Workaround for "server leave button does not work" bug
Changed
Increase the falling damange around 2%: Falling speed threshold 1660 -> 1630
Reduce player AirControl 0.72 -> 0.65
Slower crouching, but no foostep sounds while crouching
Weapons
Vector
Increase AimError: 0.64 -> 0.75
X-recoil: 0.20 -> 0.10
Y-recoil: 0.065 -> 0.075
590A1 Shotgun
Increase RPM 0.80 -> 0.82
Spas
Increase the shooting volume: 1.00 -> 1.15
Less AimError: 3.10 -> 2.85
MP5
Decrease AimError: 1.58 -> 1.47
Decrease y-recoil: 0.161 -> 0.130
Increase x-recoil: 0.013 -> 0.045
Decrease interp. speed: 58.0 -> 45
Increase random aim Error 0.22 -> 0.50
(needs feedback)
M16A1
RecoilInterpolationSpeed: 35.0 -> 65.0 for "sharper" recoil feeling/handling
Less AimError 3er burst: 2.2 -> 2.0
AimError single Shot: 0.82 -> 0.87
Less y-reoil: 0.80 -> 0.65
Higher x-reoil: 0.006 -> 0.025
Louder shooting sound by enemy
MAC10
Higher base damage: 72 -> 75
Sound
Adding new bomb announce voice by TheCleaner82
MP5-SD: Increase the shooting volume: 1.20 -> 1.30
MP5-N: Lower the shooting volume: 1.20 -> 1.15
Glock: Lower the shooting volume: 1.43 -> 1.30
Mac10: Increase the shooting volume: 1.55 -> 1.62
Saiga: Increase the reload volume: 0.35 -> 0.60
Radio: Lower the "RoundStart" and "ScoreRound" volume: 0.65 -> 0.58
Louder ammo drop volume 0.6 -> 0.9
HUD
Target Player names: added HP to friendly player names, health stats in Player HUD rounded instead of truncate(floor), it fits now to values in damage stats.
Maps
Map-Trainyard
Open the lower gate on mid again (but close the door) to get faster to A-Spot
Blocking the door-way on terror "ladder room"
Removeing the bomb-plant area from the top of truck
Map-Thunderball
Slower elevator for better SF timings
Adding police radio sounds to police cars
New landscape
Fix graffity
More lighting on Sf base
Some little sound volume polish
MAP-Escape
Fix Wall bug on midleehouse stair
Adding graffity
Trickjump a little harder on high roof
More roughness on coilwire surface
Increase the lighting on some spots
Some little changes on mid-ways
Map-Trooper
Some gaps, flickering fixed
Terror stairs to roof - blocking volume improved, still stuck after ducking
Removed superfluous meshes below and outside the map
MAP-Arena-Shaolin
New lighting: edited sky(light), less shadow bugs, better visibility, a bit more FPS
Map is now generally a little brighter, dark spots have been added lighter
New player-terror skins added (needs test+feedback)
Heavy meshes were replaced by lighter ones (made the map unnecessarily large)
Middle roofs are no longer accessible
Further access to the centre of the card on both sides in the base
Landscape was exchanged (something was wrong with the old ones)
MAP-RapidWaters
Repositioned some spawn points for better balance (buffed SF spawns, but also T spawns in another way, feedback appreciated)
Easier jump from boxes to highbridge spot in T Base
Nade from highbridge T side to SF side not possible anymore (closed gap)
Map-Blister
Reduce one background volume on lower connector
Reducing volume of "Steam01_Cue": 0.56 -> 0.40 and changing the position
MAP-Arena-Deagle5k21
Remove the planks and replace it with boxes
Only 4 ways to get to the top
Adding the Physic on some Materials
Removing the collision from the cable
Adding some AirPipes
New patch after 7 months of development
What is new?
A whole lot actually, and so much more than this list below. But we don't want a crazy list to read over, we want you to play the game. Below you can find the highlights of the new patch!
