Counter-Strike 2

Counter-Strike 2 Your favorite first person shooter’s favorite first person shooter.

06/23/2025

1999 - 2025 🚶‍➡️

time flies. 🥹

01/31/2024

16 teams, 8 spots in the Katowice 2024 Group Stage.

This is the play-in stage bracket before the first day of play here in Poland! 🇵🇱👇

12/09/2023

Release Notes for 12/7/2023

[ GAMEPLAY ]
• Fixed an issue where the player's shadow would sometimes show the incorrect animation state
• Weapon switching after releasing the fire button(s) will no longer cancel gr***de throws (but round restart will)
• Various animation system optimizations
• Various minor bug fixes to demo playback

[ UI ]
• Fixed a bug where starting pistols weren't showing in the Pistols tab of the Equipment view
• Fixed an issue where silencers would not be shown on weapons when held by characters in the UI

[ MAPS ]
Mirage:
• Fixed a gap under the door at Middle

Anubis:
• Added a gr***de clip to the wall at Bridge

Vertigo:
• Changed the collision properties on railings to emit the correct footstep sounds

Nuke:
• Fix for the sun material not blooming and adjusted the size of the material
• Cleaned up redundant skins on metal_door models to prevent workshop mappers hitting fatal errors for missing assets
• Fixed a visibility bug at Garage when looking towards Hell
• Changed the collision properties on railings to emit the correct footstep sounds

Inferno:
• Changed the collision properties on railings to emit the correct footstep sounds
• Fixed an issue where some chimney models would disappear in the skybox

Dust 2:
• Changed the collision properties on railings to emit the correct footstep sounds

12/01/2023

Release Notes for 11/30/2023

[ GAMEPLAY ]
• Sub-tick timing improvements to various systems including gr***de throw animations and revolver firing
• Added a missing fire effect to molotovs that are held by players

[ ANIMATION ]
• Reduced the amount that player characters will rotate their torso away from leg orientation
• Improved hit reactions
• Made jump animations directional
• Improved character posing when aiming up and down
• Improved foot placement and posing when running
• Reduced animation posing when deploying
• The timing of a players flashbanged posing now more accurately represents the player's ability to see

[ SOUND ]
• Fixed issue with Shadow Daggers playing catch sound during looping inspect animation
• Further refined falloff distance curves and volume of gr***de bounces
• Lowered volume of deathmatch bonus period ending
• Lowered volume of lobby chat notification sound
• Fixed missing water drip console errors in Office
• Increased audible distance of breaking glass window sounds
• Fixed an issue where sometimes a Sabre agent would say hostage related lines when cheering

[ MISC ]
• Adjusted wear values of most tournament stickers and many other stickers to better match CS:GO
• Changed handling of non-default console key bindings to match CS:GO behavior

[ MAPS ]

- Nuke:
• Fixed cube map issue at Lobby
• Fixed hole at B-site
• Fixed some holes at Ramp Room
• Fixed glass floor material at B-Site not having impact effects
• Fixed up footstep sounds on hazard stripes
• Attempt to fix light leaking through base of doors at B-site
• Brightened red interior walls to help with agent vis
• Fixed pixel boost on chain-link fence outside
• Fix shadows leaking through double doors at B-site
• Made cubemap transitions smoother in some places at b-site

- Mirage:
• Fixed clipping on van at Truck
• Clipped fridge in Apartments to prevent player becoming stuck
• Adjusted bombsite A size and added visual boundaries
• Fixed collision on Scaffolding to provide smooth movement
• Fixed geometry and clipping outside Sniper's Nest to prevent pixel walking

- Office:
• Improved clipping around desks at t-spawn
• Improved clipping on crates at Back Courtyard
• Re-added collision to handrails

- Vertigo:
• Extended staircase and added gr***de clip to stairs at near t-spawn to prevent gr***des becoming wedged in gap
• Fixed clipping on crate at mid
• Fixed clipping on scaffold at back of A
• Fixed clipping on scaffold at T-start
• Fixed vis bug at A-ramp looking toward Bridge
• Fixed gr***de clip on support beam at A-ramp
• Plugged Holes in insulation foam roll model

