally, I love Overpass, and was surprised to see it gone from the Active Duty map pool. This new CS2 update is a welcome sign that we’ll see it make its competitive return soon enough.

See below the full list of changes in the new CS2 update.

Counter-Strike 2 update for 11/13/2024 release notes

[ DAMAGE PREDICTION ]

  • Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn’t yet aware of).
  • Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
  • Damage prediction is not active when you have high ping.

[ ANIMATION ]

  • Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player’s visibility level, and the pose will only show the player’s arm covering their eyes when they are completely blinded.
  • Fixed a case where legs weren’t animating correctly while taking damage.

[ GRAPHICS ]

  • Added ambient occlusion for first person legs to better ground them in the environment.
  • Performance optimizations for molotov and incendiary effects.

[ GRENADES ]

  • Added axis labels to the grenade line-up reticle tick marks.
  • The grenade preview camera now shows the result of a jump throw while the jump button is held.

[ MAP GUIDES ]

  • Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle “Load Map Guides” on.
  • Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.

[ MISC ]

  • New game settings for radar map blending and background opacity.
  • Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
  • Fixed a regression with Chinese input via the Microsoft Input Methods.
  • CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
  • Charm Template number is now available in Charm descriptions.

[ MAPS ]
Train

  • Added Train to Competitive, Casual, and Deathmatch modes.

Community Maps

  • Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
  • Added Palais and Whistle to Wingman mode.
  • Removed Thera, Mills, Assembly, and Memento from all game modes.

Ancient

  • Fixed some lighting errors.
  • Fixed some collision gaps.
  • Fixed some bad wall bang spots.
  • Fixed a stuck spot.

Italy

  • Fixed some bad boost spots.

Mirage

  • Fixed a pixel peek.

Overpass

  • Visual updates to canals area and B-site.
  • Rework of heaven drop down mechanics.
  • Performance improvements, particularly in canals area and B-site.
  • Added a sign that blocks a bad line of sight from long boost to CT spawn.
  • Removed small fence at the edge of party/picnic that interfered with visibility to train station.
  • Removed some geometry under wrecked truck that looked like player legs.
  • Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
  • Deleted a tree that interfered with a line of sight.
  • Moved one of the crate lids on A-site to block a bad line of sight.
  • Removed some lamps that could look like player heads at A-site.
  • Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
  • Removed a chain link fence in alley that made players hard to see.
  • Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
  • Made shelf in heaven look less like a player.
  • Adjusted props and lights in heaven to reduce noise and make players brighter.
  • Removed handcart behind barrels at B-site so players can back into the corner.
  • Adjusted collision around barrels for better player movement.
  • Added light behind barrels for better player visibility.
  • Fixed weird collision on barrel that made for inconsistent wall bangs.
  • Fixed bad graffiti rendering at B-site.
  • Removed concrete block behind the cement bags at B-site for less awkward player movement.
  • Set many smaller props to exclude player movement and grenade bounces.
  • Fixed some pixel peeks.
  • Small visual updates throughout the map.

Shoots

  • Performance improvements in some areas.

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