The game now runs on Unreal Engine 4.25.4
TO4 now has Steam Audio in place with all new sound effects. This system will still be tweaked as we go (sound effects, reverb, etc.). Most obvious is the better possibility to locate sound effects (weapons, footsteps, etc) throughout the map.
Tweaked and reworked player(s) movement and animations
New player models for Special Forces, Terrorists and Hostages. We can now also set the player skin per map to change.
Tweaked and balanced the weapon specifics (timings, damage, falloff, recoil, etc.)
New effects on the weapons and grenades (sounds, impacts and decals), overhauled the smoke nade effect. Physics on nades are on our list for a next patch.
Redid and added parts of the User Interface (better keybind inputs, detailed round stats overlay, new minimap, etc)
Added two 2on2 maps, three arena maps and five normal maps. We have also (performance) tweaked, balanced, fixed and overhauled on all the old maps. This alone is over 1.000 changes.
Rewrote and structured a lot of code in order to fix the core of the game for further updates on the engines, this also helped in gaining overall performance
Tactical Operations - TO4 overhauled with a new huge patch!
Hi everyone, backers, enthusiasts, critics and want-to-try'ers! It has been 7 months since we released our latest patch. We announced we would take our time to make the next step for the game. Coming friday 25th of June, we will release the new patch on Steam. We will make sure there are servers up and running from the start! The time for the release will be 21.00h CEST.
What's new in the patch?
A whole lot actually, and so much more than this list below. But we don't want a crazy list to read over, we want you to play the game. Below you can find the highlights of the new patch! ⦁ The game now runs on Unreal Engine 4.25.4 ⦁ TO4 now has Steam Audio in place with all new sound effects. This system will still be tweaked as we go (sound effects, reverb, etc.). Most obvious is the better possibility to locate sound effects (weapons, footsteps, etc) throughout the map. ⦁ Tweaked and reworked player(s) movement and animations ⦁ New player models for Special Forces, Terrorists and Hostages. We can now also set the player skin per map to change. ⦁ Tweaked and balanced the weapon specifics (timings, damage, falloff, recoil, etc.) ⦁ New effects on the weapons and grenades (sounds, impacts and decals), overhauled the smoke nade effect. Physics on nades are on our list for a next patch. ⦁ Redid and added parts of the User Interface (better keybind inputs, detailed round stats overlay, new minimap, ⦁ Added two 2on2 maps, three arena maps and five normal maps. We have also (performance) tweaked, balanced, fixed and overhauled on all the old maps. This alone is over 1.000 changes. ⦁ Rewrote and structured a lot of code in order to fix the core of the game for further updates on the engines, this also helped in gaining overall performance
What is Tactical Operations again?
We are a fast paced (team based) action shooter, set in a realistic-every-day environment. The key for this game is in it's movement, weapon control and ability to play different styles, while the fundament is still a very basic game design. Rush, camp, attack, swim, crouch, jump... you control all this while you shoot at your enemies in order to make the team objective.
You can find our game on Steam ('Tactical Operations' or 'TO4'), download it for free and give it a try! You can also visit us on discord (www.discord.gg/to4), this is our platform for feedback, finding competitive wars, talk about every day business and see live action from the game.
TO4's winter tournament 1on1
Organised by a couple of enthousiastic players from our community, we played 1on1 Winter Tournament last night.