- Anubis:
• Fixed hole under pillar at A-site
• Fixed clipping above walkway stairs in Palace
• Closed up multiple micro gaps throughout the map
• Fixed some clipping on pillar at A-site
• Fixed clipping on doorway at b-site
• Plugged some micro holes
• Fixed gap between two clip brushes that allowed bomb to be thrown on top of building
• Fixed slight wall gap that allowed sniping into bombsite A
• Fixed clipping on doorway at b-site

- Ancient:
• Fixed various gaps in the world
• Fixed various texture seams
• Closed gap that looks into Jaguar area
• Adjusted clipping along fence near A-site
• Adjusted clipping around tree base on A-site boost
• Adjusted position of stone near B-site that player could crouch in
• Added clipping to the top of the map to help minimize player exploits

Half-Life 2 🧡
11/27/2023

Half-Life 2 🧡

This was literally my dream project. We didn't have much time to do it but the entire team killed it.There are too many ...
11/24/2023

This was literally my dream project. We didn't have much time to do it but the entire team killed it.

There are too many people to thank and credit. For now I just want you to enjoy what we created with Valve, because I cannot quite believe it exists.

https://youtube.com/watch?v=TbZ3HzvFEto

11/24/2023
11/17/2023

Release Notes for 11/16/2023

[ GAMEPLAY ]
• More sub-tick visual and audio feedback improvements
• Reduced sniper scope bob animation magnitude and frequency
• Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle
• Fixed a case where gr***de throws weren't registering on the server
• Thrown gr***des no longer prematurely detonate if thrown while intersecting a teammate
• Players can no longer mitigate fall damage by defusing the bomb
• Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward
• When a network interruption is detected by official game servers, the affected match will be cancelled
• Added unique sounds for running and jumping on metal railings and poles

[ ANIMATION ]
• Fixed a bug that occurred when interrupting the CZ75 a deploy with inspect
• Fixed the inspect and other animations for the Shadow Daggers
• Fixed a 'broken wrist' animation with the Survival Knife
• Adjusted the Mac10 first person animation to include strap and bolt movement
• Fixed AWP and SSG firing animation/inspect behavior while zoomed in
• Fixed a case where the Desert Eagle slide would fail to reset on round restart
• The Revolver barrel now incrementally rotates for each shot
• Fixed some animation issues with weapons placed in community maps
• Fixed cases where the C4 light would not blink when held or holstered by players
• Fixed some cases where the player's shadow would show an incorrect pose

[ MISC ]
• Fixed a bug where bot_knives_only didn't work for T's
• Fixed some visual issues with demo playback
• Improved performance of screen particle effects
• Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice
• Text from blocked players will no longer be visible in the premier pregame chat
• Players frozen by half-time game rules are now immune to certain damage types
• Decals now evict the lowermost decal if enough decals overlap in a single location
• Player visibility fog adjustment no longer applies to dead ragdolls
• Smoke particles no longer stick to dead ragdolls
• Fixed self/team burn damage getting recorded as enemy damage

[ UI ]
• Revised some common chat strings
• Added convar cl_deathnotices_show_numbers for observers to have quick access to player's spectate index
• Added a warning message for AMD and Nvidia graphics users with out-of-date drivers
• "Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct
• Added time to weekly rollover to the reduced XP message in the player profile tooltip
• Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected
• Fixed round-delayed stats not updating at match end
• Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score
• Fixed case where text during defuse would get cut off
• Added direction indicators to players in the square radar
• Fixed case where kill icon would not display in the post-round damage info panel
• Fixed bad string in the commend dialog panel
• Fixed case where round stats in the Watch Menu would be assigned to the wrong side

[ WORKSHOP ]
• Fixed custom sound events files in workshop maps
• Added some material settings for water refraction/caustics
• Workshop maps can now be tagged as supporting Wingman mode
• Linux clients can now run workshop maps without requiring -insecure
• Added trigger_hostage_reset trigger and logic_eventlistener entities
• Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces
Fixed health getting clipped when it exceeds 3 digits

[ MAPS ]