Organisation
Thanks to the time and energy of 4 community members (Vo0di, tajfuN, lineT and saNtos) a few days ago they announced the tournament - free for everyone to play and join. During the evening ccKane and wingah also stepped in to give comments during the streamed matches, koystikojo set up a second stream so everyone could see two matches at one time. The Tournament was hosted on our community competitive ladder website TOWars.net
Ruleset for the tournament
The following ruleset applied to all matches:
1. You will play 2 maps with 10 maxrounds rounds on both Terrorist side as the Special Forces side (both players can choose a map) 2. Mappool : MAP-Scope, MAP-Trooper, MAP-Drought, MAP-RapidWaters, MAP-Arena-RGB, MAP-Arena-preAIM, MAP-Arena-LockDown 3. Draw matches with a 20:20 score -> one more final round for the 13 matchpoint. This will be a knife duel 4. The sniperrifle M40 is forbidden 5. After each game, both players must send in Discord 2 screenshots with the final score. Demorec will be set by the Admins on the server by default 6. There will be a knock-out system, which means the loser is directly out of the tournament 7. If there are any disputes in the cup, the organizers must be contacted immediately
Stream and winner
Thanks to the effort of ccKane, wingah and koystikojo we had constantly two matches streamed through Twitch, You can look back some of the matches (and the final offcourse) at: https://youtu.be/5IllK2BI5Ts
The final winner was tajfuN after a very tense and close final match versus lineT. We saw a lot of tajfuN's crazy movement and perfect gun handling - both trademarks of our game offcourse. The finalists will be set in stone on the Wall of Fame in MAP-Fueled. Congratz to tajfuN, a big shoutout to everyone involved in making this a success and ... well, let's plan a new tournament! We know there will be a 2on2 tournament when we release the newest patch of the game. More information about this soon!
TO4 still going strong in 2021
Our last post dated from the end of november 2020 - this seems like ages ago!
Not to worry, we are still here! Working very hard indeed, we still have those filled servers in the evening hours (European times - sorry). We also still get a lot of feedback on various stuff: little bugs in maps, annoying UI menu's, cries for new and more maps.
New maps
Well now, lets take that last question - more maps! That we will deliver with the upcoming new patch. So far it looks like these maps will make it to be included in the upcoming patch:
MAP-2on2-Lock made by Ssswing` The 2on2 maps will be very small and competitive maps that we will add to the game more and more. This specific map is set in an old industrial complex. While the rain poors down on you, prevent or rescue the hostages taken by a group of rebels.
MAP-Arena-2021 made by Dissident A small and moody Arena map set in a futuristic arena surrounded by snow.
MAP-Collision made by Dissident This map now is a bombing scenario, but might transform in the future with a new gamemode we are working on. We just don't want to keep it from you guys. Set in a rainy industrial setting.
MAP-Crossfire made by DarkSoe and improved by Dissident This arabic themed map was in before for a very short period of time. This time Dissident redid a lot of the look and feel of the map and also improved the performance a great deal)
MAP-Escape made by Darksoe and improved by ccKane Set in a modern city terrorist try to escape from the police. A complex and layered map that needs teamplay.
MAP-Smuggler made by Ssswing` In this rainy setting you have to prevent some terrorist from escaping after landing in a newly build port. Don't try to swim your way out, better get your weapons or sneak your way to the waiting cars.
MAP-Thunderball made by ccKane In his first TO4 map, ccKane revises an old and known map by some: Thunderball. Set in that trainstation with hostages that desperatly want to break free.
MAP-Torii made by Dissident Set in a gloomy and charming japanese setting, you will find yourself hiding in a rice field or swimming in caves in order to plant or defuse that bomb - set to blow up an ancient temple.
MAP-TrainstationII made by Dissident The map brings you into a village where terrorists have taken hostage in a trainstation. Will Special Forces rush in or play it tactical in order to save those hostages?
That's an interesting list, but what else?
As said, we are working to move our game from the old Unreal Engine 4.22.3 to the newer 4.25.4. On top of that we switched sound engines. We cancelled the wwise that we used before and now use the Steam Audio setup. This also results in us redoing all sounds and prepare all our maps for better sounds (reverb, environmental effects, etc.). We also noticed that the minimap we used on our game, made the linux client crash. So we added a brand new minimap plugin that actually looks and performs better.
We will post a lot more in-depth changes on our upcoming patch. We do kinda fear the day we need to create that complete patchlog in order to present to you all the changes, tweaks and fixes we implemented. It will be an insane list.
So when is this patch available to everyone? We have had several internal patches with the above changes, we still have to iron out some bugs, complete some sounds and polish maps. We do expect that the longest wait is over and we will announce the new patch as soon as possible.
Where is the community?
We have a small but dedicated community. Every (especially) evening there are servers filled. We have just public games with players have fun. We also have mixwars and clanwars that players organise themselves. We facilitate in this with available servers and our very active Discord. Feel free to visit us on www.discord.gg/to4 Here you can find the community, but also the Dev's from this game, live bots with active servers and matchsearching channels.
Hooray TO4, 1st anniversary!
Hooray TO4, 1st anniversary
Almost a year underway from our launch on 19th december 2019. During this year we have had at least a patch once every month. Patches filled with some impressive updates and content. New weapons, new maps, new animations on weapons, an insane amount of bugfixes on maps and gameplay elements. Really not too bad for such a small team, making this game as a hobby. Yes, we still do that.
This newspost serves three purposes.
First: Nominate TO4 for the "Better with Friends" award on Steam! Second: we want to show you a little bit about the road ahead for the game. What are our plans, what are priorities and what is specificly not on our agenda. And Third: we want to inform you that we are still very actively working on the game, but.. Yes, here is the but: we need some extra time to release the upcoming patch. Why? This has to do with the engine update we are working on. More of that below, first a little applause to our community!
Community
Thanks to our small community we were able to fleshen out the game into the state it currently is. We have had great discussions, test sessions, players pointing out bugs with pictures and videos (and web translators) and most of all: a great faithful small group of testers who spend hundreds of hours (some thousand) into helping us out. This all on our open TO4 Bugtracker and Discord server Thank you. THANK YOU. THANK YOU!!
Apart from this great little community, we are as developpers really proud of our game and very much involved with it (as much as our time let's us). So yes: we really read those reviews you guys place on Steam, Discord, etc. We have had conversations with players and people with the nickname: 'yes-i-want-to-play-but-there-is-noone-on-the-servers'. We know this. The current community is centered mostly on the European continent. On top of that: most our active players are there in the evening hours. This is due to the fact that we have a somewhat older community, who are not able to play the game during the day ("hello work, hello families"). Nonetheless; five of the seven evenings in the week, there are mixwars going on. Feel free to jump in our Discord and join those mixwars if you like, we are happy to help out new players! All you need is the game and a headset and a free 1,5 hours playtime.
Besides the mixwar we have European and North-American public servers up and running where people can freely play. Again; this is mostly during the evenings (European time). Be aware new players: the game is optimized enough to play on both continent servers. You don't need that ping 19 to actually hit people, feel free to jump on an EU or NA server if there are people playing!
A Little call-out to everyone who supports our game: - Nominate TO4 for the "Better with Friends" award on Steam! - Feel free to leave behind an honest review of our game on Steam. The more traffic the game gets, the more attention
The route forwards and Unreal Engine 4.25
We are working now on a stable new patch, based on the unreal engine 4.25. This is a small sentence to write, but an enourmous amount of work to realise for us as a development team. This results in us not bringing a new patch before (at least) half of December 2020. To be clear: we currently can't hotfix a few (smaller) problems that are known (in especially maps), we must first get that 4.25 engine stable. The current patch (UE 4.22) is running on all servers is very stable and performs as we hoped. Great fun!
Upcoming patches (Short to medium long term)
Most important: the game will remain free to play! We have the servers, the players, the game... now you play it and have fun! It is also good to mention: the system requirements for the game will not change with this engine switch (we actually hope for a little increase in performance).
We removed the Wwise audio engine we used. We go back to the original Unreal Engine 4 Audio engine (which we already used for ambient sounds in maps). This engine will add for us binaural panning (hrtf) and reverb on sounds. An important topic on the more competitive setting of the game. Initially we already included some new weapon sounds that were in mono on the old engine. We will also get Voicechat reimplemented using UE4's voice chat module
The maps we currently have will get updates on this new sound engine over time. Don't expect this directly, it's a time consuming job to finish per map.
Redo the grenade projectile movement and physics (this will also include throwing knives). Also redo the smoke grenade which currently has a bug on longer distance with playermodels.