- Overpass:
• Fixed various cases where level mesh was disappearing occasionally
• Various visual updates and fixes to models and materials
• Straightened out some collision that was pushing players off of walls or corners
• Turned off the collision of some light fixtures that were pushing players off of walls
• Added a metal plate to swat van to hide player feet, adjusted clipping around van
• Fixed some small holes in the world
• Fixed some texture mapping seams
• Added player clipping on some floor grates to smooth player movement
• Fixed some issues with the collision and surface property of fire extinguishers
• Added and adjusted some gr***de clipping
• Adjusted some clipping on boxes and cable stacks in connector

- Ancient:
• More player and gr***de clips adjustments
• Closed various holes and cracks in the world

- Mirage:
• Fixed clipping around scaffolding at bombsite b to prevent one-way peeking through geo

- Office:
• Fixed player getting stuck on large crate in garage
• General gr***de clip polish
• Vending machine break sequence now only happens once to avoid strobing lights
• Removed collision from pipes and CCTV cameras at CT-spawn garage
• Added gr***de clips to doors at stairwell
• Fixed hole in door frame at T-spawn
• Fixed texture errors on ceiling at conference room
• Fixed some lighting errors on low settings
• Fixed weapons getting stuck behind crates at back way
• Fixed lighting artifacts in front courtyard
• Fixed bad boost onto electrical boxes in garage

- Anubis:
• Fixed z-fighting on stairs in connector
• Improved ground at bombsite A so that it has more accurate footstep sounds
• Fixed gap in world around b-site planting area
• Fixed z-fighting a backdrop temple near T-spawn
• Fixed missing collision at connector that would allow gr***des to fall through world
• Fixed hole in world at street that allowed players to see through to canal
• Fixed vis issue on street looking back to T-spawn
• Fixed UV stretching in connector
• Sealed up holes in building rooftops for entire level to prevent gr***des getting stuck in void
• Fixed holes in lower tunnel
• Fixed hole in canal

- Inferno:
• Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat
• Closed hole to prevent gr***des from falling through the map on bombsite A
• More player clip adjustments
• Fixed various micro gaps

- Nuke:
• Minor clipping fixes on rooftops and hut
• Better caustics in pool at B site
• Fixed vis issue in garage looking towards hell

Vertigo:
• Fixed some light fixtures showing blackfaces
• Fixed some light fixtures being misaligned
• Fixed missing vent pieces in Tunnels
• Attempt to fix players clipping through wood boards by stairwell at bombsite B
• Fixed bad clip above door at elevator
• Fixed flashbang inconsistency with metal gratings at scaffolding
• Fixed missing collision on horizontal tower beams at b-site
• Added gr***de clips around bombsite b to prevent smokes getting caught in bad spaces
• Cleaned up geo and did a gr***de clip pass around scaffold to make gr***des work better
• Added gr***de clip to B platform
• Fixed disconnected girders at mid
• Moved stack of drywall at back door>b for better movement/cover
• Improved clipping at side
• Jobsite injury signs are more responsive

11/14/2023

Release Notes for 11/13/2023

[ GAMEPLAY ]
• Fixed a bug where collision between players was sometimes causing players to step up
• Fixed a bug where players could slide up walls in Mirage mid
• Fixed a movement systems bug where players could get stuck on geometry
• Fixed a bug that prevented "Zoom Button Hold: Repeat Disabled" from working correctly
• Fixed a case where switching weapons immediately after shooting would result in the shot not registering on the server
• Fixed a case where players could shoot during freeze time at the ends of warmup, halves, and matches

11/10/2023

Release Notes for 11/9/2023

[ MISC ]
• Added support for accepting game invites and party invites from • Steam Chat and Steam Overlay.
• Added an ex*****on delay for certain commands that can be specified on command line to be deferred until main menu fully loads (e.g. econ action preview commands, match download commands, play demo, and similar).
• Fixed a bug that caused game events to not appear in CSTV demos recorded in tv_record_immediate mode.
• CSTV auto record now requires either an active CSTV server or tv_record_immediate to be enabled.
Performance optimizations in game server demo recording code.

Address

Valve Corporation, NE 4th Street
Bellevue, WA
98004

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