Redo some User Interface elements (complete menu's, structures, etc.). Yes this also includes the key binding menu and the strangly positioned Leave Game when playing
We will further flesh out the UE4 online subsystem, the Steam backend tools and our own to4st sytem, which allows player statistics, game achievements, better admin controls and a lot more potential for the future.
When we have tackled a few of the above points and deliver a new stable patch, we want to start working a little more on gaining more attention and thus players. Feel free to contact us if you think you can help us out here!
We will remove the current CTF and Team Deathmatch maps for now. We still have the game mode included, but we want to create dedictated maps for it. We have found out that you need a 100% fitting and great map to complement a game mode. So this will be pushed towards the future.
Besides our normal game mode there will be an experimental new game mode. We call this one Sabotage. In short: both team rush for one bomb in the middle. First team to pick it up will plant it on teambased bombspot, the other team has to defend. So there is no more dedicated defending and attacking team, this will be decided during the round. This game mode also have players respawn during the round for more quick and focussed gameplay. For this gamemode we want fitting and proper maps. These will be brought over time, we might start with one map in one of the newer patches.
Upcoming patches (long term)
We are looking into redoing the complete 3rd person player animations (the current animations are slightly wooden, we agree)
Apart from that the regular stuff: new weapons (some surprises there!), new maps, new weapon animations - in short, more content!
A great action keybinder system
Unique character models, combined with taunts and voices
More depth to sounds in the environments (better footsteps, reverb effects, etc)
Added bot support (you can have absolutly stupid bots or they come with a pre-aim to them. There isn't really a good way in between. We want them, but we lack the time currently and we have other priorities (see the list above).
More remade maps from the Tactical Ops game. We want to focus on new stuff. Maybe a map will slip in, who knows!
Insane new graphics, overhauls of maps, etc. We simply lack the manpower to create more unique settings and looks then we currently have.
Don't expect weapon skins and stuff like that. We are looking into possible tweaks to your guns, but there will be no flashy, cartoonsy weapon skins.
Hotfix 20285
Changes
Remove MAP-Torii (still WIP, pushed by accident)
Fixes
Rework TrooperII lift to fix FPS issues it caused
MAP-TrooperII
Reduced the delay of the elevator from 2.2 to 2.1 (cckane)
Elevator shaft: Removed the top ceiling of the so the nades don't fall off and moved killing volume a bit lower (cckane)
Removed round wall on the underground passage testing new walls due to nade bugs. (cckane)
More light in the upper mid room (f0r5er)
Removed reflexion on ceiling on the elevator corridor (wingah)
Patch 20280
Added
New gameserver backend (first release, open source). It is able to collect game statistics. A player toplist will be live soon™. If you want to use it for your servers contact us on discord.
Changed
3% wider player models to increase hit surface in general
Increase size of hit collision primitives, add additional colliders for head, body & legs (comparison to the old version on the bottom of this article)
Weapon rebalancing for bigger hit primitives: Increase aim error (about 8%), damage & add more damage falloff for SMGs & shotguns. We appreciate feedback on the changes!
UMP receives a laser which improves the aimerror by 6%
Edit spray pattern of full auto weapons to fit the new hit primitives better
Increase player acceleration for more responsiveness
Increase recoil strength (interpolation velocity)
Use resonance HRTF by default
Dead pawns are ignored by weapons
Exchange bullet tracer fx (Spawned for every shot on high++ effect settings, feel free to give feedback, maybe it makes more sense to just spawn on every 2. or 3. shot)
Reduce particle amount smoke (does this reduce load on slower systems?)
Increase blood spawn rate (damaged player)
18->22% spray pattern random deviation
Increase bloody screen feedback
Refactor recoil recovery (only applied when player stops shooting or weapon empty)
Simple message buffering for announce widget
Fixed
Blood blocking hacking panel / bomb defuse
Infinite clip drop when replacing weapon while reloading
Scope toggle on any weapon possible if spammed during replication
3d marker should disappear after hacked
Admin pause stopped in pre round
Bomb planted on pawn
MAP-Eviction
Complete rework added to the map list
Needs testing of trickjumps / getting out of the map / getting stuck / etc.
Need to check balancing in the map, chokepoints, OverPowered positions, etc
NOTE: FPS might be a thing in this map, since there has not been a great optimization yet
MAP-Scope
Reduced wind effect on Middle of the map (0,95 > 0,75)
Reduced sound effect on lamps middle of the map (0,7 > 0,55)
Fixed broken foliage all around the map (material was missing)
Fixed missing metal impact effect on roof Baracks A
Resculpt the landscape around the roads (had some gaps underneath)
Fixed the lighting and shadows (did a high quality build this time, apologies)
Fixed the strange shadow caused by the fences near A mountain (Remus)
Redid some material work on the main buildings (still need to redo building A and B)
Reduced the shadow / lighting quality on some of the new foliage (gives better performance)
MAP-Blister
Blocked the camping position above the doorframes in the sniperlane building, terrorist side (Riax)
Gave the crates some more height for better cover (middle tunnel area, towards low. The crate on lower bombspot, The crate overlooking sniper house) (tajfun)
Blocked the balcony above the hallway from middle to high. You could trick-nade-jump there (tajfun)
Blocked the clothing/curtain rail in SF spawn building (pLum0)
Blocked the doorframe in the middle house, in front of SF base, where you could jump on (and camp (kummelmuck)
Repositioned the metal door on lower hallway, the lock was sticking through the door frame (Autix)
Repositioned the concrete doorframe that was flying around (oops), in front of Terrorist base (Autix)
Blocked trickjumps in terrorist base (autix / cckane)
Fixed the missing impact effects on the blue metal fences (Autix)
Fixed the strange lighting due to faulty roof on warehouse B (Autix)
Added extra light to dark corners (especially in warehouse B) (kummelmuck)
Redid collision on the office plants, now you cant trickjump on them (removed the plant in middle stairwell) (kummelmuck)
Blocked the trickjump in the office near terrorist side (you could sneak up the closet and camp) (kummelmuck)
Redid entire outside lighting + skybox - less brightness, easier on the eyes (kummelmuck / remus)
Fix nade bouncing sound not being played
MAP-Fueled
Reduced the brightness of the sky (2,5 > 2,0)
Blocked shooting under the white truck (except for a very small hole) in middle (wingah)
Fixed / changed / repositioned (58) number of visual errors in the map (foliage / mesh placement / etc) by kummelmuck
MAP-TrooperII
New look
Boxes 1.5 size (tajfuN)
Nade bug on tunnel (cckane)
MAP-Drought
Fixed wood material
Added light to the shadows
MAP-Arena-preAIM
Boosted general lighting in the pos process volume (1.0 > 1.2) and reduced contrast on both general as shadows (0.95 > 0.85). Increased the skylight (1.0 > 1.2)
Added very soft lights on specific corners, hallways, etc. mentioned where the SF skin is hard to spot (kummelmuck / tajfun)
MAP-Arena-LockDown
Added slight ambient dust to the map here and there (test)
Reduced general fog setting in the map (density 0,1 > 0,05)
Reduced skybox brightness (1,5 > 0,7)
MAP-Arena-KillThemAll
Removed the ceiling
Hit primitives
Old hit collision primitives New hit collision primitives
Weapon rebalancing
Aim error
TTK
Patch 20252
Changed
Removed official / community server filter
Maps
MAP-Blister
Removed the crate that prevented climbing in the middle area, towards Terrorist tunnels (dizzorizor)
Fixed hole in the wall, near lower bombspot (ccKane)
Fixed annoying flickering effect (overlapping meshes) in SF spawn and terrorist base (cckane)
Removed the top of the little walls around trees (strange collision with players and nades) (remus)
Added fences on both low and high bombspot to prevent more nadespamming
Changed the tree in the middle. It are now 2 palms, giving less annoying blocking places and better overview (kummelmuck)
MAP-Converge
IMPORTANT: this version of the map is still pretty early, it will get an overhaul over time. These changes are just to make it more fun to play and remove gamebreaking elements for now.
Removed the fences around the pillar on right side SF base (near escape point) (cckane)
Enlarged openings and hallways in the building next to the hostage point
Removed annoying stuff that blocked movement on the floor
Replaced all tree meshes with decent looking ones (omfg)
Removed access to the Terrorist balcony in their base (pLum0)
Blocked the trickjump on the fences on rescue point (Riax)
Removed some crates in the middle building for smoother movement
Blocked the sniper spot on terrorist side, outside hostage hiding place, where you could shoot through the fences towards SF spawn
Enlarged the metal bars on the middle area (easy to shoot people from there or throw nades) - not ideal still (ccKane)
Smoothen the terrain near the stairs from middle into middle building
Removed the fences and poles in sniper lane, right side from SF (annoying and strange blockades for players)
No longer possible: shoot through boxes
MAP-Scope
Added more grass and green feelings to the map (yes yes, i do listen to you guys) (alex333x)
Changed the road meshes in the map, new material with better asphalt and this new mesh prevents guns from falling through it (currently there are some shadow artifacts; will be fixed in the next patch)
Changed the window/glass material (there was an issue on linux machines with this) (pLum0)
Changed look of the 'RedHouse' (connector middle - silos)
Removed the wooden bars in the window of 'RedHouse' (connector middle - silos), still unpassible (kummelmuck)
Smoothen the terrain and rocks left side of bridge (SF side) (cckane)
Blocked trickjump on the entrance next to SF spawn on facility entrance (remus)
Reduced sound of Electric zoom on the Lights (1,0 > 0,7) (remus)
Closed 2 holes in the rockwall on Terorrist spawn (Riax)
Closed the gap on the railing on bridge SF side (koystikojo)
Closed the gaps under the silo's (koystikojo)
Redo complete silos
Thickend the walls of barracks A, this prevents playermodels, shadows and guns sticking through (wingah)
Removed the middle beam on upper facility (this was blocking the view) (wingah)
MAP-Trainyard
Fixed the hole in the floor on balcony, overlooking the entrance towards Terrorist base (cckane)
Fully closed the door leading from middle onto Warehouse of bombspot A (cckane)
Removed the boards with numbers / logos that kept shining through the whole map (voodi)
Blocked the window frames in the middle area. When you jumped down towards the ladder tunnel, you could stand in them (Riax)
Blocked the window next to balcony bomspot B (wingah)
Set the gate to: crush (it will kill a player when he's under) and No Interrupt (even when it kills, it will finish the close/open) (cckane)
Replaced some meshes for better alignment, especially on the Slate from warehouse A
Gave bombspot B a little more lightning
MAP-Filth
Replaced the trains
New interior gives better movement options then the previous one
Replaced the train tracks (some faulty stuff there ...)
Closed the gap between the escalator and the normal stairs on Bombspot B, also made the escalator somewhat wider for better movement (cckane)
Changed all blockvolumes to PawnBlocker only. So player can't go through, all other stuff can (kummelmuck)
Slightly smoothened the collision on all metal pillars in the map; better movement and more precise nade throwing
Added a stairs to SF starting point
Removed the boxes in the room next to ladder room (ground floor), they made it possible to climb very high and camp there
Blocked the access to the electrical installations in the room next to the ladder room (ground floor), you were able to climb the doors with this (kummelmuck)
Set all door frames to: 'Ignore Pawn', this way you can't jump and stand on them
Changed the railing from backway towards Bombspot B, for a more simple version. This way there is less 'random' bulletblocking in fights
Changed the glass material on the escalators to a metal material (cckane)
Redid entire Train material (less shiny) (cckane)
Blocked trickjump next to upper ladderroom (pLum0)
Adjusted traintracks (kummelmuck)
Adjusted escalators near bombspot B (lower) (AutiX)
Fixed material setting on impact glass trains (kummelmuck)
Added blocking volume for player movement in between trains bombspot B (tajfun & cckane)
Removed (random) bulletblocking fences on lower bombspot B and added solid walls (cckane)
MAP-RapidWaters
Removed crate on the stack in front of Terrorist base. This spot was very overpowered to look into terrorist base (wingah)
Removed all the crates in the corner opposing the main entrance of Terrorist base, you could climb them and this gave an insane overpowered overview of the map (wingah)
Lowered the walls on Terrorist water entrance a bit more. Increased the lighting source there (3,0 > 5,0) with dynamic shadows on playermodel. Also gave the crates behind the spot a more white look. This all to increase the sight on this spot with opponents camping there (cckane)
Removed the possibility to stand on the lamp and ledge above water entrance SF side (pLum0)
Slightly increased the lighting in the basement area
Redid the water material a little bit, hope to make playermodels slightly harder to spot (koystikojo)
Replaced the highbridge open parts of the floor with closed ones (bonus effect: nades should behave better) (wingah)
Repositioned and transformed the postprocessvolume on the water surfaces. When underwater you will always have the underwater effect (remus)
Redid some parts of the terrain underwater, to prevent standing in the water (remus)
Repositioned some crates on the lower bridge (first cluster left from SF spawn), you can now walk besides them on the right side and the bridge (remus)
Increased lighting source in the corner of high bridge, overlooking lower bridge (5,0 > 8,0)
Added white paint on the walls on specific spots (high bridge sniper spot, terrorist side) to increase sight for players on the other end of the map (wingah)
Slightly increased light on the total of high bridge (wingah)
Reduced waterfall sound (0,25 > 0,18 on Volum multipler)
Reduced dripping sounds in basement (1,0 > 0,8 on Volume multipler)
Reduced river sound (0,15 > 0,12 on Volume multiplier)
Reduced the on Water PostProcessingVolumes Shadows Gain (1,5 > 1,2), and the shadow contrast (0.95 > 0,8) - better sight under water?)
Reduced the on General and Water PostProcessingVolumes Exposure Max (1,4 > 1,0)
MAP-Drought
Lights in middle reworked
MAP-Arena-LockDown
Fixed the mis aligned wall piece (and a few more) (cckane)
Changed light in the middle corridor from deep red to deep yellow (better sight)
Gave PostProcess Exposure a 0,8 (min) / 1,2 (max) value - slightly better sight on long distance
MAP-Arena-preAIM
Fixed the missing impact effect on the floors (and also some glass) (wingah)
MAP-Arena-KillThemAll
Higher ceiling on both bases
Patch 20238
Added
Hidden, Right handed & mirrored weapon mode
Steam Achievements
Changed
Lower volume reload saiga, ak
Add 18% random offset to individual spray pattern shot
Bomb speaker range 38 -> 46m
Hostages receive 25% more damage
Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)
Reduce falling damage threshold / multiplier
Weapon balancing
Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS
Movement balancing
The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations
Ground Friction 9.5 -> 8.5 (faster direction changes while running)
Acceleration 1950 -> 2025
Fixed
Nade spawn clipping through thin walls
Delayed nade spawn into next round possible
Map switch bug (CTF / TDM servers)
Minimap hacking panel marker not visible
SpecHUD scope overlay
Outline visible in water
Init money after swap teams, inverse round winner array & swap team score
MAP-Blister
Fixed the LOD (popping effect) on the carpets on the floor (plum0)
Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)
Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)
Fixed the hole in the wall on palm tree area (ccKane)
Smoothen movement / blocked obstacles:
Board on the wall on the outside ring of lower bombspot (ghosty)
Little area on SF side, where you enter the tunnel of middle area (ghosty)
Wall segment in the tunnels near palm tree (wingah / ghosty)
Lower wall on high bombspot in sniper lane (ccKane)
MAP-Drought
Changed skylight bpadded a bit more light to the map in general
New light positioning on both terror and sf entrances
MAP-TrainYard
Windows on the train now block bullets (Kummelmuck)
Removed the hole in the floor towards the main entrance on bombspot A (ccKane)
Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)
Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)
Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)
MAP-TrooperII
Changed Mid building floor (nades where getting slowed down)